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Freedoom switches and textures


hawkwind

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I noticed that freedoom hadn't fixed the switches for the current release and since it appears that the old freedoom bugs page has been hacked I will give a link to it again ...

http://rapidshare.com/files/181630931/freedoom_corrected_textures.wad

fixes ...

WALL47_3, WALL47_4 and WALL47_5 were not in PNAMES, necessary for sw2lion, sw2satyr and sw2garg.

sw1/2skull,sw1/2ston6,sw1/2gray and sw1/2comp now work the right way around.

sw1/2exit was completely wrong. Fixed.

sw2wdmet now works. blue and red instead of just a blue skull.

The new texture1 and pnames lump will have to be copy/pasted into the main iwad to work correctly.

---------------------------------------

I noticed that sk_left and sk_right are both the same texture. They don't tile well against sw1/2skull.

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MikeRS said:

You can use this for reporting bugs (the sourceforge site is unused now): http://savannah.nongnu.org/bugs/?func=additem&group=freedoom

Also, could you provide the files without the assembled WAD? That would be helpful, thanks.

From what I can tell, it's not a collection of texture images, but a fixed TEXTURE1 lump.

hawkwind: unfortunately, what you've submitted is incompatible with how the Freedoom WADs are built. We have a system that automatically builds the TEXTURE1 lump from this file. Can you provide an updated version of this instead?

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  11 ; Note: some of the textures, despite existing with the
  12 ; same name in both Doom1 and Doom2, are nonetheless
  13 ; different textures. Where they differ, the Doom2
  14 ; version is used. Here is a partial list of some of the
  15 ; textures affected:
  16 ;
  17 ; sw[12]brcom
  18 ; sw[12]brn1
  19 ; sw[12]exit
  20 ; sw[12]starg
  21 ; sw[12]ston2
  22 ; sw[12]stone
Honestly, I'd advise using the Doom definition instead of the Doom 2 definitions for these switches. Why? Because these switches are uselessly redundant in Doom 2. They put them in the wad because they were declared in the exe and the engine might have complained if it didn't find them, but they did not use them in the maps. The definitions of them make them all clones of SW.BRCOM. While some mods might have used SW.STARG where the mapper wanted to use a brown concrete wall, I think the increased texture choice is much better when making maps for Freedoom itself, and allows real compatibility for maps made for Doom 1.

SW.BRCOM itself is identical in Doom and Doom 2.
SW[12]BRN1 ought to be:
SW1BRN1                         64      128
*       WALL02_2                0       56
*       WALL02_2                0       0
*       SW3S0                   15      75

SW2BRN1                         64      128
*       WALL02_2                0       56
*       WALL02_2                0       0
*       SW3S1                   15      75
(The definition of SW2BRN1 in Doom.wad also includes two STEP07 patches that are completely hidden by the WALL02_2 patches and therefore irrelevant.)

SW.EXIT is identical in both games, contrarily to what the comment says.

SW[12]STARG ought to be:
SW1STARG                        128     128
*          SW19_4               0       0
*          SW19_3               0       64
*          SW3S0                48      76

SW2STARG                        128     128
*          SW19_4               0       0
*          SW19_3               0       64
*          SW3S1                48      76
SW[12]STON2 ought to be:
SW1STON2                        64      128
*          W28_5                0       0
*          W28_8                0       64
*          WARNB                24      73

SW2STON2                        64      128
*          W28_5                0       0
*          W28_8                0       64
*          WARNA                24      73
SW[12]STONE ought to be:
SW1STONE                        64      128
*          WALL01_1             0       0
*          WALL01_2             16      0
*          WALL01_3             32      0
*          WALL01_4             48      0
*          WALL01_1             0       72
*          WALL01_2             16      72
*          WALL01_3             32      72
*          WALL01_4             48      72
*          W33_8                0       64
*          W33_8                0       120
*          SW1S0                16      72

SW2STONE                        64      128
*          WALL01_1             0       0
*          WALL01_2             16      0
*          WALL01_3             32      0
*          WALL01_4             48      0
*          WALL01_1             0       72
*          WALL01_2             16      72
*          WALL01_3             32      72
*          WALL01_4             48      72
*          W33_8                0       64
*          W33_8                0       120
*          SW1S1                16      72
As far as I remember, the other conflicting textures are the skies (using SKY patches in Doom, RSKY patches in Doom 2), the BIGDOOR7 texture (the Doom definition is bogus as its patches are incorrectly offset by -4, the texture is bugfixed but otherwise identical in Doom 2), and three, technically four, of the STEP textures:

STEP1: 32x8 STEP04 in Doom, 32x16 with added STEP05x2 in Doom 2.
STEP2: 32x8 STEP03 in Doom, 32x16 with added SW11_4 in Doom 2.
STEP3: 32x8 STEP05 in Doom, 32x16 with added STEP05 in Doom 2. (Practically identical result.)
STEP4: 32x16 STEP06 x2, identical in both games.
STEP5: 32x16 STEP09 x2 in Doom, STEP09 + STEP08 in Doom 2.
STEP6: 32x16 STEP10+STEP07, identical in both games.

IIRC, that's all.

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I have uploaded the updated and fixed versions of PNAMES and TEXTURE1 lumps to the bugs section.

They are combined.txt and pnames.txt

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Just thought I'd add that none of the changes Gez suggests have been implemented in my fix.

Although it doesn't sound like a bad idea, provided existing maps do not get broken as a result.

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Actually pnames.txt is generated. Running $make clean, deletes it.
Whatever was changed in pnames.txt, should be put in the proper location in the buildcfg.txt.

The buildcfg.txt helps generate the pnames.txt.

The combined.txt should be very useful as is.

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OK, I was really busy with family visiting and I didn't take care in noticing what was actually committed... please resubmit your fixed combined.txt on the bug tracker (one that doesn't just copy+paste the normal cgit/gitweb view)

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Catoptromancy said:

Actually pnames.txt is generated. Running $make clean, deletes it.
Whatever was changed in pnames.txt, should be put in the proper location in the buildcfg.txt.

The buildcfg.txt helps generate the pnames.txt.


OK then. Just make sure that when you compile that WALL47_3, WALL47_4 and WALL47_5 are now included in PNAMES

MikeRS said:

please resubmit your fixed combined.txt on the bug tracker (one that doesn't just copy+paste the normal cgit/gitweb view)


I'm not sure what you mean here. Just download combined.txt and open with Notepad and alter to suit.

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I have resubmitted combined.txt to the FreeDoom Bugs page. I edited freedom.git-.mht via WordPad. I hope it is right this time. Also uploaded some patches. Go to the Freedoom Bugs page for more info.

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"freedoom.git-.mht"? What is this? There is no such file as this and `file` just reports it as "freedoom.git-.mht: multipart/related; start=<op.mh"; huh?

Please, if you're trying to edit combined.txt, at least download the right file and use a proper editor (ok, Notepad is fine I guess, but for the love of god, never use WordPad).

As for the patches, I'll commit that change, it'll make it more consistent with the other switches :)

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Now I am at a loss. Previously I did upload combined.txt, a simple text file which I did edit via Notepad, which was rejected .... I give up !

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Hawkwind, instead of uploading a combined.txt just paste here what will be added and what would be changed.

Ive edited combined.txt a couple times, can probably figure out where to put stuff. Make sure to mention what iwad what each section is for.

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OK I can do that. Probably the best solution ...

DBRAIN1 changed for Map 30. It can be changed to this, or left as is


398 DBRAIN1 64 32
399 * RWDM11A 0 0
400 * RWDM11A 0 0
401 * RWDM11A 0 0
402 * RWDM11A 0 0
403 * RWDM11A 0 0
404 * RWDM11A 0 0
405 * RWDM11A 0 0
406 * RWDM11A 0 0
407 * RWDM11A 0 0
408 * RWDM11A 0 0
409 * RWDM11A 0 0
410 * RWDM11A 0 0
411 * RWDM11A 0 0
412 * RWDM11A 0 0
413 * RWDM11A 0 0
414 * RWDM11A 0 0
415 * RWDM11A 0 0
416 * RWDM11A 0 0
417 * RWDM11A 0 0
418 * RWDM11A 0 0

for doom2 ...

557 SW1SKULL 64 128
558 * RW48_4 0 0
559 SW1STON6 64 128
560 * RW18_3 0 0
561 * SW2S0 16 72

597 SW2SKULL 64 128
598 * RW48_2 0 0
599 SW2STON6 64 128
600 * RW18_3 0 0
601 * SW2S1 16 72

605 SW2WDMET 64 128
606 * RW26_1 0 0
607 * EXIT2 16 48
608 * EXIT2 24 48
609 * EXIT2 32 48
610 * EXIT2 40 48
611 * EXIT2 40 64
612 * EXIT2 32 64
613 * EXIT2 24 64
614 * EXIT2 16 64
615 * W108_3 24 52

1043 SW2LION 64 128
1044 * WALL47_2 0 0
1045 * WALL47_4 12 62

1046 SW2SATYR 64 128
1047 * WALL47_2 0 0
1048 * WALL47_3 12 60

1680 SW1EXIT 32 72
1681 * W32_4 0 0
1682 * SW2S0 0 16
1683 * W33_8 0 64

1684 SW1GRAY 64 128
1685 * W31_1 0 64
1686 * W31_1 0 0
1687 * SW2S0 16 70

1749 SW2EXIT 32 72
1750 * W32_4 0 0
1751 * SW2S0 0 16
1752 * W33_8 0 64

1753 SW2GRAY 64 128
1754 * W31_1 0 64
1755 * W31_1 0 0
1756 * SW2S1 16 70

1843 SW2GARG 64 128
1844 * WALL47_2 0 0
1845 * WALL47_5 12 62

You are already aware about the sw1/2starg problem.

That should be it.

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