Doctor Nick Posted July 21, 2017 The Freedoom build process has finally entered 21st century and now accepts PNGs! No more fucking with the cyan transparency to get your sprite to work! I have updated the build process in my guide with the updated deutex binary. 3 Quote Share this post Link to post
Jayextee Posted July 21, 2017 Oh? There goes the vanilla compatibility goal. 0 Quote Share this post Link to post
Doctor Nick Posted July 21, 2017 1 minute ago, Jayextee said: Oh? There goes the vanilla compatibility goal. Nope, deutex automatically converts them into Doom-compatible PICs. Fully Vanilla compatible! 0 Quote Share this post Link to post
Jayextee Posted July 21, 2017 Ohhhh, I thought you meant in the .WAD -- brainfart there. My bad. :) 0 Quote Share this post Link to post
axdoomer Posted July 29, 2017 What I think is the most important, is that Deutex can now add images which are larger than 127 pixels (width and height) to a WAD and it will display correctly in Doom. I wanted it to be fixed for a long time. 0 Quote Share this post Link to post
axdoomer Posted July 29, 2017 (edited) About Deutex, that's the issue and the commit that fixed it. It's nice that they resurrected the project. Edited July 29, 2017 by axdoomer 0 Quote Share this post Link to post
Voros Posted July 29, 2017 (edited) I'm just glad that Deutex is back on track. Was tired of renaming my MID files to MUS. In fact, fraggle's recent issues he posted might help Freedoom's build system. There are two idiosyncrasies in Freedoom's BUILD-SYSTEM.adoc document, and they are both related to the issues he posted: explicit TEXTURE lump names and IWAD dependency. Using something like if (Type == IWAD) { // Don't look for IWAD and continue with building } else { // Look for IWAD } Could solve IWAD dependency if building an IWAD. No idea about the explicit TEXTURE lump name though. Edited July 29, 2017 by Voros 0 Quote Share this post Link to post
RonLivingston Posted July 29, 2017 I'm kinda thinking why it accepts PNG's now? 0 Quote Share this post Link to post
Doctor Nick Posted July 29, 2017 2 minutes ago, RonLivingston said: I'm kinda thinking why it accepts PNG's now? Previously, freedoom graphics had to be in GIF format, which didn't have transparency; this became a pain in the ass as you had to add the transparency color to all the sprites. Now that it accepts PNGs, we don't have that problem. 0 Quote Share this post Link to post
Blastfrog Posted August 3, 2017 One thing I was really hoping for was to just pull the offset coordinates from the PNGs themselves rather than manually redefining them in buildcfg.txt. 0 Quote Share this post Link to post
chungy Posted August 3, 2017 (edited) The PNGs neither encode that data, nor does DeuTex support it (but that's not a bad idea!). I would be hesitant against Freedoom's build system depending on such a feature even if it existed. Such metadata is way too fragile. Edited August 3, 2017 by chungy 1 Quote Share this post Link to post
Blastfrog Posted August 3, 2017 Well, with Slade it's easy to import and export PNGs with such info intact. It's the responsibility of anyone forking the project to ensure they don't break the offsets. Easiest thing is to recommend working with them in Slade first, then just export them when finished. If a sprite needs to be duplicated anywhere with a different offset, I think the manual offset system should still exist, but by default it would use the internal coordinates instead. 1 Quote Share this post Link to post
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