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Support for Sigil II #1129

Merged
merged 4 commits into from
Jan 2, 2024
Merged

Support for Sigil II #1129

merged 4 commits into from
Jan 2, 2024

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mikeday0
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@mikeday0 mikeday0 commented Dec 21, 2023

Closes #1090.

@mikeday0 mikeday0 changed the title [WIP} Support for Sigil II [WIP] Support for Sigil II Dec 21, 2023
@fabiangreffrath
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Thank you for starting to work on this! I really couldn't get myself motivated, but the prospect of ever recurring requests to add support for this wasn't encouraging either.

I guess the one big part that's missing is the special treatment in d_pwad.c and the decision whether to prefer Sigil 1 or 2 for side-loading - or simply load both and live with (or circumvent) the incompatibilities introduced by Sigil 2's DEHACKED lump.

@mikeday0 mikeday0 marked this pull request as ready for review December 23, 2023 16:13
@mikeday0 mikeday0 changed the title [WIP] Support for Sigil II Support for Sigil II Dec 23, 2023
@mikeday0
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mikeday0 commented Dec 23, 2023

I think it's done? A few comments:

  • The sideloading system will try to load both Sigil and Sigil II if available.
  • The Sigil II WAD with the Thorr soundtrack is loaded in place of the free WAD, not in addition to.
  • I opted to add a special case for the Mastermind HP buff, but only when we sideload. If the user explicitly adds the Sigil II PWAD, the dehacked HP change takes effect globally.
  • Still using the *_ZD sky. The normal sky texture has that ugly seam. (@JNechaevsky - I thought you added a fix for this, but maybe I'm doing something wrong?)

@JNechaevsky
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I thought you added a fix for this, but maybe I'm doing something wrong?

Nope, nothing wrong! *_ZD sky is a normal one of 256x128 size. In compat version I simply edited TEXTURES/1 lump, so SKY1 is using SKY6_ZD patch (256x128) and the texture itself is also 256x128, that's all the trick.

src/doom/g_game.c Show resolved Hide resolved
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@JNechaevsky
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Made a brief experiment with brightmapping of SIGILTX2 exit texture. No, nothing, nada. Even if gold eyes will be fine-tuned, there are still few dark-gold pixels on the left side of the texture.

image

Another problem is esthetical: if gold eyes will be brightmapped, then centered eye will loose it's accent. Brightmapping only centered's eye pupil even if possible will probably looks... Definitely odd. Better leave this texture for good. 🙅🏻‍♀️

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Very clean, good job. Thanks for this!

@mikeday0 mikeday0 merged commit e80707e into master Jan 2, 2024
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@mikeday0 mikeday0 deleted the sigil2 branch January 2, 2024 16:08
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Sigil 2 Support
4 participants