lumps: Autogenerate optimized DMXGUS lump.

Replace the current poor-quality handcrafted GUS configuration with
a script that programatically generates an optimized configuration
file based on statistical analysis of music from various popular WAD
files.
lumps: Add Makefile I forgot to include.

This was supposed to be in the previous commit.
lumps: dmxgus: add .gitignore for ultramid.ini
levels: map09 revision 11 (Mar 6, 2013)

DW: http://www.doomworld.com/vb/post/1151816
Signed-off-by: RjY <rjy@users.sourceforge.net>
levels: map13 revision 2.7 (Mar 11, 2013)

DW: http://www.doomworld.com/vb/post/1153164
Signed-off-by: RjY <rjy@users.sourceforge.net>
levels: greatly fixed/enhanced map19 from Wesley Johnson

DW: http://www.doomworld.com/vb/post/1151816
Signed-off-by: RjY <rjy@users.sourceforge.net>
renamed .mus file to .mid where appropriate
levels: map13 revision 2.8 (Apr 13, 2013)

DW: http://www.doomworld.com/vb/post/1161433
Signed-off-by: RjY <rjy@users.sourceforge.net>
levels: new E1M3 from Paar

He writes (in readme.txt):
>Notes: I love your work so I thought I could contribute. When I played
>through Ultimate Doom variation of FreeDoom I noticed that map E1M3 was
>largely unfinished. So I began to make my own vanilla version of it. I
>used only resources from shareware episode becase I wanted to be as
>close to the original as possible. The layout is similar and the level
>has an exit to E1M9. I don't know if you'll use it, that depends
>entirely on you. Enjoy!

DW: http://www.doomworld.com/vb/post/1141864 ,
    http://www.doomworld.com/vb/post/1143935 (update)
Signed-off-by: RjY <rjy@users.sourceforge.net>
levels: E1M5/MAP15/MAP28 2013-08-14 updates from Z0k

DW: http://www.doomworld.com/vb/post/1190455
Signed-off-by: RjY <rjy@users.sourceforge.net>
levels: MAP15 2013-08-16 update from Z0k

DW: http://www.doomworld.com/vb/post/1193758
Signed-off-by: RjY <rjy@users.sourceforge.net>
levels: MAP15/MAP28 2013-08-18 updates from Z0k

DW: http://www.doomworld.com/vb/post/1194315
Signed-off-by: RjY <rjy@users.sourceforge.net>
levels: remove extra DEHACKED lump from e1m5.wad
levels: MAP15/MAP28 2013-08-30 updates from Z0k.

Change comments:

Map15:

-Removed an impassible line in Red key area, now cacodemons can reach
players without trouble.

-Replaced an Imp for a Cacodemon

-Removed block sound lines in the red key area where 2 shotgunners can
be found near of the lift.

-Added "block Monster" lines for the imps that are near of the
chaingunner and shotgunners. so imps cannot be killed by them.

Map28

-Removed 4 chaingunners on the yellow key swicht, now the enemies that
will appear there would be defined by the skill level:

Easy: Zombieman
Normal: Shotgunner
Hard: Shotgunner

-Removed 2 hell knights on the yellow key area, now they are replaced
by imps.

-Removed the floor damaged on the blue key are where players find the
swicht where the rocket launcher is found.

-Removed the revenants on the blue key area near of the bloodfalls.
now they are replaced by chaingunners on all skills. this change was
made due revenants were to hard to kill in that place and also a waste
of ammo, now chaingunners provide a bit of challenge while they can be
killed easily.

Those are the final revisions for the maps. and i dont going to update
them until more players tells if the maps are still harder for them

Signed-off-by: Simon Howard <fraggle@gmail.com>
sounds: Add PC speaker sounds by GhostlyDeath

These are some initial PC speaker sounds that cover most of the common
sound effects, made by GhostlyDeath. Some discussion can be seen in
the thread on Doomworld:

http://www.doomworld.com/vb/freedoom/65535-wip-pc-speaker-sounds/

Signed-off-by: Simon Howard <fraggle@gmail.com>
levels: e1m3 update from Paar

DW: http://www.doomworld.com/vb/post/1205479
Signed-off-by: RjY <rjy@users.sourceforge.net>
levels: E1M7: move walk trigger to other side of door (Patrol1985)

A classic ZDoomism (implicit passuse): A door (sector 204) could not be
opened due to its west side (linedef 1208) being blocked by a walk
trigger (linedef 1201). This left both door unable to be opened, and
walk trigger unable to be activated. The latter left the player stuck in
the immediate area, unable to finish the level.

The simplest fix, applied here, is to move the walk trigger to the other
side of the door (linedef 1214). The player must still walk through the
door and "see" the blue key vanish to escape the maze.

Thanks to Patrol1985 (and others) for reporting this:
http://www.doomworld.com/vb/post/1209971
graphics: Generate text graphics programatically.

Remove the big text graphic images used for the menus and the
intermission screen. Instead, generate these graphics programatically
from a script. This allows them to be easily changed and extended
as desired.
graphics: Adjust offsets of menu text.

Some of the text graphics on the options and sound menus were
misaligned using the new generated graphics. Adjust these so that
they are spaced out more evenly.
graphics: Add overrides for source port text lumps.

Some source ports (PrBoom, Eternity Engine, etc.) come with their own
PWAD files that include custom text graphic lumps for extended menus.
Include some overrides in Freedoom for common ones, so that when
playing in these ports the menus have a consistent look and feel.