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  1. <!-- See COPYING.adoc for license terms of this file. -->
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  5. <title>Freedoom — Home</title>
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  26. <div id="header">
  27. <h1 id="site">Freedoom</h1>
  28. <h2 id="page">Home</h2>
  29. <a href="https://github.com/freedoom/freedoom"><img id="forkme" src="forkme.png" alt="Fork me on GitHub" /></a>
  30. </div>
  31. <div id="navigation">
  32. <div id="contents" class="nav">
  33. <h3>Contents</h3>
  34. <ul>
  35. <li><a href="index.html">Home Page</a></li>
  36. <li><a href="about.html">What is Freedoom?</a></li>
  37. <li><a href="screenshots.html">Screenshots</a></li>
  38. <li><a href="download.html">Download</a></li>
  39. <li><a href="help.html">Help Freedoom!</a></li>
  40. <li><hr /></li>
  41. <li><a href="https://github.com/freedoom/freedoom/issues">Report Issues</a></li>
  42. <li><a href="https://www.doomworld.com/forum/17-freedoom/">Discuss on the Forum</a></li>
  43. <li><a href="https://discord.gg/cGsSCXq">Talk on Discord</a></li>
  44. <li><hr /></li>
  45. <li><a href="using.html">Other Projects</a></li>
  46. <li style="text-align: center;">
  47. <a href="https://github.com/freedoom/freedoom"><img src="img/social/github.png" alt="GitHub" /></a>
  48. <a href="https://www.youtube.com/FreedoomGame"><img src="img/social/youtube.png" alt="YouTube" /></a>
  49. </li>
  50. </ul>
  51. </div>
  52. </div>
  53. <div id="main">
  54. <div id="preamble">
  55. <div class="sectionbody">
  56. <div class="imageblock" style="float:right;">
  57. <div class="content">
  58. <a class="image" href="screenshots.html">
  59. <img src="img/screenshots/th_phase2-0.12_04.png" alt="Freedoom Screenshot">
  60. </a>
  61. </div>
  62. </div>
  63. <div class="paragraph"><p>The Freedoom project aims to create a complete
  64. <a href="https://www.gnu.org/philosophy/free-sw.html">free content</a> game based
  65. on the <em>Doom</em> engine.</p></div>
  66. <div class="paragraph"><p>Combined with the engine, <em>Freedoom</em> is also compatible with game
  67. modifications (&#8220;mods&#8221;) made for the original <em>Doom</em> games, made by
  68. <em>Doom</em> fans and artists over the decades.</p></div>
  69. <div class="paragraph"><p>For more information, see the <a href="about.html">What is Freedoom?</a> page.</p></div>
  70. </div>
  71. </div>
  72. <div class="sect1">
  73. <h2 id="_project_news">Project News</h2>
  74. <div class="sectionbody">
  75. <div class="sect2">
  76. <h3 id="_a_href_freedoom_0_12_1_2019_10_22_freedoom_0_12_1_released_a_a_id_freedoom_0_12_1_a"><a href="#freedoom-0.12.1">2019-10-22: Freedoom 0.12.1 released</a><a id="freedoom-0.12.1"></a></h3>
  77. <div class="sect3">
  78. <h4 id="_general">General</h4>
  79. <div class="ulist"><ul>
  80. <li>
  81. <p>
  82. The HTML documentation (eg, <span class="monospaced">NEWS</span> and <span class="monospaced">README</span> files) are
  83. generated with a style based on <em>Freedoom</em>’s own website, rather
  84. than the default AsciiDoc styling.
  85. </p>
  86. </li>
  87. <li>
  88. <p>
  89. <em>Phase 2</em>’s internal DEMO1 has been replaced, thanks to some odd
  90. vanilla quirks that could cause it to desync in some (but not all)
  91. conditions.
  92. </p>
  93. </li>
  94. </ul></div>
  95. </div>
  96. <div class="sect3">
  97. <h4 id="_levels">Levels</h4>
  98. <div class="ulist"><ul>
  99. <li>
  100. <p>
  101. The sailor monster type is formally banished from <em>Freedoom</em>’s own
  102. levels, and remaining uses of it were removed.
  103. </p>
  104. </li>
  105. </ul></div>
  106. </div>
  107. <div class="sect3">
  108. <h4 id="_manual">Manual</h4>
  109. <div class="ulist"><ul>
  110. <li>
  111. <p>
  112. Incongruities between the actual game and manual have been fixed.
  113. </p>
  114. </li>
  115. </ul></div>
  116. </div>
  117. <div class="sect3">
  118. <h4 id="_build_system">Build system</h4>
  119. <div class="ulist"><ul>
  120. <li>
  121. <p>
  122. The <span class="monospaced">make install</span> targets have been consolidated to behave more
  123. similarly to how the pre-built zip distributions are: a split
  124. between <em>FreeDM</em> and <em>Phase 1+2</em>, rather than installing each of
  125. the tree IWADs independently (and thus getting their own
  126. <span class="monospaced">/usr/share/doc</span> directories, for instance).
  127. </p>
  128. </li>
  129. </ul></div>
  130. </div>
  131. </div>
  132. <div class="sect2">
  133. <h3 id="_a_href_freedoom_0_12_0_2019_10_10_freedoom_0_12_0_released_a_a_id_freedoom_0_12_0_a"><a href="#freedoom-0.12.0">2019-10-10: Freedoom 0.12.0 released</a><a id="freedoom-0.12.0"></a></h3>
  134. <div class="sect3">
  135. <h4 id="_general_2">General</h4>
  136. <div class="ulist"><ul>
  137. <li>
  138. <p>
  139. We now have a manual rendered to beautiful PDF format. Thanks to
  140. Simon Howard, the project’s founder.
  141. </p>
  142. </li>
  143. <li>
  144. <p>
  145. A strong focus on vanilla compatibility has been sought for this
  146. release. Most, if not all, levels should work now.
  147. </p>
  148. </li>
  149. <li>
  150. <p>
  151. <em>Final Doom</em> compatibility de-emphasized. Where it creates
  152. conflicts with <em>Doom II</em> mods or texture definitions, we prefer
  153. the <em>Doom II</em> side of things. <em>Final Doom</em>-specific maps and mods
  154. may never look completely right in <em>Freedoom</em>, as a result.
  155. </p>
  156. </li>
  157. </ul></div>
  158. </div>
  159. <div class="sect3">
  160. <h4 id="_levels_2">Levels</h4>
  161. <div class="ulist"><ul>
  162. <li>
  163. <p>
  164. <em>FreeDM</em> has seen a major overhaul, with most maps being modified,
  165. with new additions and removals of the weaker levels. It now
  166. benefits from the use of Aquatex and Egyptian textures in some of
  167. its levels, giving a more vibrant feel than before.
  168. </p>
  169. </li>
  170. <li>
  171. <p>
  172. <em>Phase 1</em> gets a lot of mapping love in this round, fleshing out
  173. the levels and tweaking difficulty levels so easy, normal, and
  174. hard are all accounted for. There is a new C3M5 by Mortrixs.
  175. </p>
  176. </li>
  177. <li>
  178. <p>
  179. <em>Phase 2</em> MAP01 saw an overhaul, simplifying its design in
  180. significant ways to improve the flow around the level.
  181. </p>
  182. </li>
  183. <li>
  184. <p>
  185. Two maps in <em>Phase 2</em> were replaced due to being recreations of
  186. <em>Doom II</em> maps. Jayexetee and GooseJelly get credits for the new
  187. ones, in MAP06 and MAP26.
  188. </p>
  189. </li>
  190. <li>
  191. <p>
  192. Maps in <em>Phase 2</em> in general have had some slight re-arrangement
  193. based on difficulty levels and themes. A new MAP06 by Jayexetee
  194. is included, the old one taking the MAP18 slot.
  195. </p>
  196. </li>
  197. <li>
  198. <p>
  199. All levels are now guaranteed to have co-op and deathmatch starts.
  200. </p>
  201. </li>
  202. </ul></div>
  203. </div>
  204. <div class="sect3">
  205. <h4 id="_graphics">Graphics</h4>
  206. <div class="ulist"><ul>
  207. <li>
  208. <p>
  209. New power-up (stealth, overdrive, and ultra-overdrive) sprites.
  210. </p>
  211. </li>
  212. <li>
  213. <p>
  214. New necromancer (arch-vile) sprites by Urric.
  215. </p>
  216. </li>
  217. <li>
  218. <p>
  219. Some weapon and ammo sprites have been tweaked and improved.
  220. </p>
  221. </li>
  222. <li>
  223. <p>
  224. Completed and enhanced set of <em>Evilution</em> and <em>Plutonia</em> textures.
  225. </p>
  226. </li>
  227. <li>
  228. <p>
  229. New skull-switches by MissLav.
  230. </p>
  231. </li>
  232. <li>
  233. <p>
  234. New SKY4 based on an astronomy photograph.
  235. </p>
  236. </li>
  237. <li>
  238. <p>
  239. Tweaked player sprites and HUD face by Ferk.
  240. </p>
  241. </li>
  242. </ul></div>
  243. </div>
  244. <div class="sect3">
  245. <h4 id="_music">Music</h4>
  246. <div class="ulist"><ul>
  247. <li>
  248. <p>
  249. New tracks in C1M2, C2M3, C2M8, MAP03, MAP12, MAP22, MAP25, MAP26,
  250. MAP27, DM03, DM06, DM09, DM17, DM24, DM31, and DM32.
  251. </p>
  252. </li>
  253. <li>
  254. <p>
  255. All files in-tree have been renamed from *.mus to *.mid. The file
  256. format must always be MIDI. This makes it easy on music composers
  257. to actually work with the files.
  258. </p>
  259. </li>
  260. </ul></div>
  261. </div>
  262. <div class="sect3">
  263. <h4 id="_unix_script_and_metadata">Unix script and metadata</h4>
  264. <div class="ulist"><ul>
  265. <li>
  266. <p>
  267. Metainfo (formerly appdata) and desktop files have been brought up
  268. to the latest standard specifications and recommendations, using
  269. reverse-DNS for the project identifier, and a self-evaluated
  270. content rating.
  271. </p>
  272. </li>
  273. <li>
  274. <p>
  275. The launch shell-script changed the <span class="monospaced">PORT</span> environment variable to
  276. <span class="monospaced">DOOMPORT</span> to avoid conflicts with the genericly-named <span class="monospaced">PORT</span>. It
  277. also builds a sensible default <span class="monospaced">DOOMWADPATH</span> environment variable
  278. to assist ports that do not have a hard-coded fallback.
  279. </p>
  280. </li>
  281. <li>
  282. <p>
  283. The script no longer tries to look for <span class="monospaced">boom</span>, <span class="monospaced">zdoom</span>, nor
  284. <span class="monospaced">prboom</span> by default, as these are ports no longer maintained.
  285. </p>
  286. </li>
  287. </ul></div>
  288. </div>
  289. <div class="sect3">
  290. <h4 id="_build_system_2">Build system</h4>
  291. <div class="ulist"><ul>
  292. <li>
  293. <p>
  294. Freedoom’s build system now has a hard dependency on Python 3, in
  295. anticipation of Python 2’s end-of-life.
  296. </p>
  297. </li>
  298. <li>
  299. <p>
  300. We have moved from ImageMagick to Pillow, a Python library for
  301. graphics manipulation. It provides faster build times as well as
  302. API stability.
  303. </p>
  304. </li>
  305. <li>
  306. <p>
  307. GIF files have been replaced with PNG files. True PNG file format
  308. transparency is used instead of a cyan background.
  309. </p>
  310. </li>
  311. <li>
  312. <p>
  313. <span class="monospaced">ASCIIDOC</span> and <span class="monospaced">ASCIIDOC_MAN</span> variables have been added to the
  314. Makefile to control the AsciiDoc implementation used to generate
  315. HTML and man page files.
  316. </p>
  317. </li>
  318. </ul></div>
  319. </div>
  320. </div>
  321. <div class="sect2">
  322. <h3 id="_a_href_freedoom_0_11_3_2017_07_18_freedoom_0_11_3_released_a_a_id_freedoom_0_11_3_a"><a href="#freedoom-0.11.3">2017-07-18: Freedoom 0.11.3 released</a><a id="freedoom-0.11.3"></a></h3>
  323. <div class="paragraph"><p>This point release is only to allow building from source with
  324. <a href="https://github.com/Doom-Utils/deutex">DeuTex</a> 5.0, and thus is
  325. considered unnecessary for any purpose other than distribution
  326. packaging. There are no level, sprite, sound, music, or other asset
  327. changes from 0.11.2.</p></div>
  328. </div>
  329. <div class="sect2">
  330. <h3 id="_a_href_freedoom_0_11_2_2017_03_15_freedoom_0_11_2_released_a_a_id_freedoom_0_11_2_a"><a href="#freedoom-0.11.2">2017-03-15: Freedoom 0.11.2 released</a><a id="freedoom-0.11.2"></a></h3>
  331. <div class="paragraph"><p>Solving a few more issues found in the previous release, this point
  332. release is more dry than the last one, but we hope that it just
  333. refines the game to make it better than before.</p></div>
  334. <div class="ulist"><ul>
  335. <li>
  336. <p>
  337. Missing multiplayer starts have been added to several levels.
  338. No map should be lacking anymore.
  339. </p>
  340. </li>
  341. <li>
  342. <p>
  343. A few mapping errors were repaired by changing sector heights.
  344. Speedrunners can better appreciate smooth flow through the levels.
  345. </p>
  346. </li>
  347. <li>
  348. <p>
  349. Easy and normal difficulty levels have been tweaked.
  350. </p>
  351. </li>
  352. <li>
  353. <p>
  354. Par times for <em>Phase 1</em> have been added.
  355. </p>
  356. </li>
  357. <li>
  358. <p>
  359. Cleaned up title screen using the <em>Freedoom</em> font for <em>Phase 1</em> and
  360. <em>Phase 2</em> on screen.
  361. </p>
  362. </li>
  363. </ul></div>
  364. </div>
  365. <div class="sect2">
  366. <h3 id="_a_href_freedoom_0_11_1_2017_02_22_freedoom_0_11_1_released_a_a_id_freedoom_0_11_1_a"><a href="#freedoom-0.11.1">2017-02-22: Freedoom 0.11.1 released</a><a id="freedoom-0.11.1"></a></h3>
  367. <div class="paragraph"><p>We&#8217;ve had quite a good reception for 0.11 and are thankful to everyone
  368. sending feedback, both praise and criticism, we use it all for
  369. improving Freedoom further! This point release repairs a few
  370. deficiencies found in the 0.11 release, and adds new resources.</p></div>
  371. <div class="ulist"><ul>
  372. <li>
  373. <p>
  374. 1% armor bonus pickups are recolored from red to green. They were
  375. too easily confused for health pickups.
  376. </p>
  377. </li>
  378. <li>
  379. <p>
  380. New <em>TNT: Evilution</em>-compatible textures.
  381. </p>
  382. </li>
  383. <li>
  384. <p>
  385. New pain bringer and pain lord sprites, replacing old concept
  386. art-derived ones.
  387. </p>
  388. </li>
  389. <li>
  390. <p>
  391. A few map errors are fixed, including misaligned textures,
  392. leftover Boom specials, and it should no longer be possible to get
  393. stuck between a rock and a tree in <em>Phase 1</em> C1M1.
  394. </p>
  395. </li>
  396. <li>
  397. <p>
  398. Brand new <em>Phase 1</em> C3M1, replacing an old <em>Doom</em>-inspired
  399. level.
  400. </p>
  401. </li>
  402. <li>
  403. <p>
  404. Widescreen statusbar for ZDoom was removed. This created
  405. incompatibility with some mods, and mod compatibility is prefered
  406. over visual enhancements.
  407. </p>
  408. </li>
  409. <li>
  410. <p>
  411. Fixed intermission text after using the secret exit in <em>Phase 2</em>
  412. MAP31, where obituary texts were incorrectly displayed instead.
  413. </p>
  414. </li>
  415. <li>
  416. <p>
  417. More new music tracks, providing better vanilla compatibility.
  418. </p>
  419. </li>
  420. </ul></div>
  421. </div>
  422. <div class="sect2">
  423. <h3 id="_a_href_freedoom_0_11_2017_02_16_freedoom_0_11_released_a_a_id_freedoom_0_11_a"><a href="#freedoom-0.11">2017-02-16: Freedoom 0.11 released</a><a id="freedoom-0.11"></a></h3>
  424. <div class="paragraph"><p>Another year, and one of <em>Freedoom</em>'s biggest updates has arrived!
  425. One of the major developments we&#8217;ve had is the elimination of Boom as
  426. the target engine for game support. While we are aiming for an
  427. eventual compatibility with Vanilla <em>Doom</em>, <em>Freedoom</em> should
  428. presently run on any limit-removing engine, which is nearly all of
  429. them.</p></div>
  430. <div class="ulist"><ul>
  431. <li>
  432. <p>
  433. Lots of new music.
  434. </p>
  435. </li>
  436. <li>
  437. <p>
  438. New levels, including C1M1 kicking off <em>Phase 1</em>.
  439. </p>
  440. </li>
  441. <li>
  442. <p>
  443. Aquatex: over 200 new textures for mappers to use.
  444. </p>
  445. </li>
  446. <li>
  447. <p>
  448. New intermission screens.
  449. </p>
  450. </li>
  451. <li>
  452. <p>
  453. Some new weapon sprites: new pistol, new pickups.
  454. </p>
  455. </li>
  456. <li>
  457. <p>
  458. New medkit and armor pickup sprites.
  459. </p>
  460. </li>
  461. <li>
  462. <p>
  463. New project logo. 😀
  464. </p>
  465. </li>
  466. </ul></div>
  467. </div>
  468. </div>
  469. </div>
  470. <p></p>
  471. <hr />
  472. <p>
  473. Copyright 2001 - <script type="text/javascript">
  474. var today = new Date()
  475. var year = today.getFullYear()
  476. document.write(year)
  477. </script> by contributors of the Freedoom project. Freedoom and this website is <a href="https://github.com/freedoom/freedoom/blob/master/COPYING.adoc">licensed under an open-license</a>. We have an <a href="feed.xml">RSS feed that you can follow</a>.</p>
  478. </div>
  479. </body>
  480. </html>