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- <?xml version="1.0"?>
- <feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
- <title>Freedoom news feed</title>
- <link href="https://freedoom.github.io/" />
- <link href="https://freedoom.github.io/" rel="self" />
- <id>https://freedoom.github.io/atom.xml</id>
- <author><name>Freedoom Project</name></author>
- <updated>2019-10-10T01:22:22Z</updated>
- <entry>
- <title>Freedoom 0.12.0 released</title>
- <id>https://freedoom.github.io/#_2019_10_10_freedoom_0_12_0_released</id>
- <updated>2019-10-10T01:22:22Z</updated>
- <content type="html">
- <h2>General</h2>
- <ul>
- <li>
- <p>
- We now have a manual rendered to beautiful PDF format. Thanks to
- Simon Howard, the project’s founder.
- </p>
- </li>
- <li>
- <p>
- A strong focus on vanilla compatibility has been sought for this
- release. Most, if not all, levels should work now.
- </p>
- </li>
- <li>
- <p>
- <em>Final Doom</em> compatibility de-emphasized. Where it creates
- conflicts with <em>Doom II</em> mods or texture definitions, we prefer
- the <em>Doom II</em> side of things. <em>Final Doom</em>-specific maps and mods
- may never look completely right in <em>Freedoom</em>, as a result.
- </p>
- </li>
- </ul>
- <h2>Levels</h2>
- <ul>
- <li>
- <p>
- <em>FreeDM</em> has seen a major overhaul, with most maps being modified,
- with new additions and removals of the weaker levels. It now
- benefits from the use of Aquatex and Egyptian textures in some of
- its levels, giving a more vibrant feel than before.
- </p>
- </li>
- <li>
- <p>
- <em>Phase 1</em> gets a lot of mapping love in this round, fleshing out
- the levels and tweaking difficulty levels so easy, normal, and
- hard are all accounted for. There is a new C3M5 by Mortrixs.
- </p>
- </li>
- <li>
- <p>
- <em>Phase 2</em> MAP01 saw an overhaul, simplifying its design in
- significant ways to improve the flow around the level.
- </p>
- </li>
- <li>
- <p>
- Two maps in <em>Phase 2</em> were replaced due to being recreations of
- <em>Doom II</em> maps. Jayexetee and GooseJelly get credits for the new
- ones, in MAP06 and MAP26.
- </p>
- </li>
- <li>
- <p>
- Maps in <em>Phase 2</em> in general have had some slight re-arrangement
- based on difficulty levels and themes. A new MAP06 by Jayexetee
- is included, the old one taking the MAP18 slot.
- </p>
- </li>
- <li>
- <p>
- All levels are now guaranteed to have co-op and deathmatch starts.
- </p>
- </li>
- </ul>
- <h2>Graphics</h2>
- <ul>
- <li>
- <p>
- New power-up (stealth, overdrive, and ultra-overdrive) sprites.
- </p>
- </li>
- <li>
- <p>
- New necromancer (arch-vile) sprites by Urric.
- </p>
- </li>
- <li>
- <p>
- Some weapon and ammo sprites have been tweaked and improved.
- </p>
- </li>
- <li>
- <p>
- Completed and enhanced set of <em>Evilution</em> and <em>Plutonia</em> textures.
- </p>
- </li>
- <li>
- <p>
- New skull-switches by MissLav.
- </p>
- </li>
- <li>
- <p>
- New SKY4 based on an astronomy photograph.
- </p>
- </li>
- <li>
- <p>
- Tweaked player sprites and HUD face by Ferk.
- </p>
- </li>
- </ul>
- <h2>Music</h2>
- <ul>
- <li>
- <p>
- New tracks in C1M2, C2M3, C2M8, MAP03, MAP12, MAP22, MAP25, MAP26,
- MAP27, DM03, DM06, DM09, DM17, DM24, DM31, and DM32.
- </p>
- </li>
- <li>
- <p>
- All files in-tree have been renamed from *.mus to *.mid. The file
- format must always be MIDI. This makes it easy on music composers
- to actually work with the files.
- </p>
- </li>
- </ul>
- <h2>Unix script and metadata</h2>
- <ul>
- <li>
- <p>
- Metainfo (formerly appdata) and desktop files have been brought up
- to the latest standard specifications and recommendations, using
- reverse-DNS for the project identifier, and a self-evaluated
- content rating.
- </p>
- </li>
- <li>
- <p>
- The launch shell-script changed the <code>PORT</code> environment variable to
- <code>DOOMPORT</code> to avoid conflicts with the genericly-named <code>PORT</code>. It
- also builds a sensible default <code>DOOMWADPATH</code> environment variable
- to assist ports that do not have a hard-coded fallback.
- </p>
- </li>
- <li>
- <p>
- The script no longer tries to look for <code>boom</code>, <code>zdoom</code>, nor
- <code>prboom</code> by default, as these are ports no longer maintained.
- </p>
- </li>
- </ul>
- <h2>Build system</h2>
- <ul>
- <li>
- <p>
- Freedoom’s build system now has a hard dependency on Python 3, in
- anticipation of Python 2’s end-of-life.
- </p>
- </li>
- <li>
- <p>
- We have moved from ImageMagick to Pillow, a Python library for
- graphics manipulation. It provides faster build times as well as
- API stability.
- </p>
- </li>
- <li>
- <p>
- GIF files have been replaced with PNG files. True PNG file format
- transparency is used instead of a cyan background.
- </p>
- </li>
- <li>
- <p>
- <code>ASCIIDOC</code> and <code>ASCIIDOC_MAN</code> variables have been added to the
- Makefile to control the AsciiDoc implementation used to generate
- HTML and man page files.
- </p>
- </li>
- </ul>
- </content>
- </entry>
- <entry>
- <title>Freedoom 0.11.3 released</title>
- <id>https://freedoom.github.io/#_2017_07_18_freedoom_0_11_3_released</id>
- <updated>2017-07-18T23:38:45Z</updated>
- <content type="html">
- <p>This point release is only to allow building from source with
- <a href="https://github.com/Doom-Utils/deutex">DeuTex</a> 5.0, and thus is
- considered unnecessary for any purpose other than distribution
- packaging. There are no level, sprite, sound, music, or other asset
- changes from 0.11.2.</p>
- </content>
- </entry>
- <entry>
- <title>Freedoom 0.11.2 released</title>
- <id>https://freedoom.github.io/#_2017_03_15_freedoom_0_11_2_released</id>
- <updated>2017-03-15T02:24:01Z</updated>
- <content type="html">
- <p>Solving a few more issues found in the previous release, this point
- release is more dry than the last one, but we hope that it just
- refines the game to make it better than before.</p>
- <ul>
- <li>
- <p>
- Missing multiplayer starts have been added to several levels.
- No map should be lacking anymore.
- </p>
- </li>
- <li>
- <p>
- A few mapping errors were repaired by changing sector heights.
- Speedrunners can better appreciate smooth flow through the levels.
- </p>
- </li>
- <li>
- <p>
- Easy and normal difficulty levels have been tweaked.
- </p>
- </li>
- <li>
- <p>
- Par times for <em>Phase 1</em> have been added.
- </p>
- </li>
- <li>
- <p>
- Cleaned up title screen using the Freedoom font for <em>Phase 1</em> and
- <em>Phase 2</em> on screen.
- </p>
- </li>
- </ul>
- </content>
- </entry>
- <entry>
- <title>Freedoom 0.11.1 released</title>
- <id>https://freedoom.github.io/#_2017_02_22_freedoom_0_11_1_released</id>
- <updated>2017-02-22T02:45:13Z</updated>
- <content type="html">
- <p>We’ve had quite a good reception for 0.11 and are thankful to everyone
- sending feedback, both praise and criticism, we use it all for
- improving Freedoom further! This point release repairs a few
- deficiencies found in the 0.11 release, and adds new resources.</p>
- <div class="ulist"><ul>
- <li>
- <p>
- 1% armor bonus pickups are recolored from red to green. They were
- too easily confused for health pickups.
- </p>
- </li>
- <li>
- <p>
- New <em>TNT: Evilution</em>-compatible textures.
- </p>
- </li>
- <li>
- <p>
- New pain bringer and pain lord sprites, replacing old concept
- art-derived ones.
- </p>
- </li>
- <li>
- <p>
- A few map errors are fixed, including misaligned textures,
- leftover Boom specials, and it should no longer be possible to get
- stuck between a rock and a tree in <em>Phase 1</em> C1M1.
- </p>
- </li>
- <li>
- <p>
- Brand new <em>Phase 1</em> C3M1, replacing an old <em>Doom</em>-inspired
- level.
- </p>
- </li>
- <li>
- <p>
- Widescreen statusbar for ZDoom was removed. This created
- incompatibility with some mods, and mod compatibility is prefered
- over visual enhancements.
- </p>
- </li>
- <li>
- <p>
- Fixed intermission text after using the secret exit in <em>Phase 2</em>
- MAP31, where obituary texts were incorrectly displayed instead.
- </p>
- </li>
- <li>
- <p>
- More new music tracks, providing better vanilla compatibility.
- </p>
- </li>
- </ul></div>
- </content>
- </entry>
- <entry>
- <title>Freedoom 0.11 released</title>
- <id>https://freedoom.github.io/#_2017_02_16_freedoom_0_11_released</id>
- <updated>2017-02-16T03:53:21Z</updated>
- <content type="html">
- <p>Another year, and one of <em>Freedoom</em>'s biggest updates has arrived!
- One of the major developments we’ve had is the elimination of Boom as
- the target engine for game support. While we are aiming for an
- eventual compatibility with Vanilla <em>Doom</em>, <em>Freedoom</em> should
- presently run on any limit-removing engine, which is nearly all of
- them.</p>
- <div class="ulist"><ul>
- <li>
- <p>
- Lots of new music.
- </p>
- </li>
- <li>
- <p>
- New levels, including C1M1 kicking off <em>Phase 1</em>.
- </p>
- </li>
- <li>
- <p>
- Aquatex: over 200 new textures for mappers to use.
- </p>
- </li>
- <li>
- <p>
- New intermission screens.
- </p>
- </li>
- <li>
- <p>
- Some new weapon sprites: new pistol, new pickups.
- </p>
- </li>
- <li>
- <p>
- New medkit and armor pickup sprites.
- </p>
- </li>
- <li>
- <p>
- New project logo. 😀
- </p>
- </li>
- </ul></div>
- </content>
- </entry>
- <entry>
- <title>Freedoom 0.10 released</title>
- <id>https://freedoom.github.io/#_2015_12_15_freedoom_0_10_released</id>
- <updated>2015-12-16T02:03:04Z</updated>
- <content type="html">
- <p>Another large update to Freedoom, representing many changes to the
- game, giving a better feel for being an independent game and fleshing
- out neglected areas of the project. We&#8217;re not done yet, but close!</p>
- <ul>
- <li>
- <p>
- Brand new status bar.
- </p>
- </li>
- <li>
- <p>
- New sprites for the serpent and orb monster.
- </p>
- </li>
- <li>
- <p>
- New HUD graphics for the single- and double-barrel shotguns,
- missile launcher, and SKAG.
- </p>
- </li>
- <li>
- <p>
- New pain sounds for many monsters and the player.
- </p>
- </li>
- <li>
- <p>
- New maps in <em>Phase 1</em> and <em>Phase 2</em>.
- </p>
- </li>
- </ul>
- </content>
- </entry>
- </feed>
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