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  1. = Home
  2. // See COPYING.adoc for license terms of this file.
  3. image::img/screenshots/th_phase2-0.12_04.png[alt="Freedoom Screenshot",link="screenshots.html",float="right"]
  4. The Freedoom project aims to create a complete
  5. https://www.gnu.org/philosophy/free-sw.html[free content] game based
  6. on the _Doom_ engine.
  7. Combined with the engine, _Freedoom_ is also compatible with game
  8. modifications (``mods'') made for the original _Doom_ games, made by
  9. _Doom_ fans and artists over the decades.
  10. For more information, see the link:about.html[What is Freedoom?] page.
  11. == Project News
  12. === link:#freedoom-0.12.1[2019-10-22: Freedoom 0.12.1 released][[freedoom-0.12.1]]
  13. ==== General
  14. * The HTML documentation (eg, +NEWS+ and +README+ files) are
  15. generated with a style based on _Freedoom_’s own website, rather
  16. than the default AsciiDoc styling.
  17. * _Phase 2_’s internal DEMO1 has been replaced, thanks to some odd
  18. vanilla quirks that could cause it to desync in some (but not all)
  19. conditions.
  20. ==== Levels
  21. * The sailor monster type is formally banished from _Freedoom_’s own
  22. levels, and remaining uses of it were removed.
  23. ==== Manual
  24. * Incongruities between the actual game and manual have been fixed.
  25. ==== Build system
  26. * The `make install` targets have been consolidated to behave more
  27. similarly to how the pre-built zip distributions are: a split
  28. between _FreeDM_ and _Phase 1+2_, rather than installing each of
  29. the tree IWADs independently (and thus getting their own
  30. +/usr/share/doc+ directories, for instance).
  31. === link:#freedoom-0.12.0[2019-10-10: Freedoom 0.12.0 released][[freedoom-0.12.0]]
  32. ==== General
  33. * We now have a manual rendered to beautiful PDF format. Thanks to
  34. Simon Howard, the project’s founder.
  35. * A strong focus on vanilla compatibility has been sought for this
  36. release. Most, if not all, levels should work now.
  37. * _Final Doom_ compatibility de-emphasized. Where it creates
  38. conflicts with _Doom II_ mods or texture definitions, we prefer
  39. the _Doom II_ side of things. _Final Doom_-specific maps and mods
  40. may never look completely right in _Freedoom_, as a result.
  41. ==== Levels
  42. * _FreeDM_ has seen a major overhaul, with most maps being modified,
  43. with new additions and removals of the weaker levels. It now
  44. benefits from the use of Aquatex and Egyptian textures in some of
  45. its levels, giving a more vibrant feel than before.
  46. * _Phase 1_ gets a lot of mapping love in this round, fleshing out
  47. the levels and tweaking difficulty levels so easy, normal, and
  48. hard are all accounted for. There is a new C3M5 by Mortrixs.
  49. * _Phase 2_ MAP01 saw an overhaul, simplifying its design in
  50. significant ways to improve the flow around the level.
  51. * Two maps in _Phase 2_ were replaced due to being recreations of
  52. _Doom II_ maps. Jayexetee and GooseJelly get credits for the new
  53. ones, in MAP06 and MAP26.
  54. * Maps in _Phase 2_ in general have had some slight re-arrangement
  55. based on difficulty levels and themes. A new MAP06 by Jayexetee
  56. is included, the old one taking the MAP18 slot.
  57. * All levels are now guaranteed to have co-op and deathmatch starts.
  58. ==== Graphics
  59. * New power-up (stealth, overdrive, and ultra-overdrive) sprites.
  60. * New necromancer (arch-vile) sprites by Urric.
  61. * Some weapon and ammo sprites have been tweaked and improved.
  62. * Completed and enhanced set of _Evilution_ and _Plutonia_ textures.
  63. * New skull-switches by MissLav.
  64. * New SKY4 based on an astronomy photograph.
  65. * Tweaked player sprites and HUD face by Ferk.
  66. ==== Music
  67. * New tracks in C1M2, C2M3, C2M8, MAP03, MAP12, MAP22, MAP25, MAP26,
  68. MAP27, DM03, DM06, DM09, DM17, DM24, DM31, and DM32.
  69. * All files in-tree have been renamed from *.mus to *.mid. The file
  70. format must always be MIDI. This makes it easy on music composers
  71. to actually work with the files.
  72. ==== Unix script and metadata
  73. * Metainfo (formerly appdata) and desktop files have been brought up
  74. to the latest standard specifications and recommendations, using
  75. reverse-DNS for the project identifier, and a self-evaluated
  76. content rating.
  77. * The launch shell-script changed the `PORT` environment variable to
  78. `DOOMPORT` to avoid conflicts with the genericly-named `PORT`. It
  79. also builds a sensible default `DOOMWADPATH` environment variable
  80. to assist ports that do not have a hard-coded fallback.
  81. * The script no longer tries to look for `boom`, `zdoom`, nor
  82. `prboom` by default, as these are ports no longer maintained.
  83. ==== Build system
  84. * Freedoom’s build system now has a hard dependency on Python 3, in
  85. anticipation of Python 2’s end-of-life.
  86. * We have moved from ImageMagick to Pillow, a Python library for
  87. graphics manipulation. It provides faster build times as well as
  88. API stability.
  89. * GIF files have been replaced with PNG files. True PNG file format
  90. transparency is used instead of a cyan background.
  91. * `ASCIIDOC` and `ASCIIDOC_MAN` variables have been added to the
  92. Makefile to control the AsciiDoc implementation used to generate
  93. HTML and man page files.
  94. === link:#freedoom-0.11.3[2017-07-18: Freedoom 0.11.3 released][[freedoom-0.11.3]]
  95. This point release is only to allow building from source with
  96. https://github.com/Doom-Utils/deutex[DeuTex] 5.0, and thus is
  97. considered unnecessary for any purpose other than distribution
  98. packaging. There are no level, sprite, sound, music, or other asset
  99. changes from 0.11.2.
  100. === link:#freedoom-0.11.2[2017-03-15: Freedoom 0.11.2 released][[freedoom-0.11.2]]
  101. Solving a few more issues found in the previous release, this point
  102. release is more dry than the last one, but we hope that it just
  103. refines the game to make it better than before.
  104. * Missing multiplayer starts have been added to several levels.
  105. No map should be lacking anymore.
  106. * A few mapping errors were repaired by changing sector heights.
  107. Speedrunners can better appreciate smooth flow through the levels.
  108. * Easy and normal difficulty levels have been tweaked.
  109. * Par times for _Phase 1_ have been added.
  110. * Cleaned up title screen using the _Freedoom_ font for _Phase 1_ and
  111. _Phase 2_ on screen.
  112. === link:#freedoom-0.11.1[2017-02-22: Freedoom 0.11.1 released][[freedoom-0.11.1]]
  113. We've had quite a good reception for 0.11 and are thankful to everyone
  114. sending feedback, both praise and criticism, we use it all for
  115. improving Freedoom further! This point release repairs a few
  116. deficiencies found in the 0.11 release, and adds new resources.
  117. * 1% armor bonus pickups are recolored from red to green. They were
  118. too easily confused for health pickups.
  119. * New _TNT: Evilution_-compatible textures.
  120. * New pain bringer and pain lord sprites, replacing old concept
  121. art-derived ones.
  122. * A few map errors are fixed, including misaligned textures,
  123. leftover Boom specials, and it should no longer be possible to get
  124. stuck between a rock and a tree in _Phase 1_ C1M1.
  125. * Brand new _Phase 1_ C3M1, replacing an old _Doom_-inspired
  126. level.
  127. * Widescreen statusbar for ZDoom was removed. This created
  128. incompatibility with some mods, and mod compatibility is prefered
  129. over visual enhancements.
  130. * Fixed intermission text after using the secret exit in _Phase 2_
  131. MAP31, where obituary texts were incorrectly displayed instead.
  132. * More new music tracks, providing better vanilla compatibility.
  133. === link:#freedoom-0.11[2017-02-16: Freedoom 0.11 released][[freedoom-0.11]]
  134. Another year, and one of _Freedoom_'s biggest updates has arrived!
  135. One of the major developments we've had is the elimination of Boom as
  136. the target engine for game support. While we are aiming for an
  137. eventual compatibility with Vanilla _Doom_, _Freedoom_ should
  138. presently run on any limit-removing engine, which is nearly all of
  139. them.
  140. * Lots of new music.
  141. * New levels, including C1M1 kicking off _Phase 1_.
  142. * Aquatex: over 200 new textures for mappers to use.
  143. * New intermission screens.
  144. * Some new weapon sprites: new pistol, new pickups.
  145. * New medkit and armor pickup sprites.
  146. * New project logo. 😀