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- = Home
- // See COPYING.adoc for license terms of this file.
- image::img/screenshots/th_phase2-0.12_04.png[alt="Freedoom Screenshot",link="screenshots.html",float="right"]
- The Freedoom project aims to create a complete
- https://www.gnu.org/philosophy/free-sw.html[free content] game based
- on the _Doom_ engine.
- Combined with the engine, _Freedoom_ is also compatible with game
- modifications (``mods'') made for the original _Doom_ games, made by
- _Doom_ fans and artists over the decades.
- For more information, see the link:about.html[What is Freedoom?] page.
- == Project News
- === link:#freedoom-0.12.1[2019-10-22: Freedoom 0.12.1 released][[freedoom-0.12.1]]
- ==== General
- * The HTML documentation (eg, +NEWS+ and +README+ files) are
- generated with a style based on _Freedoom_’s own website, rather
- than the default AsciiDoc styling.
- * _Phase 2_’s internal DEMO1 has been replaced, thanks to some odd
- vanilla quirks that could cause it to desync in some (but not all)
- conditions.
- ==== Levels
- * The sailor monster type is formally banished from _Freedoom_’s own
- levels, and remaining uses of it were removed.
- ==== Manual
- * Incongruities between the actual game and manual have been fixed.
- ==== Build system
- * The `make install` targets have been consolidated to behave more
- similarly to how the pre-built zip distributions are: a split
- between _FreeDM_ and _Phase 1+2_, rather than installing each of
- the tree IWADs independently (and thus getting their own
- +/usr/share/doc+ directories, for instance).
- === link:#freedoom-0.12.0[2019-10-10: Freedoom 0.12.0 released][[freedoom-0.12.0]]
- ==== General
- * We now have a manual rendered to beautiful PDF format. Thanks to
- Simon Howard, the project’s founder.
- * A strong focus on vanilla compatibility has been sought for this
- release. Most, if not all, levels should work now.
- * _Final Doom_ compatibility de-emphasized. Where it creates
- conflicts with _Doom II_ mods or texture definitions, we prefer
- the _Doom II_ side of things. _Final Doom_-specific maps and mods
- may never look completely right in _Freedoom_, as a result.
- ==== Levels
- * _FreeDM_ 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.
- * _Phase 1_ 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.
- * _Phase 2_ MAP01 saw an overhaul, simplifying its design in
- significant ways to improve the flow around the level.
- * Two maps in _Phase 2_ were replaced due to being recreations of
- _Doom II_ maps. Jayexetee and GooseJelly get credits for the new
- ones, in MAP06 and MAP26.
- * Maps in _Phase 2_ 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.
- * All levels are now guaranteed to have co-op and deathmatch starts.
- ==== Graphics
- * New power-up (stealth, overdrive, and ultra-overdrive) sprites.
- * New necromancer (arch-vile) sprites by Urric.
- * Some weapon and ammo sprites have been tweaked and improved.
- * Completed and enhanced set of _Evilution_ and _Plutonia_ textures.
- * New skull-switches by MissLav.
- * New SKY4 based on an astronomy photograph.
- * Tweaked player sprites and HUD face by Ferk.
- ==== Music
- * New tracks in C1M2, C2M3, C2M8, MAP03, MAP12, MAP22, MAP25, MAP26,
- MAP27, DM03, DM06, DM09, DM17, DM24, DM31, and DM32.
- * 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.
- ==== Unix script and metadata
- * 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.
- * The launch shell-script changed the `PORT` environment variable to
- `DOOMPORT` to avoid conflicts with the genericly-named `PORT`. It
- also builds a sensible default `DOOMWADPATH` environment variable
- to assist ports that do not have a hard-coded fallback.
- * The script no longer tries to look for `boom`, `zdoom`, nor
- `prboom` by default, as these are ports no longer maintained.
- ==== Build system
- * Freedoom’s build system now has a hard dependency on Python 3, in
- anticipation of Python 2’s end-of-life.
- * We have moved from ImageMagick to Pillow, a Python library for
- graphics manipulation. It provides faster build times as well as
- API stability.
- * GIF files have been replaced with PNG files. True PNG file format
- transparency is used instead of a cyan background.
- * `ASCIIDOC` and `ASCIIDOC_MAN` variables have been added to the
- Makefile to control the AsciiDoc implementation used to generate
- HTML and man page files.
- === link:#freedoom-0.11.3[2017-07-18: Freedoom 0.11.3 released][[freedoom-0.11.3]]
- This point release is only to allow building from source with
- https://github.com/Doom-Utils/deutex[DeuTex] 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.
- === link:#freedoom-0.11.2[2017-03-15: Freedoom 0.11.2 released][[freedoom-0.11.2]]
- 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.
- * Missing multiplayer starts have been added to several levels.
- No map should be lacking anymore.
- * A few mapping errors were repaired by changing sector heights.
- Speedrunners can better appreciate smooth flow through the levels.
- * Easy and normal difficulty levels have been tweaked.
- * Par times for _Phase 1_ have been added.
- * Cleaned up title screen using the _Freedoom_ font for _Phase 1_ and
- _Phase 2_ on screen.
- === link:#freedoom-0.11.1[2017-02-22: Freedoom 0.11.1 released][[freedoom-0.11.1]]
- 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.
- * 1% armor bonus pickups are recolored from red to green. They were
- too easily confused for health pickups.
- * New _TNT: Evilution_-compatible textures.
- * New pain bringer and pain lord sprites, replacing old concept
- art-derived ones.
- * 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 _Phase 1_ C1M1.
- * Brand new _Phase 1_ C3M1, replacing an old _Doom_-inspired
- level.
- * Widescreen statusbar for ZDoom was removed. This created
- incompatibility with some mods, and mod compatibility is prefered
- over visual enhancements.
- * Fixed intermission text after using the secret exit in _Phase 2_
- MAP31, where obituary texts were incorrectly displayed instead.
- * More new music tracks, providing better vanilla compatibility.
- === link:#freedoom-0.11[2017-02-16: Freedoom 0.11 released][[freedoom-0.11]]
- Another year, and one of _Freedoom_'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 _Doom_, _Freedoom_ should
- presently run on any limit-removing engine, which is nearly all of
- them.
- * Lots of new music.
- * New levels, including C1M1 kicking off _Phase 1_.
- * Aquatex: over 200 new textures for mappers to use.
- * New intermission screens.
- * Some new weapon sprites: new pistol, new pickups.
- * New medkit and armor pickup sprites.
- * New project logo. 😀
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