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  1. = Home
  2. // See COPYING.adoc for license terms of this file.
  3. image::img/screenshots/tn_p1_3.jpg[alt="Freedoom Screenshot",link="screenshots.html",float="right"]
  4. The Freedoom project aims to provide all the content needed to form a complete,
  5. entirely https://www.gnu.org/philosophy/free-sw.html[free/libre] game for the _Doom_ engine. It is designed to be compatible
  6. with most custom levels, music, graphics and other modifications (``mods'')
  7. made for the original _Doom_ games by _Doom_ fans and artists over the decades.
  8. For more information, please see the link:about.html[What is Freedoom?] page.
  9. == Manual
  10. Freedoom has a manual that has been translated into various languages:
  11. * link:freedoom-manual-en.pdf[Freedoom Manual In English]
  12. * link:freedoom-manual-fr.pdf[Freedoom Manual In French]
  13. * link:freedoom-manual-es.pdf[Freedoom Manual In Spanish]
  14. == Project News
  15. === link:#freedoom-0.13.0[2024-01-29: Freedoom 0.13.0 released][[freedoom-0.13.0]]
  16. ==== General
  17. * Improved vanilla compatibility.
  18. ** Boom features removed.
  19. ** Hall of mirrors greatly reduced.
  20. ** Visplane overflows fixed.
  21. ** Savegame buffer overflow errors remain.
  22. ==== Levels
  23. * Relevant Eureka warnings fixed.
  24. * New levels E1M9, E2M2, E2M3, E2M4, E2M7, E2M8, E3M5, MAP07, MAP21 and MAP27.
  25. * Various level renames.
  26. * Numerous vanilla fixes and aesthetic modernizations.
  27. * Fixed and standardized secret exits.
  28. ==== Manual
  29. * French and Spanish translations.
  30. * Sections added to highlight project mandate and additional accessibility options.
  31. ==== Misc
  32. * Adds automatic labeling to pull requests.
  33. ==== Monsters
  34. * New minigunner.
  35. * The hatchling, which replaces the deadflare.
  36. * The matribite, which replaces the summoner.
  37. * The octaminator, which replaces the dark soldier.
  38. ==== Music
  39. * Lots of new music including most of FreeDM music.
  40. ==== Sounds
  41. * New boss brain sounds.
  42. ==== Visuals
  43. * Colorblind-friendly keys and key indicators.
  44. * Various revisions to sprites and textures.
  45. * Improved kerning for menu text.
  46. ==== Weapons
  47. * Improved weapon sprites generally.
  48. * SSG replacement restored to updated take on older version.
  49. * Revised polaric energy weapon.
  50. * Double-barreled shotgun flash timing bug fixed in built-in DeHackEd.
  51. ==== Textures
  52. * Esa Repo (Espi)'s old STAR* textures are now included under ESPI*.
  53. * A STARBR1 texture is now included as a counterpart to STARBR2.
  54. * Numerous additional grey and METAL2-based textures also available.
  55. * Boss brain wall found to have Hexen resources and was re-done.
  56. * Wolfenstein replacements completely redone, designed to work as
  57. seamlessly with other textures as possible. A few are also added.
  58. === link:#freedoom-0.12.1[2019-10-22: Freedoom 0.12.1 released][[freedoom-0.12.1]]
  59. ==== General
  60. * The HTML documentation (eg, +NEWS+ and +README+ files) are
  61. generated with a style based on _Freedoom_’s own website, rather
  62. than the default AsciiDoc styling.
  63. * _Phase 2_’s internal DEMO1 has been replaced, thanks to some odd
  64. vanilla quirks that could cause it to desync in some (but not all)
  65. conditions.
  66. ==== Levels
  67. * The sailor monster type is formally banished from _Freedoom_’s own
  68. levels, and remaining uses of it were removed.
  69. ==== Manual
  70. * Incongruities between the actual game and manual have been fixed.
  71. ==== Build system
  72. * The `make install` targets have been consolidated to behave more
  73. similarly to how the pre-built zip distributions are: a split
  74. between _FreeDM_ and _Phase 1+2_, rather than installing each of
  75. the tree IWADs independently (and thus getting their own
  76. +/usr/share/doc+ directories, for instance).
  77. === link:#freedoom-0.12.0[2019-10-10: Freedoom 0.12.0 released][[freedoom-0.12.0]]
  78. ==== General
  79. * We now have a manual rendered to beautiful PDF format. Thanks to
  80. Simon Howard, the project’s founder.
  81. * A strong focus on vanilla compatibility has been sought for this
  82. release. Most, if not all, levels should work now.
  83. * _Final Doom_ compatibility de-emphasized. Where it creates
  84. conflicts with _Doom II_ mods or texture definitions, we prefer
  85. the _Doom II_ side of things. _Final Doom_-specific maps and mods
  86. may never look completely right in _Freedoom_, as a result.
  87. ==== Levels
  88. * _FreeDM_ has seen a major overhaul, with most maps being modified,
  89. with new additions and removals of the weaker levels. It now
  90. benefits from the use of Aquatex and Egyptian textures in some of
  91. its levels, giving a more vibrant feel than before.
  92. * _Phase 1_ gets a lot of mapping love in this round, fleshing out
  93. the levels and tweaking difficulty levels so easy, normal, and
  94. hard are all accounted for. There is a new C3M5 by Mortrixs.
  95. * _Phase 2_ MAP01 saw an overhaul, simplifying its design in
  96. significant ways to improve the flow around the level.
  97. * Two maps in _Phase 2_ were replaced due to being recreations of
  98. _Doom II_ maps. Jayexetee and GooseJelly get credits for the new
  99. ones, in MAP06 and MAP26.
  100. * Maps in _Phase 2_ in general have had some slight re-arrangement
  101. based on difficulty levels and themes. A new MAP06 by Jayexetee
  102. is included, the old one taking the MAP18 slot.
  103. * All levels are now guaranteed to have co-op and deathmatch starts.
  104. ==== Graphics
  105. * New power-up (stealth, overdrive, and ultra-overdrive) sprites.
  106. * New necromancer (arch-vile) sprites by Urric.
  107. * Some weapon and ammo sprites have been tweaked and improved.
  108. * Completed and enhanced set of _Evilution_ and _Plutonia_ textures.
  109. * New skull-switches by MissLav.
  110. * New SKY4 based on an astronomy photograph.
  111. * Tweaked player sprites and HUD face by Ferk.
  112. ==== Music
  113. * New tracks in C1M2, C2M3, C2M8, MAP03, MAP12, MAP22, MAP25, MAP26,
  114. MAP27, DM03, DM06, DM09, DM17, DM24, DM31, and DM32.
  115. * All files in-tree have been renamed from *.mus to *.mid. The file
  116. format must always be MIDI. This makes it easy on music composers
  117. to actually work with the files.
  118. ==== Unix script and metadata
  119. * Metainfo (formerly appdata) and desktop files have been brought up
  120. to the latest standard specifications and recommendations, using
  121. reverse-DNS for the project identifier, and a self-evaluated
  122. content rating.
  123. * The launch shell-script changed the `PORT` environment variable to
  124. `DOOMPORT` to avoid conflicts with the genericly-named `PORT`. It
  125. also builds a sensible default `DOOMWADPATH` environment variable
  126. to assist ports that do not have a hard-coded fallback.
  127. * The script no longer tries to look for `boom`, `zdoom`, nor
  128. `prboom` by default, as these are ports no longer maintained.
  129. ==== Build system
  130. * Freedoom’s build system now has a hard dependency on Python 3, in
  131. anticipation of Python 2’s end-of-life.
  132. * We have moved from ImageMagick to Pillow, a Python library for
  133. graphics manipulation. It provides faster build times as well as
  134. API stability.
  135. * GIF files have been replaced with PNG files. True PNG file format
  136. transparency is used instead of a cyan background.
  137. * `ASCIIDOC` and `ASCIIDOC_MAN` variables have been added to the
  138. Makefile to control the AsciiDoc implementation used to generate
  139. HTML and man page files.
  140. === link:#freedoom-0.11.3[2017-07-18: Freedoom 0.11.3 released][[freedoom-0.11.3]]
  141. This point release is only to allow building from source with
  142. https://github.com/Doom-Utils/deutex[DeuTex] 5.0, and thus is
  143. considered unnecessary for any purpose other than distribution
  144. packaging. There are no level, sprite, sound, music, or other asset
  145. changes from 0.11.2.
  146. === link:#freedoom-0.11.2[2017-03-15: Freedoom 0.11.2 released][[freedoom-0.11.2]]
  147. Solving a few more issues found in the previous release, this point
  148. release is more dry than the last one, but we hope that it just
  149. refines the game to make it better than before.
  150. * Missing multiplayer starts have been added to several levels.
  151. No map should be lacking anymore.
  152. * A few mapping errors were repaired by changing sector heights.
  153. Speedrunners can better appreciate smooth flow through the levels.
  154. * Easy and normal difficulty levels have been tweaked.
  155. * Par times for _Phase 1_ have been added.
  156. * Cleaned up title screen using the _Freedoom_ font for _Phase 1_ and
  157. _Phase 2_ on screen.
  158. === link:#freedoom-0.11.1[2017-02-22: Freedoom 0.11.1 released][[freedoom-0.11.1]]
  159. We've had quite a good reception for 0.11 and are thankful to everyone
  160. sending feedback, both praise and criticism, we use it all for
  161. improving Freedoom further! This point release repairs a few
  162. deficiencies found in the 0.11 release, and adds new resources.
  163. * 1% armor bonus pickups are recolored from red to green. They were
  164. too easily confused for health pickups.
  165. * New _TNT: Evilution_-compatible textures.
  166. * New pain bringer and pain lord sprites, replacing old concept
  167. art-derived ones.
  168. * A few map errors are fixed, including misaligned textures,
  169. leftover Boom specials, and it should no longer be possible to get
  170. stuck between a rock and a tree in _Phase 1_ C1M1.
  171. * Brand new _Phase 1_ C3M1, replacing an old _Doom_-inspired
  172. level.
  173. * Widescreen statusbar for ZDoom was removed. This created
  174. incompatibility with some mods, and mod compatibility is prefered
  175. over visual enhancements.
  176. * Fixed intermission text after using the secret exit in _Phase 2_
  177. MAP31, where obituary texts were incorrectly displayed instead.
  178. * More new music tracks, providing better vanilla compatibility.
  179. === link:#freedoom-0.11[2017-02-16: Freedoom 0.11 released][[freedoom-0.11]]
  180. Another year, and one of _Freedoom_'s biggest updates has arrived!
  181. One of the major developments we've had is the elimination of Boom as
  182. the target engine for game support. While we are aiming for an
  183. eventual compatibility with Vanilla _Doom_, _Freedoom_ should
  184. presently run on any limit-removing engine, which is nearly all of
  185. them.
  186. * Lots of new music.
  187. * New levels, including C1M1 kicking off _Phase 1_.
  188. * Aquatex: over 200 new textures for mappers to use.
  189. * New intermission screens.
  190. * Some new weapon sprites: new pistol, new pickups.
  191. * New medkit and armor pickup sprites.
  192. * New project logo. 😀