180 lines
7.9 KiB
Plaintext
180 lines
7.9 KiB
Plaintext
= Freedoom project news
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== HEAD
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=== Graphics
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* New ESPI* textures are included as an alternative to the STAR*
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textures. These are named after and in honor of Esa Repo (Espi).
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* A STARBR1 texture is now included as a counterpart to STARBR2.
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== 0.12.1 (2019-10-22)
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=== General
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* The HTML documentation (eg, +NEWS+ and +README+ files) are
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generated with a style based on _Freedoom_’s own website, rather
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than the default AsciiDoc styling.
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* _Phase 2_’s internal DEMO1 has been replaced, thanks to some odd
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vanilla quirks that could cause it to desync in some (but not all)
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conditions.
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=== Levels
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* The sailor monster type is formally banished from _Freedoom_’s own
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levels, and remaining uses of it were removed.
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=== Manual
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* Incongruities between the actual game and manual have been fixed.
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=== Build system
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* The `make install` targets have been consolidated to behave more
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similarly to how the pre-built zip distributions are: a split
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between _FreeDM_ and _Phase 1+2_, rather than installing each of
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the tree IWADs independently (and thus getting their own
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+/usr/share/doc+ directories, for instance).
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== 0.12.0 (2019-10-10)
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=== General
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* We now have a manual rendered to beautiful PDF format. Thanks to
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Simon Howard, the project’s founder.
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* A strong focus on vanilla compatibility has been sought for this
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release. Most, if not all, levels should work now.
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* _Final Doom_ compatibility de-emphasized. Where it creates
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conflicts with _Doom II_ mods or texture definitions, we prefer
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the _Doom II_ side of things. _Final Doom_-specific maps and mods
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may never look completely right in _Freedoom_, as a result.
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=== Levels
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* _FreeDM_ has seen a major overhaul, with most maps being modified,
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with new additions and removals of the weaker levels. It now
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benefits from the use of Aquatex and Egyptian textures in some of
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its levels, giving a more vibrant feel than before.
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* _Phase 1_ gets a lot of mapping love in this round, fleshing out
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the levels and tweaking difficulty levels so easy, normal, and
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hard are all accounted for. There is a new C3M5 by Mortrixs.
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* _Phase 2_ MAP01 saw an overhaul, simplifying its design in
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significant ways to improve the flow around the level.
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* Two maps in _Phase 2_ were replaced due to being recreations of
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_Doom II_ maps. Jayexetee and GooseJelly get credits for the new
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ones, in MAP06 and MAP26.
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* Maps in _Phase 2_ in general have had some slight re-arrangement
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based on difficulty levels and themes. A new MAP06 by Jayexetee
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is included, the old one taking the MAP18 slot.
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* All levels are now guaranteed to have co-op and deathmatch starts.
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=== Graphics
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* New power-up (stealth, overdrive, and ultra-overdrive) sprites.
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* New necromancer (arch-vile) sprites by Urric.
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* Some weapon and ammo sprites have been tweaked and improved.
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* Completed and enhanced set of _Evilution_ and _Plutonia_ textures.
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* New skull-switches by MissLav.
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* New SKY4 based on an astronomy photograph.
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* Tweaked player sprites and HUD face by Ferk.
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=== Music
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* New tracks in C1M2, C2M3, C2M8, MAP03, MAP12, MAP22, MAP25, MAP26,
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MAP27, DM03, DM06, DM09, DM17, DM24, DM31, and DM32.
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* All files in-tree have been renamed from *.mus to *.mid. The file
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format must always be MIDI. This makes it easy on music composers
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to actually work with the files.
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=== Unix script and metadata
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* Metainfo (formerly appdata) and desktop files have been brought up
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to the latest standard specifications and recommendations, using
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reverse-DNS for the project identifier, and a self-evaluated
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content rating.
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* The launch shell-script changed the `PORT` environment variable to
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`DOOMPORT` to avoid conflicts with the genericly-named `PORT`. It
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also builds a sensible default `DOOMWADPATH` environment variable
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to assist ports that do not have a hard-coded fallback.
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* The script no longer tries to look for `boom`, `zdoom`, nor
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`prboom` by default, as these are ports no longer maintained.
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=== Build system
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* Freedoom’s build system now has a hard dependency on Python 3, in
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anticipation of Python 2’s end-of-life.
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* We have moved from ImageMagick to Pillow, a Python library for
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graphics manipulation. It provides faster build times as well as
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API stability.
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* GIF files have been replaced with PNG files. True PNG file format
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transparency is used instead of a cyan background.
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* `ASCIIDOC` and `ASCIIDOC_MAN` variables have been added to the
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Makefile to control the AsciiDoc implementation used to generate
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HTML and man page files.
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== 0.11.3 (2017-07-18)
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* Builds with DeuTex 5.0 and newer.
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== 0.11.2 (2017-03-15)
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* Missing multiplayer starts have been added to several levels.
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* A few mapping errors were repaired by changing sector heights.
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Speedrunners can better appreciate smooth flow through the levels.
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* Easy and normal difficulty levels have been tweaked.
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* Par times for _Phase 1_ have been added.
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* Cleaned up the title screen using the _Freedoom_ font for “Phase
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1” and “Phase 2” on-screen.
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== 0.11.1 (2017-02-22)
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* 1% armor bonus picks are recolored from red to green. They were
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too easily confused for health pickups.
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* New _TNT: Evilution_ compatible textures.
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* New pain bringer and pain lord sprites, replacing old concept
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art-derived ones.
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* A few mapping errors are fixed, including misaligned textures,
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leftover Boom specials, and it should no longer be possible to get
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stuck between a rock and a tree in _Phase 1_ C1M1.
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* Brand-new _Phase 1_ C3M1, replacing the old _Doom_-inspired level.
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* Widescreen statusbar for ZDoom removed. This created
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incompatibility with some mods.
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== 0.11 (2017-02-16)
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* _Freedoom_ is now a limit-removing game rather than using Boom
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specials.
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* Lots of new music.
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* New levels, including a new C1M1 for _Phase 1_.
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* Aquatex: over 200 new textures for mappers to use.
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* New intermission screens.
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* Some new weapon sprites: new pistol and new pickups.
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* New medkit and armor pickup sprites.
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* New project logo
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== 0.10.1 (2015-12-23)
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* Repairs an incompatibility in _Phase 1_ C3M7 with Boom 2.02.
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* Fully-completed sprite set for the flame bringer.
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== 0.10 (2015-12-16)
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* Brand new status bar.
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* New sprites for the serpent and orb monsters.
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* New HUD graphics for the single- and double-barreled shotguns,
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missile launcher, and SKAG-1337.
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* New pain sounds for many monsters and the player.
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* New maps in _Phase 1_ and _Phase 2_.
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== 0.9 (2014-10-14)
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* New file names that no longer conflict with _Doom_’s
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** +freedoom1.wad+ is _Freedoom: Phase 1_ -- compatible with _The
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Ultimate Doom_.
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** +freedoom2.wad+ is _Freedoom: Phase 2_ -- compatible with _Doom
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II_ and _Final Doom_.
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* _FreeDM_ and _Phase 1_ have grown out of the shadows of the
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project and have seen rapid advances, largely led by Xindage, our
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prominent Brazilian contributor.
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* New text font from Mechadon to replace the old one in all menus,
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in-game text, and status-bar HUD.
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* New zombie, shotgun zombie, and assault tripod sprites by a
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skilled pixel artist, raymoohawk.
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* New sounds for the dark soldier by jewellds.
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* More complete support for _Final Doom_ mods, adding many more
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textures missing to support mods for both _TNT: Evilution_ and
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_The Plutonia Experiment_, thanks to fraggle and AXDOOMER.
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== 0.8 (2014-01-01)
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* _Ultimate Freedoom_’s episode 4 is now the Cacoward-winning _Double Impact_.
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* Many maps have been updated
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* Improved sprites and sounds
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* _FreeDM_ is now vanilla-compatible and has quite a few new maps.
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* A BEX file is included in the IWADs, which allows compatible
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source ports to replace many strings in the game, such as level
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names, weapon pickups, and intermission text.
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// TODO: Older news
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//
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// 0.8 was around the time that summarized lists of changes were
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// started, with very sparse information about older releases.
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