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@chungy chungy released this Oct 22, 2019 · 73 commits to master since this release

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).
Assets 8

@chungy chungy released this Oct 10, 2019 · 75 commits to master since this release

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.

Note for signature verification

I have opted against using GnuPG; my keys expire soon and it was not often used. I have decided to use signify for these files, and the public key may be found at https://chungy.keybase.pub/freedoom-releases/freedoom.pub


This is an old release, it is kept here for historical purposes and not recommended as the primary version.

Assets 8

@chungy chungy released this Jul 19, 2017 · 543 commits to master since this release

This point release is only to allow building from source with 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.


This is an old release, it is kept here for historical purposes and not recommended as the primary version.

Assets 7

@chungy chungy released this Mar 15, 2017 · 543 commits to master since this release

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.

This is an old release, it is kept here for historical purposes and not recommended as the primary version.

Assets 7

@chungy chungy released this Feb 22, 2017 · 543 commits to master since this release

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.

This is an old release, it is kept here for historical purposes and not recommended as the primary version.

Assets 7

@chungy chungy released this Feb 16, 2017 · 551 commits to master since this release

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. 😀

This is an old release, it is kept here for historical purposes and not recommended as the primary version.

Assets 7

@chungy chungy released this Dec 23, 2015 · 862 commits to master since this release

Only a week, and we have a minor point release. This repairs an
incompatibility discovered with Phase 1 in C3M7 while running in
Boom 2.02. It also includes a fully-completed set of sprites for
the flame bringer in Phase 2 and FreeDM.


This is an old release, it is kept here for historical purposes and not recommended as the primary version.

Assets 7

@chungy chungy released this Dec 16, 2015 · 862 commits to master since this release

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're not done yet, but close!

  • Brand new status bar.
  • New sprites for the serpent and orb monster.
  • New HUD graphics for the single- and double-barrel shotguns,
    missile launcher, and SKAG.
  • New pain sounds for many monsters and the player.
  • New maps in Phase 1 and Phase 2.

This is an old release, it is kept here for historical purposes and not recommended as the primary version.

Assets 7

@chungy chungy released this Oct 14, 2014 · 1127 commits to master since this release

This version represents rather large, sweeping changes to Freedoom, easily one of the best releases we’ve had in years and we are extremely proud to be able to release it for all to enjoy!

  • New file names no longer conflict with Doom's
    • freedoom1.wad is Freedoom: Phase 1 - compatible with The Ultimate Doom
    • freedoom2.wad is Freedoom: Phase 2 - compatible with Doom II and Final Doom
  • FreeDM and Phase 1 have grown out of the shadows of the project and have seen rapid advances, largely lead by Protox, our prominent Brazilian contributor.
  • New text font from Mechadon to replace the old one in all menus, in-game text, and status-bar HUD.
  • New zombie, shotgun zombie, and assault tripod sprites by a skilled pixel artist, raymoohawk.
  • New sounds for the dark soldier by jewellds
  • More complete support for Final Doom mods, adding many more textures missing to support mods for both TNT: Evilution and The Plutonia Experiment, thanks to fraggle and AXDOOMER.

... and there are many, many more changes, but it’s more fun to play than to read, isn’t it?


This is an old release, it is kept here for historical purposes and not recommended as the primary version.

Assets 7

@chungy chungy released this Jan 1, 2014 · 1394 commits to master since this release

Freedoom is back! Ultimate Freedoom's Episode 4 is now the Cacoward-winning Double Impact!

Many maps have been updated, along with improved sprites and sounds.

Freedoom's deathmatch spinoff project, FreeDM, is now vanilla-compatible and has quite a few new maps.

A BEX file is now included in the IWADs, which allows Boom-compatible ports to replace many strings in the game, such as level names, weapon pickups, and intermission text.


This is an old release, it is kept here for historical purposes and not recommended as the primary version.

The files here are:

freedm-0.8.zipFreeDM deathmatch IWAD
freedoom-ultimate-0.8.zip"Ultimate" Freedoom IWAD, providing doom.wad and now equivalent to Freedoom: Phase 1
freedoom-iwad-0.8.zipPrimary Freedoom IWAD, providing doom2.wad and now equivalent to Freedoom: Phase 2
freedoom-resource-wad-0.8.zipFreedoom resources PWAD, freedoom.wad, loadable on top of Doom and providing the same experience otherwise
freedoom-levels-0.8.zipFreedoom levels PWAD, freedoom_levels.wad, containing only the levels
freedoom-sounds-0.8.zipFreedoom sounds PWAD, freedoom_sounds.wad, containing only the sounds
freedoom-sprites-0.8.zipFreedoom sprites PWAD, freedoom_sprites.wad, containing only the sprites
freedoom-textures-0.8.zipFreedoom textures PWAD, freedoom_textures.zip, containing only the textures
Assets 18
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