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- <div id="header">
- <h1 id="site">Freedoom</h1>
- <h2 id="page">Home</h2>
- <a href="https://github.com/freedoom/freedoom"><img id="forkme" src="forkme.png" alt="Fork me on GitHub" /></a>
- </div>
- <div id="navigation">
- <div id="contents" class="nav">
- <h3>Contents</h3>
- <ul>
- <li><a href="index.html">Home Page</a></li>
- <li><a href="about.html">What is Freedoom?</a></li>
- <li><a href="screenshots.html">Screenshots</a></li>
- <li><a href="download.html">Download</a></li>
- <li><a href="help.html">Help Freedoom!</a></li>
- <li><hr /></li>
- <li><a href="https://github.com/freedoom/freedoom/issues">Report Issues</a></li>
- <li><a href="https://www.doomworld.com/forum/17-freedoom/">Discuss on the Forum</a></li>
- <li><a href="https://discord.gg/cGsSCXq">Talk on Discord</a></li>
- <li><hr /></li>
- <li><a href="using.html">Other Projects</a></li>
- <li style="text-align: center;">
- <a href="https://github.com/freedoom/freedoom"><img src="img/social/github.png" alt="GitHub" /></a>
- <a href="https://www.youtube.com/FreedoomGame"><img src="img/social/youtube.png" alt="YouTube" /></a>
- </li>
- </ul>
- </div>
- </div>
- <div id="main">
- <div id="preamble">
- <div class="sectionbody">
- <div class="imageblock" style="float:right;">
- <div class="content">
- <a class="image" href="screenshots.html">
- <img src="img/screenshots/tn_p1_3.jpg" alt="Freedoom Screenshot">
- </a>
- </div>
- </div>
- <div class="paragraph"><p>The Freedoom project aims to provide all the content needed to form a complete,
- entirely <a href="https://www.gnu.org/philosophy/free-sw.html">free/libre</a> game for the <em>Doom</em> engine. It is designed to be compatible
- with most custom levels, music, graphics and other modifications (“mods”)
- made for the original <em>Doom</em> games by <em>Doom</em> fans and artists over the decades.</p></div>
- <div class="paragraph"><p>For more information, please see the <a href="about.html">What is Freedoom?</a> page.</p></div>
- </div>
- </div>
- <div class="sect1">
- <h2 id="_manual">Manual</h2>
- <div class="sectionbody">
- <div class="paragraph"><p>Freedoom has a manual that has been translated into various languages:</p></div>
- <div class="ulist"><ul>
- <li>
- <p>
- <a href="freedoom-manual-en.pdf">Freedoom Manual In English</a>
- </p>
- </li>
- <li>
- <p>
- <a href="freedoom-manual-fr.pdf">Freedoom Manual In French</a>
- </p>
- </li>
- <li>
- <p>
- <a href="freedoom-manual-es.pdf">Freedoom Manual In Spanish</a>
- </p>
- </li>
- </ul></div>
- </div>
- </div>
- <div class="sect1">
- <h2 id="_project_news">Project News</h2>
- <div class="sectionbody">
- <div class="sect2">
- <h3 id="_a_href_freedoom_0_13_0_2024_01_29_freedoom_0_13_0_released_a_a_id_freedoom_0_13_0_a"><a href="#freedoom-0.13.0">2024-01-29: Freedoom 0.13.0 released</a><a id="freedoom-0.13.0"></a></h3>
- <div class="sect3">
- <h4 id="_general">General</h4>
- <div class="ulist"><ul>
- <li>
- <p>
- Improved vanilla compatibility.
- </p>
- <div class="ulist"><ul>
- <li>
- <p>
- Boom features removed.
- </p>
- </li>
- <li>
- <p>
- Hall of mirrors greatly reduced.
- </p>
- </li>
- <li>
- <p>
- Visplane overflows fixed.
- </p>
- </li>
- <li>
- <p>
- Savegame buffer overflow errors remain.
- </p>
- </li>
- </ul></div>
- </li>
- </ul></div>
- </div>
- <div class="sect3">
- <h4 id="_levels">Levels</h4>
- <div class="ulist"><ul>
- <li>
- <p>
- Relevant Eureka warnings fixed.
- </p>
- </li>
- <li>
- <p>
- New levels E1M9, E2M2, E2M3, E2M4, E2M7, E2M8, E3M5, MAP07, MAP21 and MAP27.
- </p>
- </li>
- <li>
- <p>
- Various level renames.
- </p>
- </li>
- <li>
- <p>
- Numerous vanilla fixes and aesthetic modernizations.
- </p>
- </li>
- <li>
- <p>
- Fixed and standardized secret exits.
- </p>
- </li>
- </ul></div>
- </div>
- <div class="sect3">
- <h4 id="_manual_2">Manual</h4>
- <div class="ulist"><ul>
- <li>
- <p>
- French and Spanish translations.
- </p>
- </li>
- <li>
- <p>
- Sections added to highlight project mandate and additional accessibility options.
- </p>
- </li>
- </ul></div>
- </div>
- <div class="sect3">
- <h4 id="_misc">Misc</h4>
- <div class="ulist"><ul>
- <li>
- <p>
- Adds automatic labeling to pull requests.
- </p>
- </li>
- </ul></div>
- </div>
- <div class="sect3">
- <h4 id="_monsters">Monsters</h4>
- <div class="ulist"><ul>
- <li>
- <p>
- New minigunner.
- </p>
- </li>
- <li>
- <p>
- The hatchling, which replaces the deadflare.
- </p>
- </li>
- <li>
- <p>
- The matribite, which replaces the summoner.
- </p>
- </li>
- <li>
- <p>
- The octaminator, which replaces the dark soldier.
- </p>
- </li>
- </ul></div>
- </div>
- <div class="sect3">
- <h4 id="_music">Music</h4>
- <div class="ulist"><ul>
- <li>
- <p>
- Lots of new music including most of FreeDM music.
- </p>
- </li>
- </ul></div>
- </div>
- <div class="sect3">
- <h4 id="_sounds">Sounds</h4>
- <div class="ulist"><ul>
- <li>
- <p>
- New boss brain sounds.
- </p>
- </li>
- </ul></div>
- </div>
- <div class="sect3">
- <h4 id="_visuals">Visuals</h4>
- <div class="ulist"><ul>
- <li>
- <p>
- Colorblind-friendly keys and key indicators.
- </p>
- </li>
- <li>
- <p>
- Various revisions to sprites and textures.
- </p>
- </li>
- <li>
- <p>
- Improved kerning for menu text.
- </p>
- </li>
- </ul></div>
- </div>
- <div class="sect3">
- <h4 id="_weapons">Weapons</h4>
- <div class="ulist"><ul>
- <li>
- <p>
- Improved weapon sprites generally.
- </p>
- </li>
- <li>
- <p>
- SSG replacement restored to updated take on older version.
- </p>
- </li>
- <li>
- <p>
- Revised polaric energy weapon.
- </p>
- </li>
- <li>
- <p>
- Double-barreled shotgun flash timing bug fixed in built-in DeHackEd.
- </p>
- </li>
- </ul></div>
- </div>
- <div class="sect3">
- <h4 id="_textures">Textures</h4>
- <div class="ulist"><ul>
- <li>
- <p>
- Esa Repo (Espi)'s old STAR* textures are now included under ESPI*.
- </p>
- </li>
- <li>
- <p>
- A STARBR1 texture is now included as a counterpart to STARBR2.
- </p>
- </li>
- <li>
- <p>
- Numerous additional grey and METAL2-based textures also available.
- </p>
- </li>
- <li>
- <p>
- Boss brain wall found to have Hexen resources and was re-done.
- </p>
- </li>
- <li>
- <p>
- Wolfenstein replacements completely redone, designed to work as
- seamlessly with other textures as possible. A few are also added.
- </p>
- </li>
- </ul></div>
- </div>
- </div>
- <div class="sect2">
- <h3 id="_a_href_freedoom_0_12_1_2019_10_22_freedoom_0_12_1_released_a_a_id_freedoom_0_12_1_a"><a href="#freedoom-0.12.1">2019-10-22: Freedoom 0.12.1 released</a><a id="freedoom-0.12.1"></a></h3>
- <div class="sect3">
- <h4 id="_general_2">General</h4>
- <div class="ulist"><ul>
- <li>
- <p>
- The HTML documentation (eg, <span class="monospaced">NEWS</span> and <span class="monospaced">README</span> files) are
- generated with a style based on <em>Freedoom</em>’s own website, rather
- than the default AsciiDoc styling.
- </p>
- </li>
- <li>
- <p>
- <em>Phase 2</em>’s internal DEMO1 has been replaced, thanks to some odd
- vanilla quirks that could cause it to desync in some (but not all)
- conditions.
- </p>
- </li>
- </ul></div>
- </div>
- <div class="sect3">
- <h4 id="_levels_2">Levels</h4>
- <div class="ulist"><ul>
- <li>
- <p>
- The sailor monster type is formally banished from <em>Freedoom</em>’s own
- levels, and remaining uses of it were removed.
- </p>
- </li>
- </ul></div>
- </div>
- <div class="sect3">
- <h4 id="_manual_3">Manual</h4>
- <div class="ulist"><ul>
- <li>
- <p>
- Incongruities between the actual game and manual have been fixed.
- </p>
- </li>
- </ul></div>
- </div>
- <div class="sect3">
- <h4 id="_build_system">Build system</h4>
- <div class="ulist"><ul>
- <li>
- <p>
- The <span class="monospaced">make install</span> targets have been consolidated to behave more
- similarly to how the pre-built zip distributions are: a split
- between <em>FreeDM</em> and <em>Phase 1+2</em>, rather than installing each of
- the tree IWADs independently (and thus getting their own
- <span class="monospaced">/usr/share/doc</span> directories, for instance).
- </p>
- </li>
- </ul></div>
- </div>
- </div>
- <div class="sect2">
- <h3 id="_a_href_freedoom_0_12_0_2019_10_10_freedoom_0_12_0_released_a_a_id_freedoom_0_12_0_a"><a href="#freedoom-0.12.0">2019-10-10: Freedoom 0.12.0 released</a><a id="freedoom-0.12.0"></a></h3>
- <div class="sect3">
- <h4 id="_general_3">General</h4>
- <div class="ulist"><ul>
- <li>
- <p>
- We now have a manual rendered to beautiful PDF format. Thanks to
- Simon Howard, the project’s founder.
- </p>
- </li>
- <li>
- <p>
- A strong focus on vanilla compatibility has been sought for this
- release. Most, if not all, levels should work now.
- </p>
- </li>
- <li>
- <p>
- <em>Final Doom</em> compatibility de-emphasized. Where it creates
- conflicts with <em>Doom II</em> mods or texture definitions, we prefer
- the <em>Doom II</em> side of things. <em>Final Doom</em>-specific maps and mods
- may never look completely right in <em>Freedoom</em>, as a result.
- </p>
- </li>
- </ul></div>
- </div>
- <div class="sect3">
- <h4 id="_levels_3">Levels</h4>
- <div class="ulist"><ul>
- <li>
- <p>
- <em>FreeDM</em> 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.
- </p>
- </li>
- <li>
- <p>
- <em>Phase 1</em> 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.
- </p>
- </li>
- <li>
- <p>
- <em>Phase 2</em> MAP01 saw an overhaul, simplifying its design in
- significant ways to improve the flow around the level.
- </p>
- </li>
- <li>
- <p>
- Two maps in <em>Phase 2</em> were replaced due to being recreations of
- <em>Doom II</em> maps. Jayexetee and GooseJelly get credits for the new
- ones, in MAP06 and MAP26.
- </p>
- </li>
- <li>
- <p>
- Maps in <em>Phase 2</em> 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.
- </p>
- </li>
- <li>
- <p>
- All levels are now guaranteed to have co-op and deathmatch starts.
- </p>
- </li>
- </ul></div>
- </div>
- <div class="sect3">
- <h4 id="_graphics">Graphics</h4>
- <div class="ulist"><ul>
- <li>
- <p>
- New power-up (stealth, overdrive, and ultra-overdrive) sprites.
- </p>
- </li>
- <li>
- <p>
- New necromancer (arch-vile) sprites by Urric.
- </p>
- </li>
- <li>
- <p>
- Some weapon and ammo sprites have been tweaked and improved.
- </p>
- </li>
- <li>
- <p>
- Completed and enhanced set of <em>Evilution</em> and <em>Plutonia</em> textures.
- </p>
- </li>
- <li>
- <p>
- New skull-switches by MissLav.
- </p>
- </li>
- <li>
- <p>
- New SKY4 based on an astronomy photograph.
- </p>
- </li>
- <li>
- <p>
- Tweaked player sprites and HUD face by Ferk.
- </p>
- </li>
- </ul></div>
- </div>
- <div class="sect3">
- <h4 id="_music_2">Music</h4>
- <div class="ulist"><ul>
- <li>
- <p>
- New tracks in C1M2, C2M3, C2M8, MAP03, MAP12, MAP22, MAP25, MAP26,
- MAP27, DM03, DM06, DM09, DM17, DM24, DM31, and DM32.
- </p>
- </li>
- <li>
- <p>
- 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.
- </p>
- </li>
- </ul></div>
- </div>
- <div class="sect3">
- <h4 id="_unix_script_and_metadata">Unix script and metadata</h4>
- <div class="ulist"><ul>
- <li>
- <p>
- 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.
- </p>
- </li>
- <li>
- <p>
- The launch shell-script changed the <span class="monospaced">PORT</span> environment variable to
- <span class="monospaced">DOOMPORT</span> to avoid conflicts with the genericly-named <span class="monospaced">PORT</span>. It
- also builds a sensible default <span class="monospaced">DOOMWADPATH</span> environment variable
- to assist ports that do not have a hard-coded fallback.
- </p>
- </li>
- <li>
- <p>
- The script no longer tries to look for <span class="monospaced">boom</span>, <span class="monospaced">zdoom</span>, nor
- <span class="monospaced">prboom</span> by default, as these are ports no longer maintained.
- </p>
- </li>
- </ul></div>
- </div>
- <div class="sect3">
- <h4 id="_build_system_2">Build system</h4>
- <div class="ulist"><ul>
- <li>
- <p>
- Freedoom’s build system now has a hard dependency on Python 3, in
- anticipation of Python 2’s end-of-life.
- </p>
- </li>
- <li>
- <p>
- We have moved from ImageMagick to Pillow, a Python library for
- graphics manipulation. It provides faster build times as well as
- API stability.
- </p>
- </li>
- <li>
- <p>
- GIF files have been replaced with PNG files. True PNG file format
- transparency is used instead of a cyan background.
- </p>
- </li>
- <li>
- <p>
- <span class="monospaced">ASCIIDOC</span> and <span class="monospaced">ASCIIDOC_MAN</span> variables have been added to the
- Makefile to control the AsciiDoc implementation used to generate
- HTML and man page files.
- </p>
- </li>
- </ul></div>
- </div>
- </div>
- <div class="sect2">
- <h3 id="_a_href_freedoom_0_11_3_2017_07_18_freedoom_0_11_3_released_a_a_id_freedoom_0_11_3_a"><a href="#freedoom-0.11.3">2017-07-18: Freedoom 0.11.3 released</a><a id="freedoom-0.11.3"></a></h3>
- <div class="paragraph"><p>This point release is only to allow building from source with
- <a href="https://github.com/Doom-Utils/deutex">DeuTex</a> 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.</p></div>
- </div>
- <div class="sect2">
- <h3 id="_a_href_freedoom_0_11_2_2017_03_15_freedoom_0_11_2_released_a_a_id_freedoom_0_11_2_a"><a href="#freedoom-0.11.2">2017-03-15: Freedoom 0.11.2 released</a><a id="freedoom-0.11.2"></a></h3>
- <div class="paragraph"><p>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.</p></div>
- <div class="ulist"><ul>
- <li>
- <p>
- Missing multiplayer starts have been added to several levels.
- No map should be lacking anymore.
- </p>
- </li>
- <li>
- <p>
- A few mapping errors were repaired by changing sector heights.
- Speedrunners can better appreciate smooth flow through the levels.
- </p>
- </li>
- <li>
- <p>
- Easy and normal difficulty levels have been tweaked.
- </p>
- </li>
- <li>
- <p>
- Par times for <em>Phase 1</em> have been added.
- </p>
- </li>
- <li>
- <p>
- Cleaned up title screen using the <em>Freedoom</em> font for <em>Phase 1</em> and
- <em>Phase 2</em> on screen.
- </p>
- </li>
- </ul></div>
- </div>
- <div class="sect2">
- <h3 id="_a_href_freedoom_0_11_1_2017_02_22_freedoom_0_11_1_released_a_a_id_freedoom_0_11_1_a"><a href="#freedoom-0.11.1">2017-02-22: Freedoom 0.11.1 released</a><a id="freedoom-0.11.1"></a></h3>
- <div class="paragraph"><p>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.</p></div>
- <div class="ulist"><ul>
- <li>
- <p>
- 1% armor bonus pickups are recolored from red to green. They were
- too easily confused for health pickups.
- </p>
- </li>
- <li>
- <p>
- New <em>TNT: Evilution</em>-compatible textures.
- </p>
- </li>
- <li>
- <p>
- New pain bringer and pain lord sprites, replacing old concept
- art-derived ones.
- </p>
- </li>
- <li>
- <p>
- 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 <em>Phase 1</em> C1M1.
- </p>
- </li>
- <li>
- <p>
- Brand new <em>Phase 1</em> C3M1, replacing an old <em>Doom</em>-inspired
- level.
- </p>
- </li>
- <li>
- <p>
- Widescreen statusbar for ZDoom was removed. This created
- incompatibility with some mods, and mod compatibility is prefered
- over visual enhancements.
- </p>
- </li>
- <li>
- <p>
- Fixed intermission text after using the secret exit in <em>Phase 2</em>
- MAP31, where obituary texts were incorrectly displayed instead.
- </p>
- </li>
- <li>
- <p>
- More new music tracks, providing better vanilla compatibility.
- </p>
- </li>
- </ul></div>
- </div>
- <div class="sect2">
- <h3 id="_a_href_freedoom_0_11_2017_02_16_freedoom_0_11_released_a_a_id_freedoom_0_11_a"><a href="#freedoom-0.11">2017-02-16: Freedoom 0.11 released</a><a id="freedoom-0.11"></a></h3>
- <div class="paragraph"><p>Another year, and one of <em>Freedoom</em>'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 <em>Doom</em>, <em>Freedoom</em> should
- presently run on any limit-removing engine, which is nearly all of
- them.</p></div>
- <div class="ulist"><ul>
- <li>
- <p>
- Lots of new music.
- </p>
- </li>
- <li>
- <p>
- New levels, including C1M1 kicking off <em>Phase 1</em>.
- </p>
- </li>
- <li>
- <p>
- Aquatex: over 200 new textures for mappers to use.
- </p>
- </li>
- <li>
- <p>
- New intermission screens.
- </p>
- </li>
- <li>
- <p>
- Some new weapon sprites: new pistol, new pickups.
- </p>
- </li>
- <li>
- <p>
- New medkit and armor pickup sprites.
- </p>
- </li>
- <li>
- <p>
- New project logo. 😀
- </p>
- </li>
- </ul></div>
- </div>
- </div>
- </div>
- <p></p>
- <hr />
- <p>
- Copyright 2001 - <script type="text/javascript">
- var today = new Date()
- var year = today.getFullYear()
- document.write(year)
- </script> by contributors of the Freedoom project. Freedoom and this website is <a href="https://github.com/freedoom/freedoom/blob/master/COPYING.adoc">licensed under an open-license</a>. We have an <a href="feed.xml">RSS feed that you can follow</a>.</p>
- </div>
- </body>
- </html>
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