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<!-- See COPYING.adoc for license terms of this file. -->
<!DOCTYPE html>
<html lang="en">
<head>
<title>Freedoom — Home</title>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8" />
<meta name="generator" content="AsciiDoc 9.1.0" />
<meta itemprop="name" content="Freedoom" />
<meta property="og:title" content="Freedoom" />
<meta itemprop="description" content="Freedoom's website" />
<meta name="description" content="Freedoom's website" />
<meta property="og:description" content="Freedoom's website" />
<meta name="keywords" content="freedoom, doom, fps, open-source, open source, free, vanilla, 1990s, 90s, 1993, 1994" />
<meta property="og:site_name" content="Free content game using the Doom engine" />
<meta property="og:type" content="website" />
<meta property="og:image" content="https://freedoom.github.io/mugshot.png" />
<link rel="icon" href="favicon.ico" />
<link rel="stylesheet" href="mint.css" type="text/css" />
</head>
<body>
<!-- Automatically generated, do not hand-hack!
This web page uses AsciiDoc to generate its contents,
edit the *.txt sources in order to change it.
-->
<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">
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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>
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