Log message:
games/freedoom: Update to 0.13.0
0.13.0 (2024-01-29)
General
* Improved vanilla compatibility.
+ Boom features removed.
+ Hall of mirrors greatly reduced.
+ Visplane overflows fixed.
+ Savegame buffer overflow errors remain.
Levels
* Relevant Eureka warnings fixed.
* New levels E1M9, E2M2, E2M3, E2M4, E2M7, E2M8, E3M5, MAP07, MAP21 and
MAP27.
* Various level renames.
* Numerous vanilla fixes and aesthetic modernizations.
* Fixed and standardized secret exits.
Manual
* French and Spanish translations.
* Sections added to highlight project mandate and additional accessibility
options.
Misc
* Adds automatic labeling to pull requests.
Monsters
* New minigunner.
* The hatchling, which replaces the deadflare.
* The matribite, which replaces the summoner.
Music
* Lots of new music including most of FreeDM music.
Sounds
* New boss brain sounds.
Visuals
* Colorblind-friendly keys and key indicators.
* Various revisions to sprites and textures.
* Improved kerning for menu text.
Weapons
* Improved weapon sprites generally.
* SSG replacement restored to updated take on older version.
* Revised polaric energy weapon.
* Double-barreled shotgun flash timing bug fixed in built-in DeHackEd.
Textures
* Esa Repo (Espi)'s old STAR* textures are now included under ESPI*.
* A STARBR1 texture is now included as a counterpart to STARBR2.
* Numerous additional grey and METAL2-based textures also available.
* Boss brain wall found to have Hexen resources and was re-done.
* Wolfenstein replacements completely redone, designed to work as seamlessly
with other textures as possible. A few are also added.
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Log message:
games/freedoom: Update to 0.12.0
- Install new manual
Changelog
=========
2019-10-10: Freedoom 0.12.0 released
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.
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Log message:
games/freedoom: import freedoom-0.11.3nb1
The Freedoom project aims to create a complete free content first
person shooter game. But Freedoom by itself is just the raw material
for a game: it must be paired with a compatible game engine to be
played.
id Software released the source code to their classic game, Doom, under
the GNU General Public License. This means that the program code that
powers Doom is free; Freedoom complements this with free levels, artwork,
sound effects and music to make a completely free game.
Freedoom is actually three games in one, consisting of two single
player campaigns and one set of levels intended for multiplayer
deathmatch (FreeDM).
Note: This package contains no game engine, only the data (wad) files.
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