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Add project news file, backdate with releases 0.8 to present
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5
Makefile
5
Makefile
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@ -81,12 +81,11 @@ COPYING.txt: COPYING.adoc
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CREDITS.txt: CREDITS
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unix2dos --add-bom --newfile $< $@
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DISTDOCS=COPYING.txt CREDITS.txt README.html
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DISTDOCS=COPYING.txt CREDITS.txt NEWS.html README.html
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.PHONY: dist
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# Due to convoluted reasons, the WADs must directly proceed the game name.
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dist: $(OBJS) COPYING.txt CREDITS.txt README.html
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dist: $(OBJS) $(DISTDOCS)
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LC_ALL=C VERSION=$(VERSION) scripts/makepkgs freedm $(FREEDM) $(DISTDOCS)
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LC_ALL=C VERSION=$(VERSION) scripts/makepkgs freedoom $(FREEDOOM1) $(FREEDOOM2) $(DISTDOCS)
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81
NEWS.adoc
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81
NEWS.adoc
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@ -0,0 +1,81 @@
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= Freedoom project news
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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 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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