These were added in 2015-07-04T00:10:46Z!cancer_kaoru@live.com under
the assumption that raymoohawk had created them, but that was
mistaken. I'm normally hesitant about accepting submissions without
anything more than an online alias, but the original author has been
in contact and I'll let this one slide.
This was originally created by Da Werecat, but changed around to fit
the Freedoom theme better, and be internally consistent with the font
by Mechadon.
resolves#45
CaptainW kindly contributed a new logo for FreeDM in this thread:
http://www.doomworld.com/vb/freedoom/66962-freedm-needs-a-logo/
This uses the new logo for the title screen, menu header (M_DOOM) and
the large banner texture used in the FreeDM levels.
This fixes#12.
Iikka was included in CREDITS because at one point we were going to
use the POVDoom sprites as stopgaps for the monsters (captmellow
obtained permission from him to use them). In the end this never
happened because they clashed too much in style.
The email address listed here was long out of date. Update web URL
to be the current https:// based URL, and remove text about me being
"chief administrator" as that hasn't really been true for quite a
while.
More context can be found in this thread:
http://www.doomworld.com/vb/freedoom/69412-updated-map10
This level appears to have been abandoned by its original author and
Jewellds took it upon himself to continue the work.
Changes since v21:
-The lava building is now accessed by a red key, rather than a switch,
and the small building to the south has changed as a result.
-Minor cosmetic improvements to the lamps by the blue key door.
-Lowered some sectors in the river by the building entrance, to make
it look more realistic.
-Fixed a crate in the Mancubus room, which was too tall.
-Removed a misplaced midtexture on the cave entrance.
-Fixed a few texture alignment and cosmetic issues surrouding (what is
now) the red key door.
-Solved some alignment problems on the rocks in the south-east of the
map.
Dan L'Ecuyer was credited as the author of the previous GENMIDI
lump that used to be used in Freedoom. This was subsequently
removed as it was based on the original Doom GENMIDI. Some
discussion of this can be found here:
http://www.doomworld.com/vb/freedoom/41470-texture1-copyright/
There are no contributions in the tree from this contributor; he only
submitted some "powerglove" fist sprites to the project a long time
ago which were replaced, and subsequently appear to have been stolen
from another project without permission. See comments on this file
on Doomworld:
http://www.doomworld.com/idgames/index.php?file=combos/leftover.zip
The Doom 2 retexturing project was a project that Freedoom partnered
with many years ago in an attempt to develop high resolution textures
for modern 3D source ports. The idea was that there was an overlap in
goals between Freedoom wanting to create new compatible textures, and
doom2tr wanting to develop high resolution textures.
However, this partnership never really worked out and as far as I
remember nothing was ever contributed to Freedoom from the doom2tr
side. It seems inaccurate to keep it in the CREDITS file; I checked
the source tree and couldn't find any reference to it.
Skib's unfinished level has been around for a long time, is barely
started and there's no suggestion anyone is likely to finish it any
time soon. Remove it and renumber Protox's DM34,35 to be DM33,34.
deathz0r posted these on Doomworld a long time ago (2006) but they
were never picked up. Add them now as DM26, 29 and 30, and move the
current unfinished DM29 to DM33.
These are some initial PC speaker sounds that cover most of the common
sound effects, made by GhostlyDeath. Some discussion can be seen in
the thread on Doomworld:
http://www.doomworld.com/vb/freedoom/65535-wip-pc-speaker-sounds/
Signed-off-by: Simon Howard <fraggle@gmail.com>
He writes (in readme.txt):
>Notes: I love your work so I thought I could contribute. When I played
>through Ultimate Doom variation of FreeDoom I noticed that map E1M3 was
>largely unfinished. So I began to make my own vanilla version of it. I
>used only resources from shareware episode becase I wanted to be as
>close to the original as possible. The layout is similar and the level
>has an exit to E1M9. I don't know if you'll use it, that depends
>entirely on you. Enjoy!
DW: http://www.doomworld.com/vb/post/1141864 ,
http://www.doomworld.com/vb/post/1143935 (update)
Signed-off-by: RjY <rjy@users.sourceforge.net>
This adds a good number of the missing percussion instruments. These
come from a dump of Matt Cadirao (horncomposer)'s modified version of
the old GENMIDI lump.
[RjY: despite the high visual detail it seems to be vanilla-compatible,
at least it was fine running around for 10 minutes in chocolate-doom]
Signed-off-by: RjY <rjy@users.sourceforge.net>
Sodaholic writes in <http://www.doomworld.com/vb/post/957373>:
>I can assure you that these lack any copyright issues. These were all
>mixed from my personal collection of sound effects that I recorded
>myself.
Signed-off-by: RjY <rjy@users.sourceforge.net>