Commit graph

3231 commits

Author SHA1 Message Date
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4819ac7114
Delete sprites/spidc8.png 2025-07-31 00:49:33 +08:00
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Delete sprites/spidb7.png 2025-07-31 00:44:32 +08:00
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Delete sprites/spida2.png 2025-07-31 00:38:02 +08:00
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c79003c6d7
Update buildcfg.txt 2025-07-30 23:24:37 +08:00
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07c755003d
Spiderdemon replacement 2025-07-30 22:54:46 +08:00
Simon Howard
1791ff4dca Revert "Updated Charli's E1M1 map. (#1496)"
This reverts commit 9b25e1447a.

The first level of the game is very prominent and I'm not convinced that
this had sufficient debate on the original PR. Opinions on the original
PR seemed mixed to lukewarm.

I'm also not convinced that this is an improvement over the previous
E1M1 but that is just my personal opinion. If we want to make this
change then we can, but it should be discussed more first.
2025-07-24 19:37:40 -04:00
Simon Howard
66d52a4b27
Merge pull request #1521 from freedoom/readme-rewording
README: Rewording to emphasize the project's independence
2025-06-28 20:15:36 -04:00
Simon Howard
ea7c66fb25 README: An update: over 30 years of mods now! 2025-06-24 20:41:35 -04:00
Simon Howard
c8274ec036
Merge pull request #1517 from Anonysussy/Illost-AGM-CEO
Added Illost's Wolf portrait + new frame.
2025-06-24 20:38:52 -04:00
Simon Howard
b964f4dca3 README: Add brief section about the game manual 2025-06-24 20:36:06 -04:00
Simon Howard
179cbfb47f README: Reword the introductory sentence
We aren't just "aiming to create a complete game" - Freedoom *is* a
complete game, and has been for a long time now!
2025-06-24 20:27:35 -04:00
Simon Howard
3c71678ea2 README: Make IP advice more explicit/forceful
The previous text was couching its words a lot ("don't emulate...
exactly", "this is a tough call"). Let's be more explicit and emphasize
that work should be original and not a clone of Doom. Besides being
safer from a legal standpoint, it's a better goal for the project in
general.
2025-06-24 20:27:35 -04:00
Simon Howard
778525b5f1 README: Delete paragraph/list about renaming IWADs
These instructions are workarounds for the fact that we renamed the IWAD
files many moons back (see [1]). All source ports have caught up with
the new IWAD names by now, and we can just delete the text.

[1] - https://www.doomworld.com/forum/topic/66856-bikeshedding-renaming-freedooms-iwads/
2025-06-24 20:27:35 -04:00
Simon Howard
1187d3c102 README: Reword intro section
The previous wording ("but Freedoom by itself is just...") read like we
were putting the project down a bit. Let's not do ourselves a
disservice.

A second paragraph further down was framing us in terms of being a "free
alternative" to Doom. Let's ditch that; we are our own game. We can also
leave out the technical jargon about IWADs etc.
2025-06-24 20:27:32 -04:00
Simon Howard
f588a26f5e README: Deemphasize compatibility
This moves the paragraph about compatibility further down the page into
its own section. I am *not* doing this because we are deemphasizing
compatibility as a project goal; rather, I'm doing this because I want
to *emphasize* the idea of Freedoom being its own independent game. The
idea here is to try to get away from the misconception some people have
that the goal of Freedoom is to be a "clone" of Doom.
2025-06-24 19:59:45 -04:00
Simon Howard
c8de4bd471
Merge pull request #1511 from freedoom/makejson-hash
Deprecate MD5 hash for JSON metadata file
2025-06-23 15:38:51 -04:00
Simon Howard
3e710657bd
Merge pull request #1512 from freedoom/github-actions-deutex
CI: Use the version of deutex from GHA Ubuntu
2025-06-23 15:38:39 -04:00
M015
e63cc8f0b7
Lower contrast and new frame. 2025-06-17 15:58:56 +07:00
M015
368c53453f
Merge branch 'freedoom:master' into Illost-AGM-CEO 2025-06-17 15:57:17 +07:00
Xindage
23ffa3099b
Restore AQMETL22 (#1518)
* Restore AQMETL22
Transparent textures never should be multipatched.
2025-06-17 01:34:22 -03:00
M015
7da2b2410b
Update CREDITS 2025-06-17 08:05:03 +07:00
Georgy Samoilov
8706589c1f
Add LANGUAGE lump + full Spanish translation (#1377)
This PR adds a LANGUAGE lump based on the lump from GZDoom in a classic format, which makes it possible to translate Freedoom into other languages. The Spanish translation was done by Discord user a19684361
2025-06-16 21:20:25 -03:00
J.Astartes
07e738bcd6
New E1M1 song (Let's add Lola's new submission to e2m1 or somewhere it could better fit) (#1492)
* "Steel and Brass" - J.Astartes and mr795
2025-06-16 21:13:14 -03:00
M015
9b25e1447a
Updated Charli's E1M1 map. (#1496) 2025-06-16 21:10:43 -03:00
Georgy Samoilov
61198ffec5
patches, textures: Minor aquatex optimizations (#1456)
This converts a lot of single-patch textures into multi-patch textures.
2025-06-16 21:09:54 -03:00
elf-alchemist
959eb9da75
add source port text graphics (#1473) 2025-06-16 21:05:54 -03:00
M015
9c7567cff3
MAP01, MAP03 & MAP06 optimization. (#1481)
This include reduced vertexes and wadptr compression, in the case of MAP03 it's actually quite of a hell to compress the vertexes as the maps has alot of unnecessarily high amount of vertexes with little to no reasons, this also alters the gate texture in MAP03 to replace the DOORSTOP texture with SUPPORT2 texture instead as it could cause visible seams in vanilla.
2025-06-16 20:58:31 -03:00
M015
d678eb91c5
Clean up the HUD marine sprite. (#1465)
This cleans up some of the dithering from the original sprites and touched up some of the shading.
2025-06-16 19:25:00 -03:00
mc776
344d31f22f
levels: make Map25 SE radsuit secret repeatable. (#1514)
Addresses #1510.
2025-06-16 19:17:29 -03:00
mc776
917c3c7fc2
sprites: simplify FCAN. (#1516)
* sprites: simplify FCAN.

(also update the flame, apparently)

When the current fire can sprite was first introduced it came with a small, straight blue flame, in keeping with the appearance of a pressurized canister full of flammable gas: https://github.com/freedoom/attic/blob/master/sprites/raymoohawk/old-fcan/fcana0.png

It made perfect sense internally, but broke a lot of maps that used this actor (including FD's own Map16) as a generic rough yellow flame effect.

This was amended so that the flame's shape looked more like the slanted id one, but stayed blue: https://github.com/freedoom/attic/blob/master/sprites/raymoohawk/newer-fcan/fcana0.png

Eventually it was decided we could differentiate from id enough by doing the exact opposite - keeping the colour but changing the shape, resulting in the current yellow flames going up. Unfortunately by this point it was clear that the pressurized canister had long stopped making sense, but I'd already done the flickering lighting animation effects on it and didn't feel like making any changes.

This bugged me for years until today I decided to splice together something from the nukage barrel's bands and here we are.

* sprites: update new FCAN offsets.

The new flames don't throw particles quite as far up.
2025-06-16 19:04:01 -03:00
M015
f0b78f925c
Removed highlights.
Raymoo's edit.
2025-06-16 09:20:15 +07:00
M015
519a59b6dd
Added Illost's Wolf portrait. 2025-06-15 22:19:37 +07:00
Simon Howard
99f479d498
Merge pull request #1488 from Anonysussy/Cescade-KEEN-n-Plasma
Add Cescade's Keen and plasma sprites.
2025-06-11 15:53:39 -04:00
Simon Howard
ff6310052e
Merge pull request #1509 from mc776/punch
sounds: new punch sounds.
2025-06-11 15:50:05 -04:00
Simon Howard
35f402aa01 CI: Use the version of deutex from GHA Ubuntu
There's no need for us to recompile deutex every time we build Freedoom,
since it's already in Github Actions. In a comment on #671 it was
mentioned that this was done to work around a crash in the version of
deutex in bionic, but that bug is long-fixed now.
2025-06-11 15:46:22 -04:00