Back to home page

DOS ain't dead

Forum index page

Log in | Register

Back to the board
Thread view  Mix view  Order
Rugxulo

Homepage

Usono,
28.04.2008, 20:55
 

Freedoom 0.6.2 released (Announce)

The Freedoom developers have released 0.6.2 on March 18, 2008.

Website: http://freedoom.sourceforge.net

N.B. This is only free (BSD-licensed) graphics/sounds/levels, so you still need a Doom engine (e.g. Eternity or Boom, both linked to from above site).

Changes:

> Freedoom 0.6.2 released! (2008-03-18)
>
> Quality control? What quality control? :) Thanks to Catoptromancy for
> fixing a total show-stopper bug on MAP18.
>
> Freedoom 0.6.1 released! (2008-03-12)
>
> 0.6.1 released. Include all patches in all IWADS, to prevent crashes
> with WADs that use custom TEXTURE1 lumps. Several map fixes too
> (see ChangeLog), a new sound by CSonicGo and a few sounds tweaks.
>
> Freedoom 0.6 released! (2008-02-28)
>
> Wow. It's been 17 months or thereabouts since our last release, but
> here it is, freedoom 0.6!
>
> One of the biggest changes is this version is with levels. We decided
> that many of the good levels in the DOOM1 set weren't getting much exposure, > so we've mapped them into the DOOM2 set.
>
> Unfortunately, most of the rest of the changes are related to
> freedom issues. We had to remove several sound effects and lumps, not
> least, the texture definitions. Luckily some new contributors stepped
> up to supply replacement sound effects.
>
> In order to re-create the texture defs, we implemented a "cleanroom" texture > composition tool. The left-hand side displayed each texture in turn,
> fully rendered. The right-hand side featured a composition area where
> you could select patches from a list and define their offsets.
>
> The tool did not give you any hints as to which patches or what
> their offsets were. As a result, composing them was a time-consuming
> task. Also, there will be small differences between the textures in
> freedoom and vanilla doom.
>
> If the new texture definitions cause serious misalignments in any PWADs,
> please let us know and we'll fix them.
>
> On the plus side, we hope to take the cleanroom code and turn it into
> a fully-featured, modern texture editor.
>
> The future of freedoom from this point forward is going to be interesting. I > think most people think the current development model has petered out
> and that something new is needed. We agree. Watch this space!
>
> Final word: On the subject of "this space", the website could use
> some serious love. If you are a dab-hand at maintaining web pages,
> please drop us a note in the forums.

Back to the board
Thread view  Mix view  Order
22632 Postings in 2109 Threads, 402 registered users, 420 users online (0 registered, 420 guests)
DOS ain't dead | Admin contact
RSS Feed
powered by my little forum