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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.

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