chungy Posted October 10, 2019 (edited) Freedoom is really heating up! There have been a ton of changes, some major highlights are on the front page, and as always the download page points to the latest release. Has been quite a ride, and I think everyone has enjoyed themselves in the process. Keep on trucking =) Edited October 13, 2019 by chungy 22 Quote Share this post Link to post
jeroa Posted October 11, 2019 congrats on the new realease, looks like a lot of improvement 0 Quote Share this post Link to post
andrewj Posted October 11, 2019 Some nice changes in there. Is there much to-do before a 1.0.0 release can be made? 1 Quote Share this post Link to post
chungy Posted October 11, 2019 Yeah we have a bit to cover before then. There isn't a roadmap quite yet. 0 Quote Share this post Link to post
Diabolución Posted October 11, 2019 Is the project Make Freedoom Great Again still a thing? As far I know, at least one czar renounced. And, in fact, Erick is polishing many maps of varied episodes, without being formally a czar. At any rate, congratulations. Good job the technospider has once and for all decent sprites. 1 Quote Share this post Link to post
Datacore85 Posted October 11, 2019 Congrats ! Very nice Update ! 0 Quote Share this post Link to post
Xindage Posted October 11, 2019 (edited) 4 hours ago, Diabolución said: As far I know, at least one czar renounced. It was me... but no one removed me in a long time so I decided to get back to it. Edited October 11, 2019 by Xindage 0 Quote Share this post Link to post
-TDRR- Posted October 12, 2019 (edited) Nice! Glad to know that Vanilla compat. is really, really close. The new flame bringer sprites look pretty good as well as the new HUD face, looks less strangely thin. All in all a pretty good update, haven't checked out the new FreeDM maps and the new music but i'm sure i'll like them a lot! Congrats to everyone involved, great work as always. EDIT: I think a link to the manual would be nice to have in the home page. Edited October 12, 2019 by -TDRR- 0 Quote Share this post Link to post
Erick Posted October 12, 2019 8 hours ago, Diabolución said: And, in fact, Erick is polishing many maps of varied episodes, without being formally a czar. Well, whenever I do have the time. I think a lot of the maps have good layouts and can be solid levels, just some have a lot of leftovers. I hope Chapter 1 in Phase 1 is a better experience now because there were a lot of things that I found too punishing for a first chapter like -20% damage nukage. 1 Quote Share this post Link to post
Loud Silence Posted October 12, 2019 I haven't played Freedoom before and just started Phase 1. I like it very much. It's like completely new game on Doom's engine. I am very thankful to everyone who have worked and keep working on this amazing project. 0 Quote Share this post Link to post
BoJustBo Posted October 14, 2019 I just played through the first episode of Phase 1 (for the first time) and while the update notes says it's replaced some levels because they were too similar to ones in the original games, I had deja vu on almost every level because of room setups near identical to the ones in Knee Deep in the Dead. Like for example that exit room with all the windows and a tiny elevator before the lever. Some general stuff about the level design: There was a lot of "*Push button* What happened?" and in those larger levels it was kind of a pain. Several maps relied on teleporting in enemies out of nowhere, something that was never done in the original doom and just feels lazy IMO. Doom 2 did it, it was lazy then too. Overall I still liked it. 0 Quote Share this post Link to post
MrFlibble Posted October 15, 2019 Congrats on the release! I played a bit through Phase 1, everything is nice but there's one thing that is kinda noticeable: C1M1 extensively uses the Aquatex texture set but the subsequent levels in the episode revert to the stock textures. There's nothing wrong with it per se, but I think it would be wonderful if Aquatex assets were used more frequently. I believe they could nicely work to create a distinct techbase kind of style that is different from vanilla Doom's, with a more Quake/Quake II-ish vibe of sorts. 0 Quote Share this post Link to post
Dimon12321 Posted October 16, 2019 Does it still require -complevel 9 to be used instead of -complevel 2? 0 Quote Share this post Link to post
Erick Posted October 17, 2019 (edited) 2 hours ago, Dimon12321 said: Does it still require -complevel 9 to be used instead of -complevel 2? Freedoom works with limit-removing ports since 0.11.0, so you can use -complevel 2 for a while now on Freedoom: Phase 2 and FreeDM. Edited October 17, 2019 by Erick 0 Quote Share this post Link to post
Dimon12321 Posted October 17, 2019 Oh, thank you for answering me! I posted an issue on github back in 2015, so I was wondering what has changed so far. 0 Quote Share this post Link to post
maxmanium Posted October 17, 2019 (edited) Is there a place I can report minor things such as wrong texture offsets? I don't feel like they warrant their own thread. Edited October 17, 2019 by maxmanium 0 Quote Share this post Link to post
chungy Posted October 17, 2019 3 hours ago, maxmanium said: Is there a place I can report minor things such as wrong texture offsets? I don't feel like they warrant their own thread. Yes: https://github.com/freedoom/freedoom/issues 0 Quote Share this post Link to post
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