Voros Posted February 16, 2017 It is time yet again for Freedoom to bump its version number, now measuring a hefty 0.11. Freedoom has been fully tested to be limit-removing, with almost all maps vanilla compatible. Things you'll see: Over 200 new textures by jmickle A new C1M1 by YukiHerz, and it uses the new textures Chapter 3's music now replaced with Blueworrior's excellent music Various music replacements in Phase 2 and FreeDM; thanks to KevinHEZ, Blueworrior, bytebeats, Viscra Maelstrom and Blastfrog AKA Sodaholic A new intermission picture by Blastfrog Speaking of Blastfrog, there's a new pistol too New logo for the game and website, thanks to Jewellds New Plutonia patches too, by Jewellds once again Freedoomguy now dies with dignity, with some fresh death screams from SeventhSentinel Did I forget to mention, there are new maps too? Big thanks to Jayextee And BIG applause to Catoptromancy, Amarande and Xindage AKA Protox for cleaning up Freedoom's maps Best of all, they're all limit-removing, so load up a port like Crispy Doom and play! There are even more changes, so grab a fresh copy today! 1 Share this post Link to post
Catoptromancy Posted February 16, 2017 This release is very chocolaty. Delicious. 0 Share this post Link to post
Four Loko Is Gross Posted February 16, 2017 I waited a little over a year for this moment. Downloaded for the new maps. VVVVV - I'm replaying the whole thing from E1M1 to MAP30. There are a couple quirks here and there, but overall it is a massive improvement over 0.10.1. Also, it's like you're getting two megawads for the price of $0.00. And for an unspecified amount of time (if Freedoom still exists as a thing a century or so from now, I'll be really impressed), you also get free updates! 0 Share this post Link to post
Ralphis Posted February 17, 2017 Honestly a huge upgrade over prior versions. Still some sprite work to be done but this is starting to look a lot more like a cohesive game than a crock pot of unrelated resources. Great work to all involved 0 Share this post Link to post
LexiMax Posted February 19, 2017 Ralphis said:Honestly a huge upgrade over prior versions. Still some sprite work to be done but this is starting to look a lot more like a cohesive game than a crock pot of unrelated resources. Great work to all involved I agree. I played a self pre-release a few weeks ago and found myself thoroughly impressed. 0 Share this post Link to post
Jayextee Posted February 19, 2017 Voros said: Did I forget to mention, there are new maps too? Big thanks to Jayextee Ah, yes. Some of those 'weird' large doors in Nex Credo? They look great with the FreeDoom textures, because I actually designed the maps with it. The truth comes out! (Actually, I think I may have mentioned that before. Once, maybe. :P) 0 Share this post Link to post
Doomkid Posted February 20, 2017 By far the best version to date, massive improvements in map design and the resources are starting to look much more cohesive. Good stuff! 0 Share this post Link to post
gnudist Posted February 21, 2017 Trapped between a tree and a rock near a slime waterfall in c1m1 after going off a cliff. Weeee 0 Share this post Link to post
Four Loko Is Gross Posted February 21, 2017 gnudist said:Trapped between a tree and a rock near a slime waterfall in c1m1 after going off a cliff. Weeee IDCLIP (I'm kidding. Someone will see your comment and fix it.) 0 Share this post Link to post
chungy Posted February 22, 2017 Freedoom 0.11.1 has now been released, resolving a few issues and adding some more major replacements. The homepage announcement details the big stuff. 0 Share this post Link to post
raymoohawk Posted February 22, 2017 i would like it if next time i was informed before something of mine is added, specially if it's a submission that isn't ready yet 0 Share this post Link to post
Voros Posted February 22, 2017 The screenshot on the homepage is misleading, if you get what I mean. The intermission texts were revamped too. This is the first time I realised how big the Pestmeisters really are. 0 Share this post Link to post
raymoohawk Posted February 22, 2017 they are the same height as the baron (maybe a pixel taller) they look bigger because of the hunchback posture :) anyways what i meant is that no one told me anyone was submitting it to the repo, i would like to be told from now on. 0 Share this post Link to post
chungy Posted February 22, 2017 I must apologize for that. It came through as a GitHub pull request and I didn't realize you hadn't given the go ahead. 0 Share this post Link to post
Voros Posted February 23, 2017 raymoohawk said:they are the same height as the baron (maybe a pixel taller) they look bigger because of the hunchback posture :) Still, I didn't expect them to look so intimidating in game. I'm genuinely happy with this, as Doom's Baron also delivers the same feeling of "I just crapped my pants and I'm loving it". Freedoom's progressing real well atm :D 0 Share this post Link to post
Dragonfly Posted February 23, 2017 I'll check out the latest build at some point soon. I'll probably do so on a stream, so I can supply VODs with my opinions on each level, the sprites, textures, etc. If I thought a map could be improved quite quickly, would it be okay for me to make quick updates and send them for review? 0 Share this post Link to post
Voros Posted February 23, 2017 Dragonfly said:If I thought a map could be improved quite quickly, would it be okay for me to make quick updates and send them for review? Why not, right? 0 Share this post Link to post
Dragonfly Posted February 23, 2017 Fair enough. :P This is no way a promise I'll be making any changes btw :P I'll try to remember to drop a post here when I'm about to stream. :) 0 Share this post Link to post
Reisal Posted February 23, 2017 Dumb question, can this be played under classic Doom or Doom 2 if all graphics and sound FX resources were stripped out? 0 Share this post Link to post
grommile Posted February 23, 2017 Glaice said:Dumb question, can this be played under classic Doom or Doom 2 if all graphics and sound FX resources were stripped out? No, for two reasons:At present, some of Freedoom's maps will crash the original Doom executable because they exceed the 128 simultaneous visplanes limit. Freedoom uses textures that don't exist in any of the id-published IWADs (Ultimate Doom, Doom II, Evilution, Plutonia). 0 Share this post Link to post
Reisal Posted February 23, 2017 I think I meant limit removing, my bad. Also it definitely works if I strip only the spritses out but otherwise works. Good if I want to play through it with my RDND mod. 0 Share this post Link to post
Catoptromancy Posted February 24, 2017 Glaice said:Dumb question, can this be played under classic Doom or Doom 2 if all graphics and sound FX resources were stripped out? Freedoom1 Episodes 1, 3, and 4 will work. Freedoom2 will start crashing out at MAP12. Not sure why anything needs stripped. 0 Share this post Link to post
hardcore_gamer Posted March 1, 2017 I see the shotgun reload sound is still as terrible as it has always been. It seriously needs to be replaced. 0 Share this post Link to post
Voros Posted March 15, 2017 (edited) Freedoom v0.11.2 is out, giving you a more realistic titlepic, fixes some map issues and other stuff you don't really care about (Phase 1 par times, for an example). Go check it out.  The development build at http://freedoom.soulsphere.org has tons of new things though, such as two new FreeDM tracks, a (hopefully) better shotgun sound, sprites. Edited March 15, 2017 by Voros 1 Share this post Link to post
MrGlide Posted March 15, 2017 I tried it out, played a few levels of freedoom 1. much improvement. I like the shotgun sound mostely. I'll check it more out tomarrow. 0 Share this post Link to post
RonLivingston Posted March 16, 2017 very nice freedoom version! totally digging the new pain bringer and pain lord sprites 0 Share this post Link to post
Voros Posted July 19, 2017 Freedoom 0.11.3 has been released, but this version has nothing new that isn't in 0.11.2. For details, see this: https://github.com/freedoom/freedoom/releases/tag/v0.11.3 0 Share this post Link to post