dehacked: Add intermission text screens.

This replaces the default text screens with text screens more
relevant to Freedoom's level progression. The Double Impact end
text screen is imported in a modified form, and the episode 1-3
text screens ought to be considered temporary.
dehacked: Add level names.

These are some initial level names based on discussion on the Doomworld
Freedoom forum thread found here:
http://www.doomworld.com/vb/freedoom/66592-lets-name-freedooms-levels/
text: Add freedoom.bex as build dependency.

The text must be rebuilt if the contents of the Dehacked file
change, as level names are imported from it.
dehacked: Add name for E1M6.

This gives us a full set of level names for episode 1.
lumps: Record new Boom 2.02 demos for Doom 1 and 2.
README: Reflect the project's actual methods

When I wrote the README before, I was basically demanding the use of
Git's signed-off messages, which is just wrong-headed. Also change the
example commit so it uses an action stamp, no more hard dependency on
a sha1 identifier that may change if the repository is rewritten (has
happened) or moved to another VCS (has happened, also); additionally,
it's just a better example commit to use. :-)

Remove the "Build system" section which encouraged a "Do Not Touch"
philosophy which is also wrong-headed. Any change for improvement is
self-evident: should not tell people to not bother without explaining
themselves.

Also, rename the file so GitHub renders it nicely.
Rename BUILD-SYSTEM to *.asc and fix the `make doc` target.

Adding the file extension makes it all pretty on GitHub.
Remove ChangeLog and NEWS

These files are tedious to maintain and pretty much redundant in the
age of git.
Makefile: dist target works again

For now, Make is dependent on being run inside of the git repository,
at least if something like `make VERSION=3.14` isn't used. Will be
nice in the future if it can read from the VERSION file as a fallback.
Makefile: Fix building with GNU Make 3.82 (thanks Catoptromancy)
dehacked: Add par times.

These are based on Catoptromancy's playthrough demos for the current
levels and (where not yet available) his older demos for the 0.7
release.
dehacked: Fix [strings].

Oops. Boom's dehacked parser requires an empty line to end the [pars]
section, otherwise the entire following section is interpreted as
par time instructions.
dehacked: Add par time for MAP19.

Playthrough time for current version of MAP19 by Catoptromancy.
Change Freedoom URL to GitHub
Update version to v0.8
BUILD-SYSTEM: Update for newer AsciiDoc table syntax and box chars

Also remove references to doom1.wad which is no longer built.
levels: map15 2014-01-06 update from Z0k

-Added more medikits only for skill Easy and Medium.

-Moved the Supershotgun that can be found in the left outside part of
the base, now its moved where the 2 chaingunners came down from the
lift.

-Moved the secret rocket launcher where the supershotgun was found
before, this because i consider rocket launcher being helpful for this
map and keeping in secret (in a secret lift where the 2 chaingunners
came down from the lift) was kinda hard for some players.

-Added Plasmagun as secret, can be found now where the rocket launcher
was found previously.

-Added BFG9000 as secret, can be only found on the secret exit.

-Added Megasphere as secret, can be only found on the right side of the
secret wall where some enemies came out.

-Change the texture of the secret walls near of the exit, which such
walls lead to the secret teleporter for the secret exit.

-Made some changes to enemies, and added back the "hard part" of the map
only for skill 4 (hard) this mean:

*the hell knight which teleported is back.
*chaingunners are back on the red key zone
*revenant is back on the left side of the base where player can find
*the rocket launcher.
*hell knight pair is back after players hit the swicht on the toxic
tower zone and head back to main zone.
*chaingunners at start are back.
*chaingunners near of the imp are back.
*Revenant on the small storage room is back.
*hell knight where player plays with the swicht (and can find the secret
swicht) is back
Only those monsters will appear on Skill4 (hard) as Cato pointed out.
newbs shouldnt be playing harder difficult skill at start.

-made some changes on enemy flags: some monsters will appear on skill
1-3.

DW: http://www.doomworld.com/vb/post/1228815
Signed-off-by: RjY <rjy@users.sourceforge.net>
music: add some new tracks from Ralphis
Update copyright dates in the Makefile
Remove .gitignore from the contents of a .gitignore