diff --git a/BUILD-SYSTEM.adoc b/BUILD-SYSTEM.adoc index b7498f59..9ed85ec1 100644 --- a/BUILD-SYSTEM.adoc +++ b/BUILD-SYSTEM.adoc @@ -5,7 +5,7 @@ system. == Overview -Freedoom is built using 'deutex', which is a command-line tool for +Freedoom is built using `deutex`, which is a command-line tool for automated building of Doom WAD files. However, multiple different WAD files are built from the Freedoom material. Therefore, the Freedoom build system is more complicated than a “normal” deutex build would @@ -62,7 +62,7 @@ system: deutex is configured using a configuration file typically named +wadinfo.txt+. In the case of Freedoom, multiple different WADs are built from the common material, with slightly different settings for -each. Therefore, a 'master configuration file' named +buildcfg.txt+ +each. Therefore, a _master configuration file_ named +buildcfg.txt+ is used to generate configuration files for each individual WAD to build. @@ -80,7 +80,7 @@ based on the type of output target desired: The texture configuration file is used to generate the texture lumps. These are +texture1.lmp+ (texture directory), +pnames.lmp+ (list of patch names) and +texture2.lmp+ (Doom I only). They are generated -by the +build-textures+ script; deutex's internal texture builder +by the +build-textures+ script; deutex’s internal texture builder is deliberately not used for compatibility reasons. Similarly to the build configuration file, different textures are @@ -208,13 +208,13 @@ the authentic retro feel. Found in +lumps/dmxgus+, this script builds the +DMXGUS+ lump used for GUS MIDI playback. The GUS (Gravis UltraSound) card was a gaming sound -card popular in the '90s. As with the +GENMIDI+ lump, few people are +card popular in the ’90s. As with the +GENMIDI+ lump, few people are still using a real GUS card nowadays, but several source ports emulate them and require this file. == deutex -'deutex' is the tool used to generate the WAD files. It processes a +`deutex` is the tool used to generate the WAD files. It processes a file typically named +wadinfo.txt+, reading files from the following directories to generate the WAD: @@ -238,7 +238,7 @@ around. Some of them are listed here. * deutex does not allow the exact path to the +texture1.txt+ file to be specified in the configuration file; this used to be a problem - but the Freedoom's texture lumps are now built using a custom + but the Freedoom’s texture lumps are now built using a custom script. * deutex requires an existing IWAD file in order to build WAD files, diff --git a/COMPILING.adoc b/COMPILING.adoc index 57c4f452..5c85b6af 100644 --- a/COMPILING.adoc +++ b/COMPILING.adoc @@ -1,9 +1,9 @@ Compiling Freedoom ================== -This document is a general overview of Freedoom's dependencies +This document is a general overview of Freedoom’s dependencies required to build it. See `README` for a description of what Freedoom -'is', and `BUILD-SYSTEM` for the technical details on 'how' Freedoom +_is_, and `BUILD-SYSTEM` for the technical details on _how_ Freedoom is built. Required software @@ -11,26 +11,24 @@ Required software Building the Freedoom IWADs pretty much simply requires the following: - * 'make': While there is some attempt to keep our Makefiles + * _make_: While there is some attempt to keep our Makefiles portable, testing does not really happen on anything but https://www.gnu.org/software/make/[GNU Make] (patches to fix portability are most welcome!). On non-GNU systems, it might be - available in a package and binary named as 'gmake'. - * 'Python': Freedoom uses several Python programs in its tree to + available in a package and binary named as _gmake_. + * _Python_: Freedoom uses several Python programs in its tree to assist with building the IWADs. Both Python 2.7 and 3.x are fully supported. - * 'Pillow': A Python image manipulation module that provides the + * _Pillow_: A Python image manipulation module that provides the features we need for scaling and composing various graphics of the game. - * 'DeuTex' 5.0: Freedoom depends on features developed in this + * _DeuTex_ 5.0: Freedoom depends on features developed in this version of DeuTex and will not build on earlier versions. It is available at https://github.com/Doom-Utils/deutex in source and - Windows binary formats. As of July 2017, this version is very - recent and may not be widely available in Unix distribution - repositories yet. + Windows binary formats. All or most of this software should already be available in your -operating system's software repository, with the likely exception of +operating system’s software repository, with the likely exception of DeuTex, which is easy to build. Building Freedoom @@ -69,14 +67,14 @@ this document. Optional software ----------------- - * 'Git': Freedoom is developed using the Git version control system, + * _Git_: Freedoom is developed using the Git version control system, the latest developments can be tracked with it. - * 'AsciiDoc': The `*.adoc` files are all written in AsciiDoc markup, + * _AsciiDoc_: The `*.adoc` files are all written in AsciiDoc markup, and it can be used to generate HTML versions of all these documents. This is used as part of the `make dist` target, to generate the `README.html` file for inclusion with official Zip files. - * 'Zip': The `make dist` target uses Zip to create release archives + * _Zip_: The `make dist` target uses Zip to create release archives for FreeDM, Phase 1, and Phase 2. This can also provide an easy way to automate generating in-development versions for other people. diff --git a/README.adoc b/README.adoc index edf06d6d..15206480 100644 --- a/README.adoc +++ b/README.adoc @@ -48,7 +48,7 @@ https://zdoom.org/[GZDoom]. This engine offers good support for single-player, multi-player, and the majority of mods created for both _Doom_ and _Freedoom_. -On Windows, you should place _Freedoom_'s data files (those ending +On Windows, you should place _Freedoom_’s data files (those ending with +.wad+) alongside the engine (eg, +odamex.exe+). On Unix-like systems, these data files should go in either +/usr/share/games/doom+ or your home directory. If _Freedoom_ comes packaged as part of your @@ -72,10 +72,10 @@ of the following options should solve it: line, or adding it to an application shortcut. * Use the +DOOMWADPATH+ environment variable. Many engines support this variable to add directories and/or files to their search - path. The exact syntax matches your operating system's normal + path. The exact syntax matches your operating system’s normal +PATH+ environment variable. * Rename the game files. This may be a bit crude, but you can - rename the files to match those of _Doom_'s. This is often the + rename the files to match those of _Doom_’s. This is often the easiest quick-fix, although it is normally desirable to use one of the above methods if possible. @@ -147,7 +147,7 @@ The general rules go as follows: Levels for _Phase 1_ and _Phase 2_ must be compatible with any limit removing engine. This means that you may exceed the limits of the original _Doom_, but do not depend on any additional mapping features. -Levels should be in _Doom_'s original format, not in “Hexen”-format. +Levels should be in _Doom_’s original format, not in “Hexen”-format. It is a goal that future versions of _Freedoom_ will be entirely vanilla-compatible, not even allowing expanded limits. Keeping this @@ -169,7 +169,7 @@ It is sensible to also heed the following guidelines: * Try to make levels appropriately difficult for their position within the progression of the game. Also bear in mind that not all players may be as skilled a player as you. - * Do not use tricks that exploit _Doom_'s software renderer; some + * Do not use tricks that exploit _Doom_’s software renderer; some engines, especially those that use hardware accelerated rendering, may not render it properly. Examples of tricks to avoid include those used to simulate 3D bridges and “deep water” effects. @@ -193,7 +193,7 @@ It is sensible to also heed the following guidelines: Graphics should generally have the same color and size as the original _Doom_ graphics, as to remain compatible with mods. Otherwise, levels may end up looking like a nightmare in design. They may be -thematically different as long as it doesn't clash. +thematically different as long as it doesn’t clash. _Doom_ uses a fictional corporation abbreviated as “UAC:” this is trademarked by id Software and cannot be used in _Freedoom_. Instead, @@ -212,7 +212,7 @@ patches, but keep in mind: for Vim (perhaps other editors, too) to automatically re-format text. * Text is kept at 72 characters wide. In Vim, you can set the - editor to automatically insert line breaks as you're typing by + editor to automatically insert line breaks as you’re typing by performing `set textwidth=72`. Special exceptions to the width rule might be allowed when necessary (for example, inserting long URLs). @@ -252,7 +252,7 @@ You can also commit on a clone of the _Freedoom_ repository, although this is a technical task and it is okay to let other _Freedoom_ maintainers to do it instead: that is our normal mode of operation. However, pull requests are much appreciated and you may submit them in -any manner you wish, with GitHub's direct pull requests being the +any manner you wish, with GitHub’s direct pull requests being the simplest, but by far not the only means. Freedoom uses the commit message style commonly seen in distributed diff --git a/dist/freedoom b/dist/freedoom index 62e3c4d5..aa84c169 100755 --- a/dist/freedoom +++ b/dist/freedoom @@ -8,7 +8,7 @@ PORTS="doom odamex crispy-doom prboom-plus eternity gzdoom chocolate-doom" # Just a single argument starting the command is allowed, -p, in order # to explicitly set a port on the command line. -- is also supported -# so that -p can be instead sent directly to the port's argument list. +# so that -p can be instead sent directly to the port’s argument list. if [ $# -gt 0 ]; then if [ "$1" = "-p" ]; then @@ -54,7 +54,7 @@ for port in $PORTS; do done done -# If we've reached this far, no engine was successfully executed. +# If we’ve reached this far, no engine was successfully executed. # print message to stderr and exit with a status of 1. cat <&2 diff --git a/dist/freedoom.adoc b/dist/freedoom.adoc index 138abe46..580fc9b8 100644 --- a/dist/freedoom.adoc +++ b/dist/freedoom.adoc @@ -8,30 +8,30 @@ freedoom - Automatically launch Freedoom with an engine SYNOPSIS -------- -*freedoom* ['-p' 'PORT'|'--'] ['ARGS'] +*freedoom* [_-p_ _PORT_|_--_] [_ARGS_] DESCRIPTION ----------- Freedoom is a project to create a complete free-content game based on -the 'Doom' engine (often called “source ports” or simply “ports”), +the _Doom_ engine (often called “source ports” or simply “ports”), which itself is free software. In addition, it maintains -compatibility with 'Doom' itself and is capable of playing the wide +compatibility with _Doom_ itself and is capable of playing the wide variety of modifications (“mods”) that have been released by an active community since 1993. This command is a simple shell script to assist in running Freedoom, which is not a game engine itself nor part of any engine project, but playing Freedoom should remain simple. Only accepted as the first -argument, you may pass '-p PORT', which will run Freedoom using the -'PORT' specified. As an alternative, you may make a symbolic link +argument, you may pass _-p PORT_, which will run Freedoom using the +_PORT_ specified. As an alternative, you may make a symbolic link named +$HOME/.doomport+ to your preferred port. A port specified on the command line explicitly overrides +$HOME/.doomport+, whereas the existence of the symbolic link will override the detection of port based on a hard-coded list. -Additional arguments passed to the program, or after specifying '--' +Additional arguments passed to the program, or after specifying _--_ as the first option, will be passed to the engine being called. This -can allow you to use options such as '-file' to load mods or anything +can allow you to use options such as _-file_ to load mods or anything else available with the engine of choice. COPYRIGHT