From 4845fae329ed75a41fc230085c74dd7cb2648ecc Mon Sep 17 00:00:00 2001 From: Mike Swanson Date: Fri, 6 Sep 2019 14:42:22 -0700 Subject: [PATCH] README: change optional limit-removing to vanilla-compat only MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit As with the prior README commit, this doesn’t actually mean Freedoom is 100% vanilla yet, but we should be making it a hard goal at this point. --- README.adoc | 37 ++++++++++--------------------------- 1 file changed, 10 insertions(+), 27 deletions(-) diff --git a/README.adoc b/README.adoc index 5983f3c4..80985a7f 100644 --- a/README.adoc +++ b/README.adoc @@ -138,22 +138,11 @@ The general rules go as follows: === Levels -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. - -It is a goal that future versions of _Freedoom_ will be entirely -vanilla-compatible, not even allowing expanded limits. Keeping this -in mind while mapping may make it easier for your level to be -preserved. Levels requiring large amounts of modification to fit into -vanilla limits may be discarded entirely in favor of a less complex map. - -Levels for _FreeDM_ must strictly be vanilla-compatible, that is, they -must run in the original +doom2.exe+ engine for DOS and not cause any -visplane overflows and other such problems in the vanilla engine. -This ensures the maximum compatibility with all _Doom_-derived -engines. +All levels for _Freedoom_ must be vanilla-compatible, requiring an +expanded-limits or limit-removing engine is not permissible. This +means you may not exceed the limits of the original _Doom_ engine, and +do not depend on additional mapping features. Levels should be in +_Doom_’s original format, not in “Hexen”-format. It is sensible to also heed the following guidelines: @@ -170,17 +159,11 @@ It is sensible to also heed the following guidelines: * While unrestricted by limits, do not make excessively complicated scenes. It is desirable that _Freedoom_ levels should be playable on low-powered hardware, such as phones and old computers. - * For _Phase 1_ and _Phase 2_, try to test your levels in - http://fabiangreffrath.github.io/crispy-doom[Crispy Doom], which - is an engine that is limit removing but does not introduce mapping - features to accidentally exploit. - * For _FreeDM_, while you can test in the original +doom2.exe+ - engine with DOS or an emulator, this original engine is not free - software and not legally obtainable without _Doom_, in addition to - the hassle of merely running it. - http://www.chocolate-doom.org/[Chocolate Doom] is a free software, - highly-portable, and strictly vanilla-compatible engine without - any extra features for levels, suitable for testing FreeDM. + * Test your levels in https://www.chocolate-doom.org/[Chocolate + Doom] to make sure that vanilla compatibility is maintained. This + is an engine with strict adherence to vanilla Doom limits and bugs + and working it assures that levels can be played with any _Doom_ + engine. === Graphics