mirror of
https://github.com/freedoom/freedoom.git
synced 2025-08-30 08:16:54 -04:00
README: change optional limit-removing to vanilla-compat only
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.
This commit is contained in:
parent
0809561952
commit
4845fae329
1 changed files with 10 additions and 27 deletions
37
README.adoc
37
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
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue