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README: rewrite/revisement of many sections
The introduction uses wording mostly copied from the web site to maintain consistency within the project, and the usage of the term "IWAD" is greatly reduced. I still define it, but only so that someone might become familiar with the term when other people use it, rather than as a primary term. Like wise, "port" and "source port" are largely replaced with "engine," but while defining the former so a newbie can understand what community members are speaking of. "How to play" has some additional information about how to actually get an engine to play the game. It was previously lacking. Odamex is the only port actually outright named as a recommendation, but I try to keep from sounding like it's the _only_ choice. The "general rules" to follow has been reduced from four to three, the first one heavily rewriting so as to not imply that derived works are completely forbidden. The "Using Git" section also had a major reworking. I don't really like the section entirely myself. Either needs more revisement or ejected entirely. Quite a few linguistic tweaks in all of the sections. Game names are more consistently italicized.
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README.adoc
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@ -1,67 +1,99 @@
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= Freedoom
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Freedoom is a project to create a complete Doom engine-based game
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which is free software, in addition to maintaining compatibility with
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Doom modifications (``mods'') that have been released by the
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continually-active community since 1993.
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The Freedoom project aims to create a complete, free content first
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person shooter game, but _Freedoom_ by itself is just the raw material
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for a game. It must be paired with a compatible _Doom_ engine to be
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played.
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Freedoom aims to create three ``IWAD'' files for the engine, each of
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these is an independent sub-project representing different aims towards
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game design and compatibility with Doom mods:
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There is a massive http://doomwiki.org/wiki/Idgames_archive[back
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catalog], spanning over two decades, containing thousands of _Doom_
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levels and other modifications (``mods'') made by fans of the game.
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_Freedoom_ aims to be compatible with these and allows most to be
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played without the need to use non-free software.
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_Freedoom_ is actually three games in one, consisting of two
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single-player oriented campaigns and one set of levels designed
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exclusively for multiplayer deathmatch:
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[horizontal]
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*Freedoom: Phase 1*:: A four-chapter game, nine levels each, totalling
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36 levels. This project aims for compatibility with The Ultimate Doom
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(also known as plain Doom or Doom 1).
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*Freedoom: Phase 2*:: A 32-level chapter featuring extra monsters and
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a double-barrelled shotgun. This project aims for compatibility with
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Doom II.
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*FreeDM*:: 32 levels designed for competitive deathmatch play.
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*Freedoom: Phase 1*:: Four chapters, nine levels each, totalling 36
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levels. This game aims for compatibility with _The Ultimate Doom_,
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also known as plain _Doom_ or _Doom 1_.
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*Freedoom: Phase 2*:: 32 levels in one long chapter, featuring extra
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monsters and a double-barrelled shotgun. This project aims for
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compatibility with _Doom II_ and _Final Doom_.
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*FreeDM*:: A 32-level game designed for competitive deathmatch play.
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An ``IWAD'' file is used by the Doom engine, which contains all the
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game data such as graphics, sound effects, music, and so on. While the
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Doom engine source code is free, you would normally still need one of
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the proprietary IWAD files from id Software in order to play
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Doom. Freedoom aims to create a free alternative; combined with the
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GPL-licensed Doom source code, results in a completely free
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Doom-based game.
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The engine uses a single file, such as +freedoom2.wad+, that contains
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all the game data such as graphics, sound effects, music, and so on.
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This file is often called an ``IWAD'' by those in the _Doom_ and
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_Freedoom_ communities. While the _Doom_ engine source code is free,
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you would normally still need one of the proprietary data files from
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http://www.idsoftware.com/[id Software] to play _Doom_. _Freedoom_
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aims to create a free alternative: combined with the GPL-licensed
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_Doom_ source code, this results in a completely free game.
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For more information, see http://freedoom.github.io/.
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== How to play
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Hopefully, your engine of choice should already be capable of running
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Freedoom without extra configuration. This may not be the case,
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however, if the engine does not recognize any of the filenames for
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Freedoom, and might require manual intervention to make it so. One of
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the following options should do the trick:
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Since _Freedoom_ is only the game data, you will still need to
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download an engine separately. These are also often termed ``source
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ports'' by the community. There are an overwhelming number of choices
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available, a lengthy list of which is available on the
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http://doomwiki.org/wiki/Source_port[Doom Wiki].
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* Use the +-iwad+ command line parameter. For example, to play Phase
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2, you can enter +-iwad freedoom2.wad+ either from a command
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prompt/terminal, or adding it to an application shortcut.
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* Use the +DOOMWADPATH+ environment variable. Many engines support
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this variable to add directories and/or IWADs to their search
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path. The exact syntax matches your operating system's normal
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One in particular that is highly recommended by the Freedoom project
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is http://odamex.net/[Odamex]. This engine offers good support for
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both single-player and multiplayer games.
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If you wish to venture outside of Odamex, beware that _Phase 1_ and
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_Phase 2_ require a Boom-compatible engine, which is thankfully the
|
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majority of them, but without compatibility, some aspects of the game
|
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may not run properly. _FreeDM_, on the other hand, is intended to be
|
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playable by all variants of the _Doom_ engine.
|
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|
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Hopefully, your engine of choice should already be capable of running
|
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_Freedoom_ without extra configuration. This may not be the case,
|
||||
however, if the engine does not recognize any of the filenames for
|
||||
Freedoom, and might require manual intervention to make it so. One of
|
||||
the following options should solve it:
|
||||
|
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* Use the +-iwad+ command line parameter. For example, to play
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Phase 2, you can enter +-iwad freedoom2.wad+ either at a command
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line, or adding it to an application shortcut.
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* Use the +DOOMWADPATH+ environment variable. Many engines support
|
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this variable to add directories and/or files to their search
|
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path. The exact syntax matches your operating system's normal
|
||||
+PATH+ environment variable.
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* Rename the game IWADs. This may be a bit crude, but you can rename
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the files to match those of Doom's. This is often the easiest
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quick-fix, although it is normally desirable to use one of the
|
||||
above methods if possible.
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* Rename the game files. This may be a bit crude, but you can
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rename the files to match those of _Doom_'s. This is often the
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easiest quick-fix, although it is normally desirable to use one of
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the above methods if possible.
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** +freedoom1.wad+ can be renamed to +doom.wad+
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** +freedoom2.wad+ can be renamed to +doom2.wad+
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** +freedm.wad+ can be renamed to +doom2.wad+
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** +freedoom2.wad+ can be renamed to +doom2.wad+, +tnt.wad+, or
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+plutonia.wad+
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** +freedm.wad+ can be renamed to +doom2.wad+, +tnt.wad+, or
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+plutonia.wad+
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== What ``free software'' means
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Additionally, for Unix-like operating systems, such as GNU/Linux or a
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BSD variant, _Freedoom_ may be packaged and installed with programs
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named +freedoom1+, +freedoom2+, and +freedm+ that automatically run an
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engine for proper play. Desktop files may also be installed so that
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you can start the game using a graphical interface and avoid the
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command line altogether.
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When we speak of free software, we refer to the software movement in
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which your freedoms to use, copy, modify, and study it are ensured. For
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example, you may freely use Freedoom for any purpose you see fit, you
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may redistribute it to anyone without needing to ask for permission, you
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may modify it (provided you keep the license intact, see `COPYING`), and
|
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you may study it -- for example, to see how a Doom IWAD is built. To
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facilitate this, you can get the full source code (here, in the form of
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a DeuTex tree) for Freedoom.
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== What ``free'' means
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When we speak of free content or software, we refer to the movement in
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which your freedoms to use, copy, modify, and study a work is not
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infringed. For example, you may freely use _Freedoom_ for any purpose
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you see fit, you may redistribute it to anyone without needing to ask
|
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for permission, you may modify it (provided you keep the license
|
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intact, see `COPYING`), and you may study it--for example, to see how
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an ``IWAD'' is built. To facilitate this, you can get the full source
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code for Freedoom, in this case, in the form of a DeuTex tree.
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You may read more about free software at the http://www.gnu.org/[GNU]
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and http://www.fsf.org/[Free Software Foundation] websites.
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@ -77,74 +109,77 @@ We know people hate legalese, but this is important. This applies to
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*everything* which is submitted.
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You must be incredibly careful when basing on existing graphics or
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sounds. Most Doom projects are incredibly lax on reusing intellectual
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property -- there are plenty of WADs out there which contain modified
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Doom sprites, for example. However, due to the nature of this project,
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we do not have the same liberty to rip as we please.
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sounds. Most _Doom_ projects are incredibly lax on reusing
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intellectual property--there are many mods which contain modified
|
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_Doom_ sprites, for example. However, due to the nature of this
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project, we do not have the same liberty to rip as we please.
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The general rules go as follows:
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* Everything you submit must be 100% your own work. You must not base
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upon resources from Doom or any other game. You may not even rip
|
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textures from WADs you have downloaded (if you find a WAD with
|
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textures in which look useful, let us know -- that way, we can
|
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contact the author).
|
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* Do not simply copy the original resources. Where possible, try to
|
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make an effort to make the new versions look visibly different from
|
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the originals.
|
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* Be especially careful of ``free texture'' (or ``free sound'' or
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``free graphic'') sites. Although these would appear at first to
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be okay to use, many are free for ``non-commercial use only''. One
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of the things we want to be able to do is put this on GNU/Linux CDs
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(which are sold -- ``a commercial use'').
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* The main exception is that you may of course reuse anything in the
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Freedoom source tree. In fact, this is encouraged, as reusing
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material will give the WAD a more consistent feel.
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* You must have permission for everything you submit. If you make
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your own resources, do not base on resources from _Doom_ or any
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other restricted work. If you take work from other places, please
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make sure that the work is freely-licensed or that you obtain
|
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permission to include it in the _Freedoom_ project. They may not
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place additional restrictions compared to the normal _Freedoom_
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license.
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* Do not try to emulate _Doom_ resources exactly. Where possible,
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put effort to make new versions look visibly different from
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_Doom_. This is a tough call, because our compatibility with
|
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_Doom_ mods limits how far we can deviate, but it is feasible.
|
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* Be especially careful of ``free textures'' (or ``free sounds'' or
|
||||
``free graphics'') sites. Although these would appear at first to
|
||||
be okay to use, many are free for ``non-commercial use only.''
|
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One of the things we want to be able to do is put this in
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GNU/Linux distributions (which can be sold or developed
|
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commercially).
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=== Levels
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Levels for Phase 1 and Phase 2 should be compatible with Boom 2.02: a
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Doom-derived engine which is a common ancestor for many engines
|
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today. Its extensions are even commonly reimplemented by engines which
|
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are not descended from Boom. This means that you may exceed the limits
|
||||
of vanilla Doom and use features introduced in Boom. However, do not
|
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use features that are not supported by Boom 2.02 and compatible
|
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engines. Levels should be in Doom's original format, not in
|
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``Hexen''-format.
|
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Levels for _Phase 1_ and _Phase 2_ should be compatible with Boom
|
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2.02: a _Doom_-derived engine which is a common ancestor for many
|
||||
engines today. Its extensions are even commonly reimplemented by
|
||||
engines which are not descended from Boom. This means that you may
|
||||
exceed the limits of the original _Doom_ and use features introduced
|
||||
in Boom. Do not use features that are not supported by Boom 2.02 and
|
||||
compatible engines. Levels should be in _Doom_'s original format, not
|
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in ``Hexen''-format.
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Levels for FreeDM must strictly be vanilla-compatible, that is, they
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Levels for _FreeDM_ must strictly be vanilla-compatible, that is, they
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must run in the original +doom2.exe+ engine for DOS and not cause any
|
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VPOs and other such problems in the vanilla engine. This ensures the
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maximum compatibility with all Doom-derived engines, including those
|
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that do not descend from nor support Boom features.
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visplane overflows and other such problems in the vanilla engine.
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This ensures the maximum compatibility with all _Doom_-derived
|
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engines, including those that do not descend from nor support Boom
|
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features.
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It is sensible to also heed the following guidelines:
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* Make sure that skill levels are implemented, and that all
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multiplayer start points are present.
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* Make levels appropriately difficult for their position within the
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progression of the game. Also bear in mind that not all players may
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be as skilled a player as you.
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* Do not use tricks that exploit Doom's software renderer; some source
|
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ports, especially those that use hardware accelerated rendering, may
|
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not render it properly. Examples of tricks to avoid include those used
|
||||
to simulate 3D bridges and ``deep water'' effects.
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multiplayer start points, both coöperative and deathmatch, are
|
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present.
|
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* Try to make levels appropriately difficult for their position
|
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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
|
||||
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.
|
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* Boom removes almost all of the limits on rendering; however, do
|
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not make excessively complicated scenes. It is desirable that
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Freedoom levels should be playable on low-powered hardware, such
|
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as phones and old computers.
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* For Phase 1 and Phase 2, try to test in
|
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* For _Phase 1_ and _Phase 2_, try to test in
|
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http://www.teamtnt.com/boompubl/boom2.htm[Boom] towards the end of
|
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your level creation process, before submission. Incompatibilities
|
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your level creation process, before submission. Incompatibilities
|
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will usually be discovered before a release, but it will help to
|
||||
be sure yourself. Since using DOS-compatible operating systems is
|
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uncommon these days, you may need to use
|
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be sure yourself. Since using a DOS-compatible operating system
|
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is uncommon these days, you may need to use
|
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http://www.dosbox.com/[DOSBox] or similar virtual machine software
|
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to run Boom.
|
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* For FreeDM, while you can test in the original +doom2.exe+ engine
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with DOS or an emulator, this original engine is not free software
|
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and not legally obtainable without Doom itself, in addition to the
|
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hassle of merely running it.
|
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* For _FreeDM_, while you can test in the original +doom2.exe+
|
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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.
|
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http://www.chocolate-doom.org/[Chocolate Doom] is a free software,
|
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highly-portable, and strictly-vanilla-compatible engine without
|
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any extra features for levels, suitable for testing FreeDM.
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|
@ -152,30 +187,31 @@ It is sensible to also heed the following guidelines:
|
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=== Graphics
|
||||
|
||||
Graphics should generally have the same color and size as the original
|
||||
Doom graphics, as to remain compatible with PWADs. Otherwise, such
|
||||
levels may end up looking like a nightmare in design. They may be
|
||||
thematically different as long as it still fits.
|
||||
_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.
|
||||
|
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Doom uses a fictional corporation abbreviated as ``UAC'': this is
|
||||
trademarked by id Software and cannot be used in Freedoom. Instead,
|
||||
use the initials ``AGM'' for Freedoom.
|
||||
_Doom_ uses a fictional corporation abbreviated as ``UAC:'' this is
|
||||
trademarked by id Software and cannot be used in _Freedoom_. Instead,
|
||||
use the initials ``AGM'' for _Freedoom_.
|
||||
|
||||
=== Documentation
|
||||
|
||||
Freedoom always needs help with the documentation, so please send your
|
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_Freedoom_ always needs help with documentation, so please send your
|
||||
patches, but keep in mind:
|
||||
|
||||
* We use http://asciidoc.org/[AsciiDoc] for writing the
|
||||
documentation. AsciiDoc is a simple plaintext-based format which
|
||||
documentation. AsciiDoc is a simple plaintext-based format which
|
||||
is simple to read and write in its source form, and can generate
|
||||
nice HTML documents out of them.
|
||||
* Headers are formated in a wiki-style format, this makes it easier
|
||||
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 performing
|
||||
`set textwidth=72`. Special exceptions to the width rule might be
|
||||
allowed when necessary (for example, inserting long URLs).
|
||||
* Text is kept at 72 characters wide. In Vim, you can set the
|
||||
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).
|
||||
|
||||
=== Submitting your work
|
||||
|
||||
|
@ -191,8 +227,7 @@ also be peer-reviewed and provide a feedback cycle.
|
|||
|
||||
Lastly, it is possible to get work submitted by joining the official
|
||||
irc://irc.oftc.net/freedoom[#freedoom] IRC channel, although this
|
||||
poses the greatest risk of being lost in the scrollback history and
|
||||
forgotten.
|
||||
poses the greatest risk of being lost and forgotten.
|
||||
|
||||
Unfortunately, the Freedoom project cannot provide hosting space in
|
||||
the form of a web page nor FTP, however there are many free file hosts
|
||||
|
@ -203,12 +238,12 @@ simple to use.
|
|||
|
||||
==== Using Git
|
||||
|
||||
You can also use commit directly off of a clone of the Freedoom
|
||||
repository, although this tends to be a highly technical task and it
|
||||
is okay to allow other Freedoom maintainers to do it instead: that is
|
||||
our normal mode of operation! Pull requests may come from anywhere,
|
||||
you need not use GitHub if you wish not to, however GitHub usually
|
||||
makes this sort of thing very simple.
|
||||
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
|
||||
simplest, but by far not the only means.
|
||||
|
||||
Freedoom uses the commit message format commonly seen in distributed
|
||||
version control systems, and adopted by high-profile projects such as
|
||||
|
@ -216,26 +251,32 @@ Linux and Git. The first line of a message needs to be a short
|
|||
summary, preferably at a 72-character limit. The summary usually
|
||||
begins with a short component name followed by a colon, this can be a
|
||||
directory name (eg, `musics:`), a resource name (eg, `map17:`), or a
|
||||
more generic component (eg, `build system:`). The summary line should
|
||||
never bleed into a second line, and should never be the start of a
|
||||
lengthy explanation. If the commit needs further explanation (and
|
||||
they often do), use extra paragraphs and write in plain-English what
|
||||
the commit is about. The commit
|
||||
`2014-08-24T22:42:37Z!fraggle@gmail.com` is a good example.
|
||||
more generic component (eg, `build system:`). The summary line must
|
||||
not bleed into a second line, and should not be the start of a lengthy
|
||||
explanation. If the commit needs further explanation (and they often
|
||||
do), use extra paragraphs and write in plain English what the commit
|
||||
is about. The commit `2014-08-24T22:42:37Z!fraggle@gmail.com` is a
|
||||
good example.
|
||||
|
||||
Additionally, use either simple pointers to other commits, such as
|
||||
``my previous commit'', or use http://esr.ibiblio.org/?p=3872[action
|
||||
stamps], which can improve the meaningfulness of commit identifiers if
|
||||
the repository is rewritten at an early point in, or if the repository
|
||||
is ever converted to another DVCS. At the time of writing (November
|
||||
2014), core Git does not yet have a mechanism to output this format,
|
||||
but you may use a
|
||||
Additionally, do not use commit hashes to refer to other commits. Use
|
||||
other kinds of pointers, simple ones like ``my previous commit'' might
|
||||
suffice, or use http://esr.ibiblio.org/?p=3872[action stamps], which
|
||||
can improve the meaningfulness of commit identifiers if the repository
|
||||
history is rewritten (this has happened at least twice!), or if the
|
||||
repository is converted to another VCS (this happened once before).
|
||||
At the time of writing (July 2015), core Git does not yet have a
|
||||
mechanism to output this format, but you may use a
|
||||
https://gist.github.com/chungy/195f53bfb9253584e596[shell script] and
|
||||
place it in your `$PATH` to achieve some ease in doing them.
|
||||
place it in your `$PATH` to achieve some ease in generating them.
|
||||
|
||||
You should commit often; each important change should get its own
|
||||
commit, but minor changes need not. Take advantage of git's ability to
|
||||
rewrite history, don't use `git revert` on your private copy of the
|
||||
repository, just remove (`git reset`) or amend (`git commit --amend`)
|
||||
the faulty commit as necessary. Leave all the interesting and important
|
||||
history bits, leave out stupid mistakes like spell check errors.
|
||||
You should commit at each logical step. Do not bundle up many
|
||||
unrelated changes into the same commit, and definitely do not write a
|
||||
commit message like ``changed some stuff.'' Best judgment should be
|
||||
used for what constitutes a logical step. It may be just a single
|
||||
file, or it may be a group of files representing a monster in the
|
||||
game. If you are finding yourself needing to repair previous commits'
|
||||
blunders in your private repository, try to take advantage of Git's
|
||||
ability to rewrite history , don't use `git revert`, just remove (`git
|
||||
reset`), amend (`git commit --amend`), or rebase (`git rebase`) as
|
||||
necessary. Leave all the interesting and important history bits,
|
||||
leave out stupid mistakes like spell check errors if you catch them.
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue