diff --git a/README b/README index 71dab32a..262a6bd1 100644 --- a/README +++ b/README @@ -12,7 +12,7 @@ complete Free Doom-based game. For more information, see http://www.nongnu.org/freedoom/. -== What "Free Software" means +== What ``Free Software'' means When we speak of Free Software, we refer to the software movement in which your freedoms to use, copy, modify, and study it are ensured. For @@ -31,12 +31,42 @@ and http://www.fsf.org/[Free Software Foundation] websites. Contributions to Freedoom are always welcome, however there are a few guidelines that should be followed: +=== Intellectual Property + +We know people hate legalese, but this is important. This applies to +*everything* which is submitted. + +You must be incredibly careful when basing on existing graphics or +sounds. Most Doom projects are incredibly lax on reusing intellectual +property -- there are plenty of WADs out there which contain modified +Doom sprites, for example. However, due to the nature of this project, +we do not have the same liberty to rip as we please. + +The general rules go as follows: + + * Everything you submit must be 100% your own work. You must not base + upon resources from Doom or any other game. You may not even rip + textures from WADs you have downloaded (if you find a WAD with + textures in which look useful, let us know -- that way, we can + contact the author). + * Do not simply copy the original resources. Where possible, try to + make an effort to make the new versions look visibly different from + the originals. + * Be especially careful of ``free texture'' (or ``free sound'' or + ``free graphic'') sites. Although these would appear at first to + be okay to use, many are free for ``non-commercial use only''. One + of the things we want to be able to do is put this on GNU/Linux CDs + (which are sold -- ``a commercial use''). + * The main exception is that you may of course reuse anything in the + Freedoom source tree. In fact, this is encouraged, as reusing + material will give the WAD a more consistent feel. + === Levels Levels should be in Boom format; you may exceed the limits of Vanilla Doom and use Boom features; however, do not use features that are not supported by Boom 2.02 and compatible ports. Levels should be in Doom's -original format, not in "Hexen" format. +original format, not in ``Hexen'' format. It is sensible to also heed the following guidelines: @@ -48,20 +78,36 @@ It is sensible to also heed the following guidelines: * Do not use tricks that exploit Doom's software renderer; some source ports, 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. + to simulate 3D bridges and ``deep water'' effects. * Boom removes almost all of the limits on rendering; however, do not make excessively complicated scenes. It is desirable that Freedoom levels should be playable on old or low-powered hardware. * Always test in http://www.teamtnt.com/boompubl/boom2.htm[Boom] itself rather than a derivative such as PrBoom. This ensures that your levels really are Boom-compatible rather than using any extra - features. As DOS is rather rare these days, if you do not have a - system which runs Boom natively, you may use + features. As DOS is rather rare these days, you may not have a + system which can run Boom natively, so you may use either http://www.dosbox.com/[DOSBox] or http://www.freedos.org/[FreeDOS]. -=== Resources (music, sprites, textures, etc) +=== Graphics -TODO: Write this section too + * Graphics should be the same color and size as the originals to + remain compatible with PWADs (otherwise, they may end up looking + like a mess). They cannot use the Doom font. + * Textures should be the same dimensions as the originals. They + should be similar but not identical (to avoid IP infringement) -- + in fact, they shuold be as different as possible while keeping to + the general theme of the texture. As mentioned above, try to make + a concious effort to make the textures visibly different from the + originals. Critically, the textures should tile in the same way as + the originals. + * Some textures contain the letters UAC or references to UAC; this is + an intellectual property of id Software (trademarked). Instead, use + the letters AGM in your textures. + * Sprites should be roughly the same size and shape, but different to + the originals. Doom monsters are id's intellectual property (which + means no imps, cyberdemons, etc). The new monsters will behave the + same way as the originals, but will be totally new. === Build process @@ -89,8 +135,8 @@ patches, but keep in mind: === Submitting your work -TODO: Figure out the best method of doing this. Also expand this -section. +TODO: Figure out the best method of doing this. This mainly requires +time to see what works best. If you use git, make sure your commit messages start with a single line, under 72 characters, which provides an adequate summary of your changes.