README: Fix 50% of the TODO sections :-)

Expanded contribution sections for intellectual property advice, and
graphics guidelines.  The "Submitting your work" section is still
unfinished, but that's unfixable for the time being.

Signed-off-by: Mike Swanson <mikeonthecomputer@gmail.com>
This commit is contained in:
Mike Swanson 2008-12-31 23:08:53 -08:00
parent 8436f14ada
commit b3f7c4971a

64
README
View file

@ -12,7 +12,7 @@ complete Free Doom-based game.
For more information, see http://www.nongnu.org/freedoom/. 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 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 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 Contributions to Freedoom are always welcome, however there are a few
guidelines that should be followed: 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
Levels should be in Boom format; you may exceed the limits of Vanilla 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 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 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: 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 * Do not use tricks that exploit Doom's software renderer; some source
ports, especially those that use hardware accelerated rendering, may ports, especially those that use hardware accelerated rendering, may
not render it properly. Examples of tricks to avoid include those used 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 * Boom removes almost all of the limits on rendering; however, do not
make excessively complicated scenes. It is desirable that Freedoom make excessively complicated scenes. It is desirable that Freedoom
levels should be playable on old or low-powered hardware. levels should be playable on old or low-powered hardware.
* Always test in http://www.teamtnt.com/boompubl/boom2.htm[Boom] * Always test in http://www.teamtnt.com/boompubl/boom2.htm[Boom]
itself rather than a derivative such as PrBoom. This ensures that itself rather than a derivative such as PrBoom. This ensures that
your levels really are Boom-compatible rather than using any extra 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 features. As DOS is rather rare these days, you may not have a
system which runs Boom natively, you may use system which can run Boom natively, so you may use either
http://www.dosbox.com/[DOSBox] or http://www.freedos.org/[FreeDOS]. 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 === Build process
@ -89,8 +135,8 @@ patches, but keep in mind:
=== Submitting your work === Submitting your work
TODO: Figure out the best method of doing this. Also expand this TODO: Figure out the best method of doing this. This mainly requires
section. time to see what works best.
If you use git, make sure your commit messages start with a single line, 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. under 72 characters, which provides an adequate summary of your changes.