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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>
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README
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README
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@ -12,7 +12,7 @@ complete Free Doom-based game.
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For more information, see http://www.nongnu.org/freedoom/.
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== What "Free Software" means
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== What ``Free Software'' means
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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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@ -31,12 +31,42 @@ and http://www.fsf.org/[Free Software Foundation] websites.
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Contributions to Freedoom are always welcome, however there are a few
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guidelines that should be followed:
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=== Intellectual Property
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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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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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=== Levels
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Levels should be in Boom format; you may exceed the limits of Vanilla
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Doom and use Boom features; however, do not use features that are not
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supported by Boom 2.02 and compatible ports. Levels should be in Doom's
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original format, not in "Hexen" format.
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original format, not in ``Hexen'' format.
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It is sensible to also heed the following guidelines:
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@ -48,20 +78,36 @@ It is sensible to also heed the following guidelines:
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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
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to simulate 3D bridges and "deep water" effects.
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to simulate 3D bridges and ``deep water'' effects.
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* Boom removes almost all of the limits on rendering; however, do not
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make excessively complicated scenes. It is desirable that Freedoom
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levels should be playable on old or low-powered hardware.
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* Always test in http://www.teamtnt.com/boompubl/boom2.htm[Boom]
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itself rather than a derivative such as PrBoom. This ensures that
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your levels really are Boom-compatible rather than using any extra
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features. As DOS is rather rare these days, if you do not have a
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system which runs Boom natively, you may use
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features. As DOS is rather rare these days, you may not have a
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system which can run Boom natively, so you may use either
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http://www.dosbox.com/[DOSBox] or http://www.freedos.org/[FreeDOS].
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=== Resources (music, sprites, textures, etc)
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=== Graphics
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TODO: Write this section too
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* Graphics should be the same color and size as the originals to
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remain compatible with PWADs (otherwise, they may end up looking
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like a mess). They cannot use the Doom font.
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* Textures should be the same dimensions as the originals. They
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should be similar but not identical (to avoid IP infringement) --
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in fact, they shuold be as different as possible while keeping to
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the general theme of the texture. As mentioned above, try to make
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a concious effort to make the textures visibly different from the
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originals. Critically, the textures should tile in the same way as
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the originals.
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* Some textures contain the letters UAC or references to UAC; this is
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an intellectual property of id Software (trademarked). Instead, use
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the letters AGM in your textures.
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* Sprites should be roughly the same size and shape, but different to
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the originals. Doom monsters are id's intellectual property (which
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means no imps, cyberdemons, etc). The new monsters will behave the
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same way as the originals, but will be totally new.
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=== Build process
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@ -89,8 +135,8 @@ patches, but keep in mind:
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=== Submitting your work
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TODO: Figure out the best method of doing this. Also expand this
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section.
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TODO: Figure out the best method of doing this. This mainly requires
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time to see what works best.
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If you use git, make sure your commit messages start with a single line,
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under 72 characters, which provides an adequate summary of your changes.
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