Commit graph

33 commits

Author SHA1 Message Date
Simon Howard
ea7c66fb25 README: An update: over 30 years of mods now! 2025-06-24 20:41:35 -04:00
Simon Howard
b964f4dca3 README: Add brief section about the game manual 2025-06-24 20:36:06 -04:00
Simon Howard
179cbfb47f README: Reword the introductory sentence
We aren't just "aiming to create a complete game" - Freedoom *is* a
complete game, and has been for a long time now!
2025-06-24 20:27:35 -04:00
Simon Howard
3c71678ea2 README: Make IP advice more explicit/forceful
The previous text was couching its words a lot ("don't emulate...
exactly", "this is a tough call"). Let's be more explicit and emphasize
that work should be original and not a clone of Doom. Besides being
safer from a legal standpoint, it's a better goal for the project in
general.
2025-06-24 20:27:35 -04:00
Simon Howard
778525b5f1 README: Delete paragraph/list about renaming IWADs
These instructions are workarounds for the fact that we renamed the IWAD
files many moons back (see [1]). All source ports have caught up with
the new IWAD names by now, and we can just delete the text.

[1] - https://www.doomworld.com/forum/topic/66856-bikeshedding-renaming-freedooms-iwads/
2025-06-24 20:27:35 -04:00
Simon Howard
1187d3c102 README: Reword intro section
The previous wording ("but Freedoom by itself is just...") read like we
were putting the project down a bit. Let's not do ourselves a
disservice.

A second paragraph further down was framing us in terms of being a "free
alternative" to Doom. Let's ditch that; we are our own game. We can also
leave out the technical jargon about IWADs etc.
2025-06-24 20:27:32 -04:00
Simon Howard
f588a26f5e README: Deemphasize compatibility
This moves the paragraph about compatibility further down the page into
its own section. I am *not* doing this because we are deemphasizing
compatibility as a project goal; rather, I'm doing this because I want
to *emphasize* the idea of Freedoom being its own independent game. The
idea here is to try to get away from the misconception some people have
that the goal of Freedoom is to be a "clone" of Doom.
2025-06-24 19:59:45 -04:00
Simon Howard
2a099f5495
README: Remove outdated paragraph
This is left over from before the change to vanilla as the target
for levels. The change should inherently ensure that scenes will
never be too complicated.
2024-08-17 21:36:57 -04:00
Steven Elliott
6ace1d690f CREDITS: Add contributors since v0.12.1
Also, update README.adoc to encourage people to set the author of
commits correctly when creating commits on behalf of others.
2022-11-26 14:32:50 -05:00
Steven Elliott
eeb52c5f1c build: Add test-vanilla-compliance
The test-vanilla-compliance build target (also invoked by the "test"
build target) and script can be used to test the level WAD files for
vanilla compliance. Also, a subset of the errors found can be fixed by
the "fix" build target. To summarize:
  make test                     # Run all tests
  make test-vanilla-compliance  # Run test-vanilla-compliance
  make fix                      # Run all fixes
  make fix-vanilla-compliance   # Run test-vanilla-compliance -f
2022-10-01 18:50:34 -04:00
Mike Swanson
82b14b3b55 levels: Change “chapter” terminology to “episode”
A generic term like this isn’t really suitable for trademark, nor
likely to ever be disputed.  The community and the engine both heavily
bias toward “episode” and indeed most other games do.

Closes: #682
2020-07-15 14:02:57 -07:00
Mike Swanson
ded5c1e2b0 README: remove tnt.wad/plutonia.wad as alternate names
Just clutters up the list and generally unnecessary.
2019-10-11 22:15:00 -07:00
Mike Swanson
825381e434 README: remove IRC paragraph. It is dead. 2019-10-11 22:13:22 -07:00
Mike Swanson
2f865df892 README: update most external links to HTTPS 2019-10-11 22:13:08 -07:00
Mike Swanson
2e69250674 README: remove the redundant word "incredibly"
Was used twice, and the paragraph is better off without it.

fixes #610
2019-09-16 11:38:32 -07:00
Mike Swanson
043bc1c9ac README: fix wording on the Chocolate Doom point 2019-09-06 14:51:22 -07:00
Mike Swanson
4845fae329 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.
2019-09-06 14:42:22 -07:00
Mike Swanson
827153a16f README: remove last two paragraphs
These are complicated and nobody follows them.
2019-09-06 11:47:53 -07:00
Mike Swanson
e13db68259 README: Remove notice of requiring a limit-removing port
This is probably not actually true yet, but let’s make a harder effort
to push towards vanilla compatibility ;)
2019-09-06 11:46:53 -07:00
Mike Swanson
3b0f55db25 documentation: change ascii ' quotes to either ’ or _
Non-reference AsciiDoc implementations such as AsciiDoctor (used by
GitHub) or even the simplistic parser in loccount choke up on these
characters for different reasons.  AsciiDoctor doesn’t seem to even
parse them, displaying them as-is and not with emphasized text.
loccount would get hung up on possessives, expecting a terminating
character for emphasis that never comes.

Annoying, but easy to work around.  the curly ’ character can be used
for possessives and _underscores_ can be used for emphasis.
2019-08-25 21:17:41 -07:00
Mike Swanson
4e254aeea4 README: Switch recommending Odamex to GZDoom.
The port is now free software and is far more capable than any others
for what players will likely want.
2017-07-21 16:40:20 -07:00
Mike Swanson
96ca8bf67b Deemphasize Final Doom compatibility.
Given that there are a handful of animations that are fundamentally
incompatible between Doom II and Final Doom, and we have decided that
the correct thing to do is to prefer Doom II compatibility.
Additionally, there are only maybe a half dozen Final Doom mods around
and they pretty much all focus on being unofficial sequels.  We won’t
remove nor continue to improve the existing TNT/Plutonia-specific
resources, let’s just make it a little less of an issue when those
mods are broken (assuming it’s due to the Doom II conflicts...).
2017-07-18 21:07:15 -07:00
Mike Swanson
270d0f5219 README: Use an external resource for Git commit message formating.
This section was rather bulky.  I have my doubts of people using it
for reference, but I'd rather have it here than not at all.
2017-02-24 10:08:09 -08:00
Mike Swanson
86b365a0fe README: “simple” → “less complex”
Some people complain that vanilla maps aren’t necessarily simple.
2017-02-03 09:58:03 -08:00
Mike Swanson
717817e714 README: Etch out Boom, etch in limit removing.
Most maps in Freedoom have been converted to a limit removing target
as an interim goal for 1.0’s ultimate goal of vanilla compatibility.
We can stop saying Boom compatibility is required now.
2017-02-03 09:07:37 -08:00
Simon Howard
870d81c82e Remove diaresis from "cooperative"
Since we're not writing for the New Yorker. Fixes #294
2016-09-12 23:00:13 -04:00
Mike Swanson
e081ac986f Change quotes in AsciiDoc to left/right Unicode versions
GitHub’s AsciiDoc parser barfs on the standard AsciiDoc syntax to
represent such characters with only ASCII…  Well, everybody should
support UTF‐8 these days.  Let’s just use these directly.
2016-09-03 15:37:48 -07:00
Simon Howard
47546f6d0c Fix formatting
Some of the text in the "Using Git" section was misformatted because of incorrect use of quotes.
2016-09-03 17:52:20 -04:00
Mike Swanson
010662bad5 README: Tell where to place the *.wad 2015-07-24 21:36:42 -07:00
Mike Swanson
0a3305ecab README: "Crediting information" section 2015-07-20 22:24:14 -07:00
Mike Swanson
7b303f22dc 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.
2015-07-20 22:03:54 -07:00
Mike Swanson
6056ea3078 README: revise "Submitting your work"
Git is not within the reach of most contributors, so let's
de-emphasize its importance.  It would be nice if more people
submitted things via pull requests, but it's a fact-of-life for
Freedoom committing to be done by more technically-minded people
(typically its maintainers).  Point instead to the forums, issue
tracker, and file sharing sites as the common and accepted means of
submitting work.
2014-11-04 22:08:44 -08:00
Mike Swanson
88ec3f5884 rename files from *.asc to *.adoc
In a world ravaged by software that determines file type by the last
part of the file's name, *.asc is somewhat troublesome given file
managers that think these are PGP keys.  Also GitHub won't render
AsciiDoc without one of a few extensions, at least *.adoc is somewhat
clearer and not as obnoxiously long as *.asciidoc
2014-05-02 18:42:19 -07:00
Renamed from README.asc (Browse further)