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Freedoom is an entirely free software game based on the Doom engine.
https://freedoom.github.io/
* levels: minor Phase 2 fixes. Mostly for addressing #694. Map05 Realigned grey hex textures around soulsphere switch. Now the odd one out is the door. Map09 Fixed up the lighting in the start room. Reflagged some secret doors as secret rather than hidden. Consolidated the two W1 Floor to LAC triggers around the yellow key. The red key rocket launcher sequence could potentially mess someone up who - given the hatchling closet, quite reasonably - avoids grabbing the rocket launcher. It seems needlessly convoluted, but it is a funny prank how the switch makes the red key disappear entirely for a bit. Instead of untangling this I'm just going to add some health bonuses around the rocket launcher so the player will eventually go there. Tried to mitigate the worst of the various crimes against texture alignment in the crate maze, adding a light source in the process. It would take a *lot* of work to make it actually look good, a lot more than can be done in a batch bugfix PR. Map10 Lower unpegged sector 70 (red door leading outside) door tracks. Added matching midtexes to the insides of the fences around the lights by the door leading to the final corridor. Line 839 (south-southeast red armour behind waterfall) flagged secret and the lines on the other side flagged hidden. Map11 Realigned grey hexes in corridor around minigunner switch room. Added an evil eye right in front of the shootwall secret. Map12 Change line 330 midtex to the new MIDSPCSM with no offset. Lower-unpegged line 4787 doortrack. Map13 Sectors 243 no longer uses mismatching TLITE6_5 flat. (Sector 170 actually looks okay ingame.) Realigned line 260. Map15 Line 163 W1 changed to WR to prevent a potential softlock. Aligned COMPSPAN on sector 561 to match surroundings. Fixed some textures in the green corridor in the west overlooking the nukage. Also set those zombies in there to ambush since that seems to be the intention based on their placement, and made that big block thingy on the east end of that corridor a more normal-looking door. Touched up greyhex near sector 491. Flagged linedef 5293 secret. Sectors 145 and 116 (rock fringe around nukage around red key platform) consolidated into one sector, made non-damaging, and without the invisible blocking lines. Map16 Changed Line 1089 to SR instead of S1. (Switch that opens the secret to the east) Realigned all the SUPPORT3s in that little painlord corridor while shrinking the "ribs" a bit; also widened the little exit atrium so the space between the lights is as wide as the door. (After looking at the others I am not going to widen any more corridors at this time.) Grossly simplified the twisty yellow key corridor, and lowered the ceiling of the outside of the door so the yellow door stripe would fit properly. One doortrack needed to be given the DOORTRAK texture. The remaining "ribs" are recessed further inside the wall so they do not impede movement at all. Lowered the ceiling above the other yellow marked door as well. The corridor around the corner has been expanded slightly. Map22 Flagged line 830 secret. Map23 Fixed candle placement on east end of zombieman corridor. Consolidated some identical sectors around the big "AGM" floor and lowered the torch platforms so they wouldn't clip into the ceiling. Raised the ceilings on the techpillars right after the first long lift. The walls in front of them now match their surroundings. Removed lower unpegged from lines 2066, 2082, 2062, 2075. ("Door"tracks for the route across those pillars in the southeast - they're actually lifts not doors) SSG secret fixed. (And marked.) Map28 Lines 2326, 622 lagged secret. Realigned lines 4594 and 4671. Realigned scrolling textures around sector 517. Touched up monster closet around sector 399, changing to to 8 about HAF fast and making the closet a bit taller so there'd be a better natural threshold between those areas. The doortracks were fine, if a bit complex. Raised sector 474 ceiling to match marble brick seams. Made sector 147 (cubes hanging over hot rocks) do damage and sectors 91 and 115 (teleport pads) not. Map29 Swapped out the textures on the sides of the big green skull pad. * levels: fix up map23 southeast secret textures. I messed up the texture replacement around the green torch, the extreme sudden darkness ruined the blue AGM text, the pillar lift-doors needed a better division between the tekwall and red rock, and that huge swathe of DOORTRAK hurt to look at in vanilla. * levels: map07 aesthetic fixes. Replaced BIGDOOR1 on sector 50 as it was giving tutti-frutti. Fixed the textures on the lifts in the green area beyond the outdoor area. Miscellaneous texture alignment fixes and added some more thresholds between materials. |
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dist | ||
flats | ||
graphics | ||
levels | ||
lumps | ||
manual | ||
musics | ||
patches | ||
scripts | ||
sounds | ||
sprites | ||
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BUILD-SYSTEM.adoc | ||
buildcfg.txt | ||
COMPILING.adoc | ||
COPYING.adoc | ||
CREDITS | ||
Makefile | ||
NEWS.adoc | ||
README.adoc |
= Freedoom The Freedoom project aims to create a complete, free content first person shooter game, but _Freedoom_ by itself is just the raw material for a game. It must be paired with a compatible _Doom_ engine to be played. There is a massive https://doomwiki.org/wiki/Idgames_archive[back catalog], spanning over two decades, containing thousands of _Doom_ levels and other modifications (“mods”) made by fans of the game. _Freedoom_ aims to be compatible with these and allows most to be played without the need to use non-free software. _Freedoom_ is actually three games in one, consisting of two single-player oriented campaigns and one set of levels designed exclusively for multiplayer deathmatch: [horizontal] *Freedoom: Phase 1*:: Four episodes, nine levels each, totalling 36 levels. This game aims for compatibility with _The Ultimate Doom_ mods, also known as plain _Doom_ or _Doom 1_. *Freedoom: Phase 2*:: 32 levels in one long episode, featuring extra monsters and a double-barrelled shotgun. This project aims for compatibility with _Doom II_ mods. *FreeDM*:: A 32-level game designed for competitive deathmatch play. The engine uses a single file, such as +freedoom2.wad+, that contains all the game data such as graphics, sound effects, music, and so on. This file is often called an “IWAD” by those in the _Doom_ and _Freedoom_ communities. While the _Doom_ engine source code is free, you would normally still need one of the proprietary data files from https://www.idsoftware.com/[id Software] to play _Doom_. _Freedoom_ aims to create a free alternative: combined with the GPL-licensed _Doom_ source code, this results in a completely free game. For more information, see https://freedoom.github.io/. == How to play Since _Freedoom_ is only the game data, you will still need to download an engine separately. These are also often termed “source ports” by the community. There are an overwhelming number of choices available, a lengthy list of which is available on the https://doomwiki.org/wiki/Source_port[Doom Wiki]. One particularly recommended by the _Freedoom_ project is https://zdoom.org/[GZDoom]. This engine offers good support for single-player, multi-player, and the majority of mods created for both _Doom_ and _Freedoom_. On Windows, you should place _Freedoom_’s data files (those ending with +.wad+) alongside the engine (eg, +odamex.exe+). On Unix-like systems, these data files should go in either +/usr/share/games/doom+ or your home directory. If _Freedoom_ comes packaged as part of your operating system distribution, it should already be installed into the proper location. Hopefully, your engine of choice should already be capable of running _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: * Use the +-iwad+ command line parameter. For example, to play Phase 2, you can enter +-iwad freedoom2.wad+ either at a command line, or adding it to an application shortcut. * Use the +DOOMWADPATH+ environment variable. Many engines support this variable to add directories and/or files to their search path. The exact syntax matches your operating system’s normal +PATH+ environment variable. * Rename the game files. This may be a bit crude, but you can rename the files to match those of _Doom_’s. This is often the easiest quick-fix, although it is normally desirable to use one of the above methods if possible. ** +freedoom1.wad+ can be renamed to +doom.wad+ ** +freedoom2.wad+ can be renamed to +doom2.wad+ ** +freedm.wad+ can be renamed to +doom2.wad+ Additionally, for Unix-like operating systems, such as GNU/Linux or a BSD variant, _Freedoom_ may be packaged and installed with programs named +freedoom1+, +freedoom2+, and +freedm+ that automatically run an engine for proper play. Desktop files may also be installed so that you can start the game using a graphical interface and avoid the command line altogether. == What “free” means When we speak of free content or software, we refer to the movement in which your freedoms to use, copy, modify, and study a work is not infringed. For example, you may freely use _Freedoom_ for any purpose you see fit, you may redistribute it to anyone without needing to ask for permission, you may modify it (provided you keep the license intact, see `COPYING`), and you may study it--for example, to see how an “IWAD” is built. To facilitate this, you can get the full source code for _Freedoom_, in this case, in the form of a DeuTex tree. You may read more about free software at the https://www.gnu.org/[GNU] and https://www.fsf.org/[Free Software Foundation] websites. == Contributing to Freedoom 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 careful when basing on existing graphics or sounds. Most _Doom_ projects are lax on reusing intellectual property--there are many mods 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: * You must have permission for everything you submit. If you make your own resources, do not base on resources from _Doom_ or any other restricted work. If you take work from other places, please make sure that the work is freely-licensed or that you obtain permission to include it in the _Freedoom_ project. They may not place additional restrictions compared to the normal _Freedoom_ license. * Do not try to emulate _Doom_ resources exactly. Where possible, put effort to make new versions look visibly different from _Doom_. This is a tough call, because our compatibility with _Doom_ mods limits how far we can deviate, but it is feasible. * 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.” One of the things we want to be able to do is put this in GNU/Linux distributions (which can be sold or developed commercially). === Levels All levels for _Freedoom_ must be vanilla-compatible, requiring an expanded-limits or limit-removing engine is not permissible. This means you may not exceed the limits of the original _Doom_ engine, and do not depend on additional mapping features. Levels should be in _Doom_’s original format, not in “Hexen”-format. It is sensible to also heed the following guidelines: * Make sure that skill levels are implemented, and that all multiplayer start points, both cooperative and deathmatch, are present. * Try to make levels appropriately difficult for their position 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. * While unrestricted by limits, do not make excessively complicated scenes. It is desirable that _Freedoom_ levels should be playable on low-powered hardware, such as phones and old computers. * Test your levels in https://www.chocolate-doom.org/[Chocolate Doom] to make sure that vanilla compatibility is maintained. This is an engine with strict adherence to vanilla Doom limits and bugs, and working in it assures that levels can be played with any _Doom_ engine. * Use a Doom editor to check for errors. In http://eureka-editor.sourceforge.net/[Eureka] it's possible to check for errors with the Check / All menu, or by pressing `F9`. * If possible run `make test` and fix any errors found. Note that some of the errors can be fixed by `make fix`. === Graphics Graphics should generally have the same color and size as the original _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. _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 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 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). === Submitting your work The most common, and a fairly simple method, to submit your work is by posting it on the https://www.doomworld.com/forum/17-freedoom/[Freedoom forum] on Doomworld Forums. This allows a great number of people to review the contribution and provide feedback, although the registration process is known to be cumbersome. An alternative to using the forum, is to post your submission on the https://github.com/freedoom/freedoom/issues[issue tracker], which may also be peer-reviewed and provide a feedback cycle. Unfortunately, the Freedoom project cannot provide hosting space in the form of a web page nor FTP, however there are many free file hosts to use when you need a location to upload files. Sites and services such as https://www.dropbox.com/[Dropbox] and https://mega.co.nz/[Mega], as well as others, are common and should be simple to use. ==== Crediting information _Freedoom_ is made up of submissions from many people all over the globe. All of them, and you, deserve credit! Please do not forget to provide your name and email when submitting resources. ==== Using Git 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 style commonly seen in distributed version control systems, adopted by projects such as Linux and Git. For an explanation of this style, see https://chris.beams.io/posts/git-commit/[How to Write a Git Commit Message]. If you create a git commit for someone else it is helpful to set the author of the commit so that they get credit. Ask them what name/alias and email they would like to use. For example: [source,bash] ----------------- git commit --author "Bob Smith <bob@example.com>" ... ----------------- If they prefer not to give an email then the email can be omitted, so just "Bob Smith" in the above example.