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Freedoom is an entirely free software game based on the Doom engine.
https://freedoom.github.io/
* levels: various fixes. E1M2 Fixed some missing and misaligned textures around the secret lowering computer block. E2M5 The red key bars could both be squeezed through and jumped around on a jump-enabling sourceport. The red key now raises the stairs instead, and the final door before the exit also requires a red key. E2M7 Added one more bar in front of the exit to prevent squeeze glides. E3M2 Expanded yellow key pillar so it would match the flat. E3M6 Untagged the skylight inside the secret as being itself a secret. E4M1 That line of health and armour bonuses just inside the big building would have a few floaters. They've all been moved forward and should be fully clear of that ledge. Map05 The pit with the central column of water and the spectres was being blocked off by said spectres before the player could jump into it. There is now a monster blocking line right in front of the ledge, barely far enough to guarantee space for you to drop but close enough to let the pinkies bite. You can now freely move through the gaps between any of the objects in the blue key room. The exit from the blue key building now has a lift instead of stairs, and the wall prevents the nearest pinkies from seeing you until you've actually dropped inside. Hopefully this at least mitigates the problem of being stuck on the stairs with a pinkie right below your ability to target. Miscellaneous aesthetic tweaks. Map07 The lift overlooking the big arena was still suffering from monsters blocking from below. It has been moved to the side with an intervening ceiling. The central grey aquatex nukage trim hub was a cross shape and the exits all had very strong lines turning right, making it look like a swastika. The southern section has been tweaked to throw off the symmetry and avoid that impression. Made it possible to move all the way around the stack of crates in the eastern area with the switch. Miscellaneous texture improvements. Map08 The exit bars are now impossible to squeeze glide through. They are also styled in the same manner as the moving pistons by the big switches, giving the suggestion that they would be moved in a similar manner. Map09 Fixed some floating pickups at the collapsed roof, the red key room, and the stairs to the warehouse admin area. Shotgun guys in the admin area switch room are now situated between the deep cracks that were preventing their movement. Map12 Turned the two wall-facing enemies around near (2016,96). Added a second trigger line for the minigunner ambush store room so it happens even when you approach it from the other side. Added a second switch for the bars normally opened before reaching the storage room ambush. Replaced the BFG secret with a megasphere since you already get a BFG in Map11. Map18 There were some lamps on the lower floor of the southwest room that were invisible from the higher floor but would block your movement. All major blockers have been deleted or moved to the edge of the room. The tree near the red armour to the right of the start has been moved for similar reasons. Map20 Moved some pickups (and the dead body) away from the bottom sides of the steps to reduce the chances of someone bypassing them while moving downwards. Made the armour/health bonus placement more unambiguous around the cross and star. Simplified the bridge around the red key so that the rising portion is only one sector. Map22 Because this map has been disproportionately harder to pistol start than anything near it... Moved all 4 player starts into the starting elevator to avoid a hot start. Flagged some ammo pickups as appearing on all skill levels, as well as the southern super shotgun and the starting area armour. The easy-only SSG in the starting area is now a chaingun and appears on all skill levels. The starting shotgun is now only available on easy, with two shotgunners (one of them guarding the armour) in its place on medium and hard. Differentiated the walls of the starting elevator so you know which way to face, and made the switch resemble the normal (but broken) SW1TEK. The switch system itself is simplified and given a simpler implied story: the big switch is broken, so you locate and use the backup system. The switch shooting is gone. Made the fringe around the lava elevator go all the way around and populated it with health bonuses to make it clear you're actually expected to go down there, because frankly the original is so thoroughly obscured it looks like you're breaking sequence by exploiting an oversight in the map. Extended the staircase down from the brown platform to mitigate the "pinkie right in front of you below your aim" effect. Added a medikit near that brown platform. The armour in the crate hall is now a medikit. Map24 The hanging bodies in the red key room are now the non-blocking versions. The trilobite stuck on the teleport pad in the square maze is now an octaminator so it doesn't get stuck. The lines around the door leading to the serpentipedes with their backs to you no longer block sounds. Removed the sound block flags on the octaminator ambush doors, so the pinkies can join in if you start shooting at them instead of powering through into the new room. Map26 Health bonuses under crusher were floating. Map27 Lizardbaby platform now has a full 72 unit clearance. Spectres in the red rock area to the northeast are now in the tunnels and only come out when you land in the red water. * levels: fix one screwy texture. Monitor in the room west of the westmost shiny lowering shelf thing. * levels: more minor fixes. E2M1 Life surge secret was marked on the thin doorway, making it possible to fail to register even after you've taken the surge. The secret is now the room itself, at the cost of that random light effect. E2M6 Life surge secret was marked on the thin central bit of the sigil, leaving *lots* of room to step around it while grabbing the powerup. (The fact that the red makes it kinda look like a hurtfloor really doesn't help.) The secret is now the larger room itself. Map12 New eastern storage room trigger wasn't covering the entire hallway. It should also be diagonal to minimize the chance of it being skipped entirely. Map28 The serps on the ledge by the bloodfalls and fleshy sigil were facing the wall and marked as ambush. They now face the actual play area. Map29 Moved all the secret pit pickups a little bit further inside the square so they look like they're resting on the surface of the solid floor. Map30 The multiplayer-only spawn pickups are now flagged as multi-only. * levels: tiny map04 aesthetic tweak. The fake contrast exaggerates the shadow on some "AGM" silver columns while eliminating the shadow on others. These are often right next to each other on the screen, producing absurd results. This moves 1 vertex from each affected line 2 pixels so they are no longer orthogonal. |
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.github/workflows | ||
bootstrap | ||
dist | ||
flats | ||
graphics | ||
levels | ||
lumps | ||
manual | ||
musics | ||
patches | ||
scripts | ||
sounds | ||
sprites | ||
.adoc-layout.conf | ||
.gitattributes | ||
.gitignore | ||
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.