Freedoom is an entirely free software game based on the Doom engine. https://freedoom.github.io/
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mc776 a828330d25
levels: more minor fixes. (#1040)
* levels: fix e1m2 tutti frutti around exit door.

Also took the liberty of fixing a longtime pet peeve I had about the really bright grey-white of the exit room steps clashing with the rest of the room for no apparent reason. (It looks less bad with Korp's new greys but we're not adding those yet...)

* levels: fix floating candle on map22.

It's fine until you actually use the secret, at which point it snaps to the top of the lowering platform.

* levels: more minor fixes.

Mostly for objects "floating" with a tiny bit of their hitbox rounded to be overlapping a higher adjacent floor.

E1M8
Inside the pillars containing the painlords there are two that spawn gore (and a dead player) in lieu of painlords only on easy. These have now been edited so that in each pillar the gore appears whenever the painlord does not. (The player has also been changed to a gore actor.)

Map03
Floaties by the first door switch.

Map23
Central room with the barrels and combat slugs has several gore decorations that do not appear on hard, but do not block movement nor represent any living monsters that might appear there in hard. Flagged to appear in all skill levels (and also not be flagged ambush).

Map25
1-pixel vertical misalignment on line 44.

Map28
Floaty medikit(s?) near (-955,-435), moved away from the double teleport pad.
Fixed the textures on that door now that the SLOPPY textures have been updated
Moved stuff around the starting skull switch so you start with a screen full of skull again.

Map29
Floaty shellbox 444.

* levels: more minor fixes.

Mostly to address #1043.

Map09
- Moved the crates in front of the eastern teleport door to keep the player from potentially falling into the gap between the big crate and the main crate rack and softlocking. The small step-crates are now also properly aligned with the flat they use.

Map14
- The entire lower floor of the big octagon room has been lowered to -56 from -48. This restores access to the alcove in front of the minigun secret, and also better aligns with the textures of several surrounding walls.
- Merged the sectors of the yellow key cage teleporter pad so the lights would sync.

Map15
- A room will lower two teleporters when you step in and two worms will warp in through those teleporters in hard, one in medium, none in easy. It looks bugged where the worms don't appear and absolutely nothing shows up, so pickups are revealed instead when they don't.

Map18
- Added one more step crate to let the player directly access the necromancer soul sphere (and the health bonus tucked away in the corner) without retracing their route back to the upper ledge.

Map25
- Got rid of that starting elevator once and for all. The only purpose in forcing that starting gunshot was to make that first room marginally more awful to pistol-start. Moved the shotgun and shells to the "outside" platforms to make up for it.
- Widened the side windows facing the yellow key so the trilobites have room to move.
- Shrunk down the exit line to make it completely impossible to trigger it while the painlord/necromancer standing there is alive.
- Added more monster blockers to the RL warp-in ambush closet, as the worms would still sometimes warp in both on the same side. I've also made the destination sectors larger as that simplifies the underlying geometry a bit.
- Flagged everything in the deathmatch arena multi-only.
- Thing 445 (last monster before SSG in hard mode) is now a pain lord instead of an octaminator.

* levels: more minor fixes.

Map13
Exit teleport pad lines now block monsters.

Map18
End soulsphere secret is now tagged as secret.

Map19
The straferun armour trench setup could not possibly work without having the worms below block your movement sometimes. The trench is now fenced off and the platform accessible by bridge; the pinkies are now spectres outside of easy and hard gives you two more of them; they can only harm you by teleporting.

* levels: readjust map28 skull.

The vertical offset would no longer be needed after #1047; however the tiling is a bit off if we need to offset this horizontally due to the additional trim, so a new linedef was added.

* levels: map26 minor fixes.

The secret blue lift switch error message would indicate it's a "door" which despite being correct from an engine point of view doesn't reflect its actual function.

The red armour secret is now player-shoot only, and the wall breach effect is instant.

* levels: fix high jump platform texture alignment.
2023-08-03 14:16:55 -03:00
.github/workflows github: Update GitHub Actions "make" script 2023-04-02 14:19:09 -04:00
bootstrap Add missing SPDX identifiers, use CC0 explicitly in dist 2020-02-03 12:31:55 -08:00
dist Rewrite name section of the desktop files to "Freedoom #" 2023-04-22 18:16:36 -03:00
flats png: Map color 255 to color 133 (#1003) 2023-07-16 23:14:24 -07:00
graphics png: Map color 255 to color 133 (#1003) 2023-07-16 23:14:24 -07:00
levels levels: more minor fixes. (#1040) 2023-08-03 14:16:55 -03:00
lumps patches: add two more screens to COMPUTE4. (#1032) 2023-07-18 07:30:37 -07:00
manual weapons: rename slot 1 weapon to "ripsaw". 2023-07-14 19:38:12 -07:00
musics music: use old d_e1m2 for dm23. (#1044) 2023-08-03 07:55:35 -03:00
patches patches: raise sloppy skull. (#1047) 2023-08-03 07:41:38 -03:00
scripts scripts: Add news-to-feed script (#1042) 2023-07-30 15:03:10 -07:00
sounds sounds: new trilobite. (#942) 2023-04-30 07:36:13 -03:00
sprites png: Map color 255 to color 133 (#1003) 2023-07-16 23:14:24 -07:00
.adoc-layout.conf fancify HTML output using the website style 2019-10-11 11:12:33 -07:00
.gitattributes Burn all GIFs: Convert everything to PNGs. 2017-07-18 22:26:52 -07:00
.gitignore Makefile: remove wad-image targets 2019-10-28 10:30:10 -07:00
BUILD-SYSTEM.adoc CREDITS: Add contributors since v0.12.1 2022-11-26 14:32:50 -05:00
buildcfg.txt sprites: flatten necromancer corpse. 2023-07-15 11:03:45 -07:00
COMPILING.adoc COMPILING: ASCIIDOC make variables, note asciidoctor-pdf 2019-09-12 15:44:49 -07:00
COPYING.adoc Update COPYING's year to 2023 2023-01-14 22:21:06 -05:00
CREDITS patches: implement #1033. (#1034) 2023-07-26 20:23:13 -03:00
Makefile scripts: Add news-to-feed script (#1042) 2023-07-30 15:03:10 -07:00
NEWS.adoc NEWS: document the 0.12.1 release 2019-10-22 11:26:10 -07:00
README.adoc CREDITS: Add contributors since v0.12.1 2022-11-26 14:32:50 -05:00

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= 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 systems 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 doesnt 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 youre 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 GitHubs 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.