0,0 → 1,962 |
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<body class="article"> |
<div id="header"> |
<h1>Freedoom</h1> |
</div> |
<div id="content"> |
<div id="preamble"> |
<div class="sectionbody"> |
<div class="paragraph"><p>Freedoom is a project to create a complete Doom II-compatible IWAD file |
which is Free Software.</p></div> |
<div class="paragraph"><p>The IWAD file is the file used by Doom which contains all the game data |
(graphics, sound effects, music, etc.). While the Doom source code is |
Free, you currently still need one of the proprietary IWAD files from id |
in order to play Doom. Freedoom aims to create a Free alternative. |
Combined with the GPL-licensed Doom source code this will result in a |
complete Free Doom-based game.</p></div> |
<div class="paragraph"><p>For more information, see <a href="http://freedoom.github.io/">http://freedoom.github.io/</a>.</p></div> |
</div> |
</div> |
<div class="sect1"> |
<h2 id="_what_8220_free_software_8221_means">What “Free Software” means</h2> |
<div class="sectionbody"> |
<div class="paragraph"><p>When we speak of Free Software, we refer to the software movement in |
which your freedoms to use, copy, modify, and study it are ensured. 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 <code>COPYING</code>), and |
you may study it — for example, to see how a Doom IWAD is built. To |
facilitate this, you can get the full source code (here, in the form of |
a DeuTex tree) for Freedoom.</p></div> |
<div class="paragraph"><p>You may read more about Free Software at the <a href="http://www.gnu.org/">GNU</a> |
and <a href="http://www.fsf.org/">Free Software Foundation</a> websites.</p></div> |
</div> |
</div> |
<div class="sect1"> |
<h2 id="_contributing_to_freedoom">Contributing to Freedoom</h2> |
<div class="sectionbody"> |
<div class="paragraph"><p>Contributions to Freedoom are always welcome, however there are a few |
guidelines that should be followed:</p></div> |
<div class="sect2"> |
<h3 id="_intellectual_property">Intellectual Property</h3> |
<div class="paragraph"><p>We know people hate legalese, but this is important. This applies to |
<strong>everything</strong> which is submitted.</p></div> |
<div class="paragraph"><p>You must be incredibly careful when basing on existing graphics or |
sounds. Most Doom projects are incredibly lax on reusing intellectual |
property — there are plenty of WADs out there 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.</p></div> |
<div class="paragraph"><p>The general rules go as follows:</p></div> |
<div class="ulist"><ul> |
<li> |
<p> |
Everything you submit must be 100% your own work. You must not base |
upon resources from Doom or any other game. You may not even rip |
textures from WADs you have downloaded (if you find a WAD with |
textures in which look useful, let us know — that way, we can |
contact the author). |
</p> |
</li> |
<li> |
<p> |
Do not simply copy the original resources. Where possible, try to |
make an effort to make the new versions look visibly different from |
the originals. |
</p> |
</li> |
<li> |
<p> |
Be especially careful of “free texture” (or “free sound” or |
“free graphic”) 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 on GNU/Linux CDs |
(which are sold — “a commercial use”). |
</p> |
</li> |
<li> |
<p> |
The main exception is that you may of course reuse anything in the |
Freedoom source tree. In fact, this is encouraged, as reusing |
material will give the WAD a more consistent feel. |
</p> |
</li> |
</ul></div> |
</div> |
<div class="sect2"> |
<h3 id="_levels">Levels</h3> |
<div class="paragraph"><p>Levels should be in Boom format; you may exceed the limits of Vanilla |
Doom and use Boom features; however, do not use features that are not |
supported by Boom 2.02 and compatible ports. Levels should be in Doom’s |
original format, not in “Hexen” format.</p></div> |
<div class="paragraph"><p>It is sensible to also heed the following guidelines:</p></div> |
<div class="ulist"><ul> |
<li> |
<p> |
Make sure that skill levels are implemented, and that all |
multiplayer start points are present. |
</p> |
</li> |
<li> |
<p> |
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. |
</p> |
</li> |
<li> |
<p> |
Do not use tricks that exploit Doom’s software renderer; some source |
ports, 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. |
</p> |
</li> |
<li> |
<p> |
Boom removes almost all of the limits on rendering; however, do not |
make excessively complicated scenes. It is desirable that Freedoom |
levels should be playable on old or low-powered hardware. |
</p> |
</li> |
<li> |
<p> |
Always test in <a href="http://www.teamtnt.com/boompubl/boom2.htm">Boom</a> |
itself rather than a derivative such as PrBoom. This ensures that |
your levels really are Boom-compatible rather than using any extra |
features. As DOS is rather rare these days, you may not have a |
system which can run Boom natively, so you may use either |
<a href="http://www.dosbox.com/">DOSBox</a> or <a href="http://www.freedos.org/">FreeDOS</a>. |
</p> |
</li> |
</ul></div> |
</div> |
<div class="sect2"> |
<h3 id="_graphics">Graphics</h3> |
<div class="ulist"><ul> |
<li> |
<p> |
Graphics should be the same color and size as the originals to |
remain compatible with PWADs (otherwise, they may end up looking |
like a mess). They cannot use the Doom font. |
</p> |
</li> |
<li> |
<p> |
Textures should be the same dimensions as the originals. They |
should be similar but not identical (to avoid IP infringement) —  in fact, they should be as different as possible while keeping to |
the general theme of the texture. As mentioned above, try to make |
a conscious effort to make the textures visibly different from the |
originals. Critically, the textures should tile in the same way as |
the originals. |
</p> |
</li> |
<li> |
<p> |
Some textures contain the letters UAC or references to UAC; this is |
an intellectual property of id Software (trademarked). Instead, use |
the letters AGM in your textures. |
</p> |
</li> |
<li> |
<p> |
Sprites should be roughly the same size and shape, but different to |
the originals. Doom monsters are id’s intellectual property (which |
means no imps, cyberdemons, etc). The new monsters will behave the |
same way as the originals, but will be totally new. |
</p> |
</li> |
</ul></div> |
</div> |
<div class="sect2"> |
<h3 id="_documentation">Documentation</h3> |
<div class="paragraph"><p>Freedoom always needs help with the documentation, so please send your |
patches, but keep in mind:</p></div> |
<div class="ulist"><ul> |
<li> |
<p> |
We use <a href="http://www.methods.co.nz/asciidoc/">AsciiDoc</a> for writing the |
documentation. AsciiDoc is a simple plaintext-based format which is |
simple to read and write in its source form, and makes pretty HTML |
documents out of them (it also supports other formats like |
DocBook/PDF/manual pages…). |
</p> |
</li> |
<li> |
<p> |
Headers are formated in a wiki-style format, this makes it easier |
for Vim (perhaps other editors, too) to automatically re-format |
text. |
</p> |
</li> |
<li> |
<p> |
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 |
<code>set textwidth=72</code>. Special exceptions to the width rule might be |
allowed when necessary (for example, inserting long URLs). |
</p> |
</li> |
</ul></div> |
</div> |
<div class="sect2"> |
<h3 id="_submitting_your_work">Submitting your work</h3> |
<div class="paragraph"><p>TODO: Figure out the best method of doing this. This mainly requires |
time to see what works best.</p></div> |
<div class="paragraph"><p>If you use git, make sure your commit messages start with a single |
line, under 72 characters, which provides an adequate summary of your |
changes. You should prefix this line with the component you are commit |
(for example, “map17: fixed unbeatable map”). This should be |
followed by a blank line and more explanation if it’s needed (for |
example, explaining what part of the map was broken). The commit |
2013-12-20T16:06:55Z!<a href="mailto:rjy@users.sourceforge.net">rjy@users.sourceforge.net</a> shows a good example of |
a well-structured commit message.</p></div> |
<div class="paragraph"><p>You should commit often; each important change should get its own |
commit, but minor changes need not. Take advantage of git’s ability to |
rewrite history, don’t use <code>git revert</code> on your private copy of the |
repository, just remove (<code>git reset</code>) or amend (<code>git commit --amend</code>) |
the faulty commit as necessary. Leave all the interesting and important |
history bits, leave out stupid mistakes like spell check errors.</p></div> |
</div> |
</div> |
</div> |
</div> |
<div id="footnotes"><hr /></div> |
<div id="footer"> |
<div id="footer-text"> |
Last updated 2014-01-01 14:49:16 PST |
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