kolibrios-fun/data/common/games/doom/README.html
Yogev Ezra dca59b462b Add DOOM game binaries (including Shareware DOOM1.WAD)
git-svn-id: svn://kolibrios.org@4949 a494cfbc-eb01-0410-851d-a64ba20cac60
2014-05-28 19:18:32 +00:00

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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 &#8220;Free Software&#8221; 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&#8201;&#8212;&#8201;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&#8201;&#8212;&#8201;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&#8201;&#8212;&#8201;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 &#8220;free texture&#8221; (or &#8220;free sound&#8221; or
&#8220;free graphic&#8221;) sites. Although these would appear at first to
be okay to use, many are free for &#8220;non-commercial use only&#8221;. One
of the things we want to be able to do is put this on GNU/Linux CDs
(which are sold&#8201;&#8212;&#8201;&#8220;a commercial use&#8221;).
</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&#8217;s
original format, not in &#8220;Hexen&#8221; 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&#8217;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 &#8220;deep water&#8221; 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)&#8201;&#8212;&#8201; 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&#8217;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&#8230;).
</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&#8217;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, &#8220;map17: fixed unbeatable map&#8221;). This should be
followed by a blank line and more explanation if it&#8217;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&#8217;s ability to
rewrite history, don&#8217;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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