freedoom-0.12.1
Folders and files
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<!DOCTYPE html> <html lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8" /> <meta name="generator" content="AsciiDoc 8.6.10" /> <title>Freedoom</title> <style type="text/css"> body { margin: 0; padding: 16px; } #header, #main, #footer { margin-bottom: 32px; } #header { height: 160px; } #header h1, h2 { margin: 0; } #navigation { position: absolute; top: 208px; left: 8px; width: 14em; } .nav ul { margin-top: 0; } #main { margin-left: 200px; clear: both; padding: 1em; } #footer { clear: both; padding-left: 1em; margin-left: 200px; } .monospaced { font-family: "monospace"; } /* stop header elements from pushing divs apart */ p, h1, h2 { margin: 0; padding-top: 0; } h3, h4, h5, h6 { margin: 0; padding-top: 0.5em; padding-bottom: 0.5em; } p { padding-top: 0.5em; padding-bottom: 0.5em; } /* some basics: a colour and font settings */ body { background-color: #c6dcd1; font-family: sans-serif; font-size: small; } a { color: #226; text-decoration: none; background: #efe; } a:active { color: #000; } a:hover { text-decoration: underline; } a:visited { font-style: italic; } #navigation a { background: none; } /* the header of the page will occupy the top 96 pixels and all of the * width of the page. The site-title will be an image replacement and * occupy virtually all of the space. * * The body has a gradient background which starts immediately below * the header and tiles left-to-right */ #header { background: #fff; margin: -16px; margin-bottom: 0; height: 92px; } #header #site { padding-top: 16px; width: 351px; height: 80px; text-align: right; color: #fff; font-size: 0pt; background: 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It must be paired with a compatible <em>Doom</em> engine to be played.</p></div> <div class="paragraph"><p>There is a massive <a href="https://doomwiki.org/wiki/Idgames_archive">back catalog</a>, spanning over two decades, containing thousands of <em>Doom</em> levels and other modifications (“mods”) made by fans of the game. <em>Freedoom</em> aims to be compatible with these and allows most to be played without the need to use non-free software.</p></div> <div class="paragraph"><p><em>Freedoom</em> is actually three games in one, consisting of two single-player oriented campaigns and one set of levels designed exclusively for multiplayer deathmatch:</p></div> <div class="hdlist"><table> <tr> <td class="hdlist1"> <strong>Freedoom: Phase 1</strong> <br> </td> <td class="hdlist2"> <p style="margin-top: 0;"> Four chapters, nine levels each, totalling 36 levels. This game aims for compatibility with <em>The Ultimate Doom</em> mods, also known as plain <em>Doom</em> or <em>Doom 1</em>. </p> </td> </tr> <tr> <td class="hdlist1"> <strong>Freedoom: Phase 2</strong> <br> </td> <td class="hdlist2"> <p style="margin-top: 0;"> 32 levels in one long chapter, featuring extra monsters and a double-barrelled shotgun. This project aims for compatibility with <em>Doom II</em> mods. </p> </td> </tr> <tr> <td class="hdlist1"> <strong>FreeDM</strong> <br> </td> <td class="hdlist2"> <p style="margin-top: 0;"> A 32-level game designed for competitive deathmatch play. </p> </td> </tr> </table></div> <div class="paragraph"><p>The engine uses a single file, such as <span class="monospaced">freedoom2.wad</span>, 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 <em>Doom</em> and <em>Freedoom</em> communities. While the <em>Doom</em> engine source code is free, you would normally still need one of the proprietary data files from <a href="https://www.idsoftware.com/">id Software</a> to play <em>Doom</em>. <em>Freedoom</em> aims to create a free alternative: combined with the GPL-licensed <em>Doom</em> source code, this results in a completely free game.</p></div> <div class="paragraph"><p>For more information, see <a href="https://freedoom.github.io/">https://freedoom.github.io/</a>.</p></div> </div> </div> <div class="sect1"> <h2 id="_how_to_play">How to play</h2> <div class="sectionbody"> <div class="paragraph"><p>Since <em>Freedoom</em> 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 <a href="https://doomwiki.org/wiki/Source_port">Doom Wiki</a>.</p></div> <div class="paragraph"><p>One particularly recommended by the <em>Freedoom</em> project is <a href="https://zdoom.org/">GZDoom</a>. This engine offers good support for single-player, multi-player, and the majority of mods created for both <em>Doom</em> and <em>Freedoom</em>.</p></div> <div class="paragraph"><p>On Windows, you should place <em>Freedoom_’s data files (those ending with <span class="monospaced">.wad</span>) alongside the engine (eg, <span class="monospaced">odamex.exe</span>). On Unix-like systems, these data files should go in either <span class="monospaced">/usr/share/games/doom</span> or your home directory. If _Freedoom</em> comes packaged as part of your operating system distribution, it should already be installed into the proper location.</p></div> <div class="paragraph"><p>Hopefully, your engine of choice should already be capable of running <em>Freedoom</em> without extra configuration. This may not be the case, however, if the engine does not recognize any of the filenames for <em>Freedoom</em>, and might require manual intervention to make it so. One of the following options should solve it:</p></div> <div class="ulist"><ul> <li> <p> Use the <span class="monospaced">-iwad</span> command line parameter. For example, to play Phase 2, you can enter <span class="monospaced">-iwad freedoom2.wad</span> either at a command line, or adding it to an application shortcut. </p> </li> <li> <p> Use the <span class="monospaced">DOOMWADPATH</span> 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 <span class="monospaced">PATH</span> environment variable. </p> </li> <li> <p> 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. </p> <div class="ulist"><ul> <li> <p> <span class="monospaced">freedoom1.wad</span> can be renamed to <span class="monospaced">doom.wad</span> </p> </li> <li> <p> <span class="monospaced">freedoom2.wad</span> can be renamed to <span class="monospaced">doom2.wad</span> </p> </li> <li> <p> <span class="monospaced">freedm.wad</span> can be renamed to <span class="monospaced">doom2.wad</span> </p> </li> </ul></div> </li> </ul></div> <div class="paragraph"><p>Additionally, for Unix-like operating systems, such as GNU/Linux or a BSD variant, <em>Freedoom</em> may be packaged and installed with programs named <span class="monospaced">freedoom1</span>, <span class="monospaced">freedoom2</span>, and <span class="monospaced">freedm</span> 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.</p></div> </div> </div> <div class="sect1"> <h2 id="_what_free_means">What “free” means</h2> <div class="sectionbody"> <div class="paragraph"><p>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 <em>Freedoom</em> 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 <span class="monospaced">COPYING</span>), 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 <em>Freedoom</em>, in this case, in the form of a DeuTex tree.</p></div> <div class="paragraph"><p>You may read more about free software at the <a href="https://www.gnu.org/">GNU</a> and <a href="https://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 <em>Freedoom</em> 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 careful when basing on existing graphics or sounds. Most <em>Doom</em> projects are lax on reusing intellectual property—there are many mods which contain modified <em>Doom</em> 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> You must have permission for everything you submit. If you make your own resources, do not base on resources from <em>Doom</em> 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 <em>Freedoom</em> project. They may not place additional restrictions compared to the normal <em>Freedoom</em> license. </p> </li> <li> <p> Do not try to emulate <em>Doom</em> resources exactly. Where possible, put effort to make new versions look visibly different from <em>Doom</em>. This is a tough call, because our compatibility with <em>Doom</em> mods limits how far we can deviate, but it is feasible. </p> </li> <li> <p> 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). </p> </li> </ul></div> </div> <div class="sect2"> <h3 id="_levels">Levels</h3> <div class="paragraph"><p>All levels for <em>Freedoom</em> 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 <em>Doom</em> engine, and do not depend on additional mapping features. 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, both cooperative and deathmatch, are present. </p> </li> <li> <p> 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. </p> </li> <li> <p> 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. </p> </li> <li> <p> While unrestricted by limits, do not make excessively complicated scenes. It is desirable that <em>Freedoom</em> levels should be playable on low-powered hardware, such as phones and old computers. </p> </li> <li> <p> Test your levels in <a href="https://www.chocolate-doom.org/">Chocolate Doom</a> 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 <em>Doom</em> engine. </p> </li> </ul></div> </div> <div class="sect2"> <h3 id="_graphics">Graphics</h3> <div class="paragraph"><p>Graphics should generally have the same color and size as the original <em>Doom</em> 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.</p></div> <div class="paragraph"><p><em>Doom</em> uses a fictional corporation abbreviated as “UAC:” this is trademarked by id Software and cannot be used in <em>Freedoom</em>. Instead, use the initials “AGM” for <em>Freedoom</em>.</p></div> </div> <div class="sect2"> <h3 id="_documentation">Documentation</h3> <div class="paragraph"><p><em>Freedoom</em> always needs help with documentation, so please send your patches, but keep in mind:</p></div> <div class="ulist"><ul> <li> <p> We use <a href="http://asciidoc.org/">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 can generate nice HTML documents out of them. </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 <span class="monospaced">set textwidth=72</span>. 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>The most common, and a fairly simple method, to submit your work is by posting it on the <a href="https://www.doomworld.com/forum/17-freedoom/">Freedoom forum</a> 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.</p></div> <div class="paragraph"><p>An alternative to using the forum, is to post your submission on the <a href="https://github.com/freedoom/freedoom/issues">issue tracker</a>, which may also be peer-reviewed and provide a feedback cycle.</p></div> <div class="paragraph"><p>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 <a href="https://www.dropbox.com/">Dropbox</a> and <a href="https://mega.co.nz/">Mega</a>, as well as others, are common and should be simple to use.</p></div> <div class="sect3"> <h4 id="_crediting_information">Crediting information</h4> <div class="paragraph"><p><em>Freedoom</em> 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.</p></div> </div> <div class="sect3"> <h4 id="_using_git">Using Git</h4> <div class="paragraph"><p>You can also commit on a clone of the <em>Freedoom</em> repository, although this is a technical task and it is okay to let other <em>Freedoom</em> 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.</p></div> <div class="paragraph"><p>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 <a href="https://chris.beams.io/posts/git-commit/">How to Write a Git Commit Message</a>.</p></div> </div> </div> </div> </div> </div> </body> </html>