documentation: change ascii ' quotes to either ’ or _
Non-reference AsciiDoc implementations such as AsciiDoctor (used by GitHub) or even the simplistic parser in loccount choke up on these characters for different reasons. AsciiDoctor doesn’t seem to even parse them, displaying them as-is and not with emphasized text. loccount would get hung up on possessives, expecting a terminating character for emphasis that never comes. Annoying, but easy to work around. the curly ’ character can be used for possessives and _underscores_ can be used for emphasis.master
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@ -5,7 +5,7 @@ system.
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== Overview
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Freedoom is built using 'deutex', which is a command-line tool for
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Freedoom is built using `deutex`, which is a command-line tool for
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automated building of Doom WAD files. However, multiple different WAD
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files are built from the Freedoom material. Therefore, the Freedoom
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build system is more complicated than a “normal” deutex build would
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@ -62,7 +62,7 @@ system:
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deutex is configured using a configuration file typically named
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+wadinfo.txt+. In the case of Freedoom, multiple different WADs are
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built from the common material, with slightly different settings for
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each. Therefore, a 'master configuration file' named +buildcfg.txt+
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each. Therefore, a _master configuration file_ named +buildcfg.txt+
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is used to generate configuration files for each individual WAD to
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build.
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@ -80,7 +80,7 @@ based on the type of output target desired:
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The texture configuration file is used to generate the texture lumps.
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These are +texture1.lmp+ (texture directory), +pnames.lmp+ (list of
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patch names) and +texture2.lmp+ (Doom I only). They are generated
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by the +build-textures+ script; deutex's internal texture builder
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by the +build-textures+ script; deutex’s internal texture builder
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is deliberately not used for compatibility reasons.
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Similarly to the build configuration file, different textures are
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@ -208,13 +208,13 @@ the authentic retro feel.
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Found in +lumps/dmxgus+, this script builds the +DMXGUS+ lump used for
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GUS MIDI playback. The GUS (Gravis UltraSound) card was a gaming sound
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card popular in the '90s. As with the +GENMIDI+ lump, few people are
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card popular in the ’90s. As with the +GENMIDI+ lump, few people are
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still using a real GUS card nowadays, but several source ports emulate
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them and require this file.
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== deutex
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'deutex' is the tool used to generate the WAD files. It processes a
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`deutex` is the tool used to generate the WAD files. It processes a
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file typically named +wadinfo.txt+, reading files from the following
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directories to generate the WAD:
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@ -238,7 +238,7 @@ around. Some of them are listed here.
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* deutex does not allow the exact path to the +texture1.txt+ file to
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be specified in the configuration file; this used to be a problem
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but the Freedoom's texture lumps are now built using a custom
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but the Freedoom’s texture lumps are now built using a custom
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script.
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* deutex requires an existing IWAD file in order to build WAD files,
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@ -1,9 +1,9 @@
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Compiling Freedoom
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==================
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This document is a general overview of Freedoom's dependencies
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This document is a general overview of Freedoom’s dependencies
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required to build it. See `README` for a description of what Freedoom
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'is', and `BUILD-SYSTEM` for the technical details on 'how' Freedoom
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_is_, and `BUILD-SYSTEM` for the technical details on _how_ Freedoom
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is built.
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Required software
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@ -11,26 +11,24 @@ Required software
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Building the Freedoom IWADs pretty much simply requires the following:
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* 'make': While there is some attempt to keep our Makefiles
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* _make_: While there is some attempt to keep our Makefiles
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portable, testing does not really happen on anything but
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https://www.gnu.org/software/make/[GNU Make] (patches to fix
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portability are most welcome!). On non-GNU systems, it might be
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available in a package and binary named as 'gmake'.
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* 'Python': Freedoom uses several Python programs in its tree to
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available in a package and binary named as _gmake_.
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* _Python_: Freedoom uses several Python programs in its tree to
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assist with building the IWADs. Both Python 2.7 and 3.x are fully
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supported.
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* 'Pillow': A Python image manipulation module that provides the
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* _Pillow_: A Python image manipulation module that provides the
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features we need for scaling and composing various graphics of the
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game.
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* 'DeuTex' 5.0: Freedoom depends on features developed in this
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* _DeuTex_ 5.0: Freedoom depends on features developed in this
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version of DeuTex and will not build on earlier versions. It is
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available at https://github.com/Doom-Utils/deutex in source and
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Windows binary formats. As of July 2017, this version is very
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recent and may not be widely available in Unix distribution
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repositories yet.
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Windows binary formats.
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All or most of this software should already be available in your
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operating system's software repository, with the likely exception of
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operating system’s software repository, with the likely exception of
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DeuTex, which is easy to build.
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Building Freedoom
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@ -69,14 +67,14 @@ this document.
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Optional software
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-----------------
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* 'Git': Freedoom is developed using the Git version control system,
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* _Git_: Freedoom is developed using the Git version control system,
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the latest developments can be tracked with it.
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* 'AsciiDoc': The `*.adoc` files are all written in AsciiDoc markup,
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* _AsciiDoc_: The `*.adoc` files are all written in AsciiDoc markup,
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and it can be used to generate HTML versions of all these
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documents. This is used as part of the `make dist` target, to
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generate the `README.html` file for inclusion with official Zip
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files.
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* 'Zip': The `make dist` target uses Zip to create release archives
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* _Zip_: The `make dist` target uses Zip to create release archives
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for FreeDM, Phase 1, and Phase 2. This can also provide an easy
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way to automate generating in-development versions for other
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people.
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16
README.adoc
16
README.adoc
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@ -48,7 +48,7 @@ https://zdoom.org/[GZDoom]. This engine offers good support for
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single-player, multi-player, and the majority of mods created for both
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_Doom_ and _Freedoom_.
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On Windows, you should place _Freedoom_'s data files (those ending
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On Windows, you should place _Freedoom_’s data files (those ending
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with +.wad+) alongside the engine (eg, +odamex.exe+). On Unix-like
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systems, these data files should go in either +/usr/share/games/doom+
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or your home directory. If _Freedoom_ comes packaged as part of your
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line, or adding it to an application shortcut.
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* Use the +DOOMWADPATH+ environment variable. Many engines support
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this variable to add directories and/or files to their search
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path. The exact syntax matches your operating system's normal
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path. The exact syntax matches your operating system’s normal
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+PATH+ environment variable.
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* Rename the game files. This may be a bit crude, but you can
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rename the files to match those of _Doom_'s. This is often the
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rename the files to match those of _Doom_’s. This is often the
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easiest quick-fix, although it is normally desirable to use one of
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the above methods if possible.
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Levels for _Phase 1_ and _Phase 2_ must be compatible with any limit
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removing engine. This means that you may exceed the limits of the
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original _Doom_, but do not depend on any additional mapping features.
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Levels should be in _Doom_'s original format, not in “Hexen”-format.
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Levels should be in _Doom_’s original format, not in “Hexen”-format.
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It is a goal that future versions of _Freedoom_ will be entirely
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vanilla-compatible, not even allowing expanded limits. Keeping this
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* Try to make levels appropriately difficult for their position
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within the progression of the game. Also bear in mind that not
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all players may be as skilled a player as you.
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* Do not use tricks that exploit _Doom_'s software renderer; some
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* Do not use tricks that exploit _Doom_’s software renderer; some
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engines, especially those that use hardware accelerated rendering,
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may not render it properly. Examples of tricks to avoid include
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those used to simulate 3D bridges and “deep water” effects.
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Graphics should generally have the same color and size as the original
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_Doom_ graphics, as to remain compatible with mods. Otherwise, levels
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may end up looking like a nightmare in design. They may be
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thematically different as long as it doesn't clash.
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thematically different as long as it doesn’t clash.
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_Doom_ uses a fictional corporation abbreviated as “UAC:” this is
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trademarked by id Software and cannot be used in _Freedoom_. Instead,
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@ -212,7 +212,7 @@ patches, but keep in mind:
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for Vim (perhaps other editors, too) to automatically re-format
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text.
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* Text is kept at 72 characters wide. In Vim, you can set the
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editor to automatically insert line breaks as you're typing by
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editor to automatically insert line breaks as you’re typing by
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performing `set textwidth=72`. Special exceptions to the width
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rule might be allowed when necessary (for example, inserting long
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URLs).
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@ -252,7 +252,7 @@ You can also commit on a clone of the _Freedoom_ repository, although
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this is a technical task and it is okay to let other _Freedoom_
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maintainers to do it instead: that is our normal mode of operation.
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However, pull requests are much appreciated and you may submit them in
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any manner you wish, with GitHub's direct pull requests being the
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any manner you wish, with GitHub’s direct pull requests being the
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simplest, but by far not the only means.
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Freedoom uses the commit message style commonly seen in distributed
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@ -8,7 +8,7 @@ PORTS="doom odamex crispy-doom prboom-plus eternity gzdoom chocolate-doom"
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# Just a single argument starting the command is allowed, -p, in order
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# to explicitly set a port on the command line. -- is also supported
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# so that -p can be instead sent directly to the port's argument list.
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# so that -p can be instead sent directly to the port’s argument list.
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if [ $# -gt 0 ]; then
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if [ "$1" = "-p" ]; then
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@ -54,7 +54,7 @@ for port in $PORTS; do
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done
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done
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# If we've reached this far, no engine was successfully executed.
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# If we’ve reached this far, no engine was successfully executed.
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# print message to stderr and exit with a status of 1.
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cat <<EOF >&2
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@ -8,30 +8,30 @@ freedoom - Automatically launch Freedoom with an engine
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SYNOPSIS
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--------
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*freedoom* ['-p' 'PORT'|'--'] ['ARGS']
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*freedoom* [_-p_ _PORT_|_--_] [_ARGS_]
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DESCRIPTION
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-----------
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Freedoom is a project to create a complete free-content game based on
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the 'Doom' engine (often called “source ports” or simply “ports”),
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the _Doom_ engine (often called “source ports” or simply “ports”),
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which itself is free software. In addition, it maintains
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compatibility with 'Doom' itself and is capable of playing the wide
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compatibility with _Doom_ itself and is capable of playing the wide
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variety of modifications (“mods”) that have been released by an
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active community since 1993.
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This command is a simple shell script to assist in running Freedoom,
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which is not a game engine itself nor part of any engine project, but
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playing Freedoom should remain simple. Only accepted as the first
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argument, you may pass '-p PORT', which will run Freedoom using the
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'PORT' specified. As an alternative, you may make a symbolic link
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argument, you may pass _-p PORT_, which will run Freedoom using the
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_PORT_ specified. As an alternative, you may make a symbolic link
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named +$HOME/.doomport+ to your preferred port. A port specified on
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the command line explicitly overrides +$HOME/.doomport+, whereas the
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existence of the symbolic link will override the detection of port
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based on a hard-coded list.
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Additional arguments passed to the program, or after specifying '--'
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Additional arguments passed to the program, or after specifying _--_
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as the first option, will be passed to the engine being called. This
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can allow you to use options such as '-file' to load mods or anything
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can allow you to use options such as _-file_ to load mods or anything
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else available with the engine of choice.
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COPYRIGHT
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Loading…
Reference in New Issue