BUILD-SYSTEM: Update to current state of the project

Some directory names changed, we don't build resource WADs anymore,
cpp variables changed to PHASE1 and PHASE2.
master
Mike Swanson 2019-09-01 18:49:58 -07:00
parent a31450f5b9
commit 40f9cbf0d6
1 changed files with 26 additions and 31 deletions

View File

@ -51,8 +51,8 @@ following diagram illustrates the process:
The following are the resulting WAD files generated by the build
system:
* +freedoom1.wad+: Phase 1, the _Ultimate Doom_ IWAD file.
* +freedoom2.wad+: Phase 2, the _Doom II_ IWAD file.
* +freedoom1.wad+: Phase 1, the _Ultimate Doom_-compatible IWAD file.
* +freedoom2.wad+: Phase 2, the _Doom II_-compatible IWAD file.
* +freedm.wad+: FreeDM IWAD file, containing deathmatch levels
== Source configuration files
@ -71,9 +71,8 @@ The +buildcfg.txt+ file is processed using a Python script named
tool (C Preprocessor). Variables are defined on the command line,
based on the type of output target desired:
* +DOOM2+: Build for a Doom II WAD.
* +DOOM1+: Build for a Doom I WAD.
* +ULTDOOM+: Include episode four levels.
* +PHASE1+: Build for the Phase 1 IWAD.
* +PHASE2+: Build for the Phase 2 IWAD.
=== Texture configuration file (+lumps/textures/textures.cfg+)
@ -83,20 +82,19 @@ patch names) and +texture2.lmp+ (Doom I only). They are generated
by the +build-textures+ script; deutexs internal texture builder
is deliberately not used for compatibility reasons.
Similarly to the build configuration file, different textures are
included depending on the output WAD type. The file is passed through
the +simplecpp+ script to include the appropriate textures. Command
line variables are defined based on the desired build settings:
Unlike ids Doom games, Freedoom includes nearly every texture
possible in all three of its IWADs. There are a handful of textures
that must differ between Phase 1 and 2 for compatibility with Doom 1
and 2 mods, since their definitions changed in the Doom games. We
also include logo textures for FreeDM levels. The file is passed
through the +simplecpp+ script to account for the variant textures.
Command line variables are defined based on the desired build
settings:
* +DOOM1+: Include textures that only exist in Doom I.
* +DOOM2+: Include textures that only exist in Doom II.
* +ULTDOOM+: Include textures that only exist in Ultimate Doom.
* +DOOM1_VERSIONS+: Include textures in Phase 1 that would conflict
with Phase 2.
* +FREEDM+: Include textures that are needed for FreeDM.
Note that +DOOM1+ and +DOOM2+ are not mutually exclusive, and the
default for a Doom II build is to include all of the textures for
both.
== Generated files
The following files are generated automatically by automated scripts
@ -118,8 +116,8 @@ configurations for each IWAD file.
[frame="topbot",grid="none",options="header"]
|===============================================================
| Subdirectory | WAD File | CPP Variables
| +lumps/textures/phase1/+ | +freedoom1.wad+ | DOOM1, ULTDOOM
| +lumps/textures/phase2/+ | +freedoom2.wad+ | DOOM1, DOOM2
| +lumps/textures/phase1/+ | +freedoom1.wad+ | PHASE1
| +lumps/textures/phase2/+ | +freedoom2.wad+ | PHASE2
| +lumps/textures/freedm/+ | +freedm.wad+ | FREEDM
|===============================================================
@ -135,9 +133,8 @@ WAD files that are built:
[frame="topbot",grid="none",options="header"]
|===============================================================
| Filename | WAD File | CPP Variables
| +wadinfo.txt+ | Resource WAD files | DOOM2
| +wadinfo_phase1.txt+ | +freedoom1.wad+ | DOOM1, ULTDOOM
| +wadinfo_phase2.txt+ | +freedoom2.wad+ | DOOM2
| +wadinfo_phase1.txt+ | +freedoom1.wad+ | PHASE1
| +wadinfo_phase2.txt+ | +freedoom2.wad+ | PHASE2
| +wadinfo_freedm.txt+ | +freedm.wad+ | FREEDM
|===============================================================
@ -180,19 +177,17 @@ It reads level names from the dehacked lumps.
=== +playpal.py+
Found in +lumps/cph/misc-lumps+, this script builds the +PLAYPAL+
lump which contains the 256-color palettes used for special
effects (injured “red” flash, the green “radiation suit” effect,
etc.)
Found in +lumps/playpal+, this script builds the +PLAYPAL+ lump which
contains the 256-color palettes used for special effects (injured
“red” flash, the green “radiation suit” effect, etc.)
=== +colormap.py+
Found in +lumps/cph/misc-lumps+, this script builds the +COLORMAP+
lump that is used for the diminished lighting within the game.
This script is also reused to generate additional colormaps that
can be used for special effects. It has a number of command line
options that allow it to do various different colorizing and
“fog” effects.
Found in +lumps/colormap+, this script builds the +COLORMAP+ lump that
is used for the diminished lighting within the game. This script is
also reused to generate additional colormaps that can be used for
special effects. It has a number of command line options that allow it
to do various different colorizing and “fog” effects.
=== +mkgenmidi+