README: Etch out Boom, etch in limit removing.
Most maps in Freedoom have been converted to a limit removing target as an interim goal for 1.0’s ultimate goal of vanilla compatibility. We can stop saying Boom compatibility is required now.master
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README.adoc
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README.adoc
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@ -55,16 +55,16 @@ operating system distribution, it should already be installed into the
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proper location.
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If you wish to venture outside of Odamex, beware that _Phase 1_ and
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_Phase 2_ require a Boom-compatible engine, which is thankfully the
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majority of them, but without compatibility, some aspects of the game
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may not run properly. _FreeDM_, on the other hand, is intended to be
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playable by all variants of the _Doom_ engine.
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_Phase 2_ require a https://doomwiki.org/wiki/Limit_removing[limit
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removing] engine, which is thankfully the majority of them, but
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not all. _FreeDM_, on the other hand, is intended to be playable by
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all variants of the _Doom_ engine.
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Hopefully, your engine of choice should already be capable of running
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_Freedoom_ without extra configuration. This may not be the case,
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however, if the engine does not recognize any of the filenames for
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Freedoom, and might require manual intervention to make it so. One of
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the following options should solve it:
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_Freedoom_, and might require manual intervention to make it so. One
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of the following options should solve it:
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* Use the +-iwad+ command line parameter. For example, to play
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Phase 2, you can enter +-iwad freedoom2.wad+ either at a command
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@ -100,15 +100,15 @@ you see fit, you may redistribute it to anyone without needing to ask
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for permission, you may modify it (provided you keep the license
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intact, see `COPYING`), and you may study it--for example, to see how
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an “IWAD” is built. To facilitate this, you can get the full source
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code for Freedoom, in this case, in the form of a DeuTex tree.
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code for _Freedoom_, in this case, in the form of a DeuTex tree.
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You may read more about free software at the http://www.gnu.org/[GNU]
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and http://www.fsf.org/[Free Software Foundation] websites.
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== Contributing to Freedoom
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Contributions to Freedoom are always welcome, however there are a few
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guidelines that should be followed:
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Contributions to _Freedoom_ are always welcome, however there are a
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few guidelines that should be followed:
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=== Intellectual property
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@ -143,21 +143,22 @@ The general rules go as follows:
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=== Levels
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Levels for _Phase 1_ and _Phase 2_ should be compatible with Boom
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2.02: a _Doom_-derived engine which is a common ancestor for many
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engines today. Its extensions are even commonly reimplemented by
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engines which are not descended from Boom. This means that you may
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exceed the limits of the original _Doom_ and use features introduced
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in Boom. Do not use features that are not supported by Boom 2.02 and
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compatible engines. Levels should be in _Doom_'s original format, not
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in “Hexen”-format.
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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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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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in mind while mapping may make it easier for your level to be
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preserved. Levels requiring large amounts of modification to fit into
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vanilla limits may be discarded entirely in favor of a simple map.
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Levels for _FreeDM_ must strictly be vanilla-compatible, that is, they
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must run in the original +doom2.exe+ engine for DOS and not cause any
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visplane overflows and other such problems in the vanilla engine.
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This ensures the maximum compatibility with all _Doom_-derived
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engines, including those that do not descend from nor support Boom
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features.
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engines.
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It is sensible to also heed the following guidelines:
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@ -171,24 +172,19 @@ It is sensible to also heed the following guidelines:
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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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* Boom removes almost all of the limits on rendering; however, do
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not make excessively complicated scenes. It is desirable that
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Freedoom levels should be playable on low-powered hardware, such
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as phones and old computers.
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* For _Phase 1_ and _Phase 2_, try to test in
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http://www.teamtnt.com/boompubl/boom2.htm[Boom] towards the end of
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your level creation process, before submission. Incompatibilities
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will usually be discovered before a release, but it will help to
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be sure yourself. Since using a DOS-compatible operating system
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is uncommon these days, you may need to use
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http://www.dosbox.com/[DOSBox] or similar virtual machine software
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to run Boom.
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* While unrestricted by limits, do not make excessively complicated
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scenes. It is desirable that _Freedoom_ levels should be playable
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on low-powered hardware, such as phones and old computers.
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* For _Phase 1_ and _Phase 2_, try to test your levels in
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http://fabiangreffrath.github.io/crispy-doom[Crispy Doom], which
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is an engine that is limit removing but does not introduce mapping
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features to accidentally exploit.
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* For _FreeDM_, while you can test in the original +doom2.exe+
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engine with DOS or an emulator, this original engine is not free
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software and not legally obtainable without _Doom_, in addition to
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the hassle of merely running it.
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http://www.chocolate-doom.org/[Chocolate Doom] is a free software,
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highly-portable, and strictly-vanilla-compatible engine without
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highly-portable, and strictly vanilla-compatible engine without
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any extra features for levels, suitable for testing FreeDM.
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=== Graphics
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