FreeDOOM READMEIMPORTANT: You MUST read this file before submitting anything to the project as it contains important information. Intellectual PropertyWe know most people hate legalese, but this is important. This applies to everything which is submitted - all the graphics, sprites, textures and sounds. You must be incredibly careful when basing on existing graphics or sounds. Most doom projects are incredibly lax on reusing intellectual property - 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. The general rules go as follows:
GraphicsThis refers to all the flat graphics which are used in the game - the status bar, font, menu graphics etc. Graphics should be the same colour and roughly the same size as the originals. They should not use the doom font. TexturesOur current main aim is to replace all of the Doom 2 Textures. Before starting work, check patches_list and flats_list for the status of the patches (wall textures) and flats (floor/ceiling textures). If there are textures you particularly want to do then email fraggle who can edit the list files marking you as "assigned" to those textures (to stop duplicated efforts). The textures should be the same dimensions as the originals. They should be similar to the originals but not identical (to avoid IP infringement) - infact they should be as different as possible while keeping to the general theme of the texture. Critically, they should tile the same (for example, in a brick texture, the cement lines should be in the same place). Some textures contain the letters UAC or references to the UAC. This is a intellectual property of id (trademarked). Instead, use the letters AGM in your textures. One thing we want to do while remaking these textures is to create high- res versions - in the future doom ports may be made which support high resolution textures and we may be able to use the high res versions. It is advised that you work in double resolution (twice the size) and 16-bit colour, and scale down your images (although you are not required to work this way, and may simply work in the original low resolution if you wish). If you submit high resolution textures, modify their name to reflect their status, eg. mwall4_2_2x.gif (double resolution), mwall4_2_full.png (true colour 16-bit version), mwall4_2_full2x.png (double resolution, true colour). True colour versions should be in .png format (.gif only supports 256 colours). Crucially you should always make sure that you test your new textures in the game before you submit them as this may reveal glaring errors (wrong brightness or not tiling properly for example). SpritesBefore starting work, be sure to check sprites_list to stop duplicated work. If you want to do one sprite in particular, email fraggle and ask to be assigned to that sprite. If you want to do a sprite with a large number of frames (eg. a monster) then you should definitely do this. Monsters should be roughly the same size and shape, but different to the originals. The doom monsters are ids intellectual property (which unfortunately means no imps, cyberdemons etc :( ). The new monsters will behave in the same way as the originals, but will be totally new. SoundsBefore submitting new sounds, be sure to check sounds_list to avoid duplicated effort. If you want to make one sound in particular then email fraggle and asked to be "assigned" to that sound. LevelsWe need replacements for all of Doom2's 32 levels. The levels should follow the Doom storyline and level names (these are defined in the exe and cannot be changed). If you want to make a level, it is highly suggested that you email fraggle and ask to be allocated to that level so that we know you are working on it and to avoid duplications. You can check the status of the levels here. While working on levels it is useful if you periodically upload your latest version so that other people can follow your progress - it makes the project feel more lively if we can see the levels as they develop. You are under no obligation to do this of course, but it is suggested. You may use BOOM effects in your levels and take advantage of the lack of limits that this provides, as almost all modern ports support BOOM editing options. However, you may not use any other port specific options (zdoom, edge etc features). Guidelines: You do not HAVE to follow these but it is appreciated if you consider them:
MusicsBefore submitting musics, be sure to check The musics list file to avoid duplication. At this stage it probably doesnt matter which level your music is used on, as we probably will have to reshuffle the musics later on to fit the level themes better. SubmittingTo submit something to FreeDOOM, place it in a .zip file along with a text file containing your name and email address and upload it to ftp.despayre.org/incoming/freedoom/. Note: If you are not experienced with using FTP you may want to read this document, a short explanation of how to upload your submissions to the FreeDOOM FTP :)
It almost goes without saying, but everything submitted must be free. To clarify:
Following ProgressBe sure to check the FreeDOOM message board every now and then to see what is happening. If you have any problems or queries then feel free to ask on there or email fraggle. You can follow the progress of textures here We build new wad(s) at least once daily as new material is submitted. At the time of writing we have 2 wads containing new sounds and graphics. As the project grows this will be divided up more (sprites wad, texture wad, sounds wad etc.). You can download the files here. |