diff --git a/data/common/games/doom/COPYING b/data/common/games/doom/COPYING new file mode 100644 index 000000000..f70e1e29a --- /dev/null +++ b/data/common/games/doom/COPYING @@ -0,0 +1,30 @@ +Copyright (c) 2001, 2002, 2003, 2004, 2005, 2006, 2007, 2008, 2009, 2010 +Contributors to the Freedoom project. All rights reserved. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions are +met: + + * Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright + notice, this list of conditions and the following disclaimer in the + documentation and/or other materials provided with the distribution. + * Neither the name of the freedoom project nor the names of its + contributors may be used to endorse or promote products derived from + this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS +IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED +TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A +PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER +OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, +EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, +PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR +PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF +LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING +NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + +For a list of contributors to the freedoom project, see the file +CREDITS. diff --git a/data/common/games/doom/CREDITS b/data/common/games/doom/CREDITS new file mode 100644 index 000000000..ba9475cf5 --- /dev/null +++ b/data/common/games/doom/CREDITS @@ -0,0 +1,688 @@ +F: cph +N: Colin Phipps +S: cph +E: cph@cph.demon.co.uk +W: http://www.cph.demon.co.uk/ +D: Binary lumps (playpal, colormap etc) + +F: julian +N: Julian Aubourg +S: Julian +E: julian@doomworld.com +D: Sprites, Stories, Textures + +F: mellow +S: Captain Mellow +E: captainmellow@yahoo.com +D: Textures, Music + +F: nb_nmare +N: Nick Baker +S: NightMare +E: nick@frad.org +D: Textures + +F: tarin +S: Tarin +E: tarin@paci-fist.net +D: Textures, Sprites, Website design + +F: linguica +N: Andrew Stine +S: Linguica +E: linguica@doomworld.com +D: Textures + +F: godcells +N: Emmanuel Rousseau +S: GodCells +E: Emmanuel_Rousseau@uqac.ca +D: Levels, Sprites + +F: andrewb +N: Andrew Bassett +S: andrewb +E: orangejuices@icqmail.com +D: Music + +F: ravage +S: ravage +E: dragon_69283@yahoo.com +D: Sprites + +F: archvile46 +S: archvile46 +E: pudge@att.net +D: levels + +F: tony +S: tony +E: awalker@air-internet.com +D: textures + +F: beefstupid +S: Dr. Beefstupid +E: shurkama@farts.com +D: sounds + +F: spaceforce +S: spaceforce +E: spaceforce@snohost.com +D: levels + +F: cheapalert +S: CheapAlert +S: gargoylol +E: cheapalert@gmail.com +D: graphics + +F: leileilol +S: leileilol +D: sounds, flats, sprites + +F: shadowrunner +N: Michael T. Cole +S: ShadowRunner +E: Clansr03@yahoo.com +D: levels + +F: kurt +N: Kurt Kesler +E: kesler@fidnet.com +D: sprites + +F: isle +S: Isle +E: isle_bot@hotmail.com +D: Textures + +F: ola +N: Ola Bjorling +S: Citrus +E: ukiro@ukiro.com +D: Textures + +F: zarcyb +S: ZarcyB +E: korgon_iii@hotmail.com +D: Textures + +F: diluted +S: diluted +E: shaggs2dope_00@hotmail.com +D: Textures + +F: espi +S: Espi +E: esa.repo@phnet.fi +D: (a lot of) Textures + +F: ralphis +N: Ralph Vickers +S: Ralphis +E: ralphis@slipgate.org +D: Music + +F: doom2tr +N: Doom 2 Retexturing Project +E: doom2textures@justmail.de +W: http://www.quake.cz/winclan/doom2/ + +F: sirfragsalot +S: Sir Fragsalot +E: bssrpantella@hotmail.com +D: Stories, Sprites + +F: jstepp +N: Jeremy Stepp +E: jeremystepp@hotmail.com +D: textures + +F: oblivion +N: Nicholai Main +S: Oblivion +E: uzi666@juno.com +D: levels, fog colormap + +F: kman +S: KMan +E: kman@valveworld.com +D: textures, sprites + +F: mystic +S: mystic +E: murray6@blueyonder.co.uk +D: levels + +F: jonr +N: Jon Rimmer +S: Amtiskaw +S: Jon_R +E: jonr@frad.org +W: http://destruct.alkali.org/ +D: Textures + +F: rms +N: Richard M. Stallman +E: rms@gnu.org +W: http://www.gnu.org/ +D: Thanks go to RMS for letting us use his image for the boss brain :) + +F: vicious +N: Vincent Fong +S: Vicious +E: vincentfong@freecall-uk.co.uk +D: Musics + +F: tobester +N: Toby Collins Jr. +S: tobester +E: tobester666@yahoo.com +D: Music + +F: locust +N: Andrew Francis +S: locust +E: locust@iinet.net.au +D: textures + +F: airraid +S: AirRaid +E: airraid666@yahoo.com +D: Sprites, Levels, Textures + +F: pov +N: Iikka Keranen +D: POVDoom Sprites + +F: jayextee +S: Jayextee +E: Jxt@Misery.co.uk +D: Graphics + +F: enjay +S: Enjay +E: Enjay001@hotmail.com +D: Sounds + +F: jond +N: Jon Dowland +E: spambox@alcopop.org +W: http://alcopop.org/ +D: Admin, textures, web scripts, levels, hires zealotism, sounds + +F: rancor +S: Malice Rancor +E: malicerancor@hotmail.com +D: Sprites + +F: dsells +N: Dale Sells +S: mmnpsrsoskl +E: mmnpsrsoskl@hotmail.com +D: Textures, graphics + +F: meathead +S: Meat_Head +E: Forbidden_Planet@prodigy.net +D: Textures + +F: kaiser +S: kaiser +E: kaiser@newdoom.com +D: levels + +F: slayer226 +S: Slayer226 +E: slayer226@hotmail.com +D: Textures + +F: ebola +S: Ebola +E: ebola_kaell@home.se +D: Textures, Sprites + +F: zeurkous +S: Zeurkous +E: de_zeurkous@zonnet.nl +D: Sprites, Textures + +F: fredrik +N: Fredrik Johansson +E: fredrik.johansson@gmail.com +W: http://fredrikj.net/ +D: Textures, Sprites + +F: lazer +S: Lazer +E: dafshin@mediaone.net +D: Textures, Levels + +F: lut +N: Steve Dudzik +S: Lut +E: toruonda@home.com +D: Sprites, Levels + +F: chang +N: Joseph Chang +E: jchang@optusnet.com.au +D: Sprites + +F: csabo +S: Csabo +E: wadedit@marchmail.com +D: Music + +F: draconio +S: Draconio +E: draconio2001@yahoo.com +D: Sounds + +F: mewse +N: Dave Kiddell +S: Mewse +E: umkiddel@cc.umanitoba.ca +W: http://mewse.alkali.org/ +D: Graphics, Mewse! + +F: deathmaster213 +S: Deathmaster213 +E: deathmaster213@hotmail.com +D: Art/Textures + +F: hyena +S: Hyena +E: trwhite@fgbc.org +D: Sounds, Musics, Sprites, Levels + +F: nrkn +S: Nrkn +E: nrkn@ihug.co.nz +D: Textures + +F: picklehammer +N: Tyler Pantella +S: Pickle Hammer +E: pickle_hammer@hotmail.com +D: Musics + +F: saint_of_killers +N: Alberto Bonis +S: Saint of Killers +E: alberto.bonis@libero.it +D: Sprites/Art + +F: geekmarine +S: GeekMarine +E: cooljohn@birdmail.com +D: Sprites, Sounds + +N: Tom Robinson +E: tom@alkali.org +W: http://www.junked.org/ +D: A chunk of perl code + +N: Patrick "Amarande" Kalinauskas +F: amarande +S: Amarande +E: amarande@lunasanguine.com +D: Levels + +F: cacodemon_leader +N: Sean Gauthier +S: Cacodemon Leader +E: gauthier.home@sympatico.ca +D: Levels + +F: spike +N: Luke Cama +S: Spike +E: spikeycool@hotmail.com +D: Sounds + +F: maonth +S: Shaviro +E: maonth@nautrup.com +D: Textures + +F: nightfang +S: Nightfang +E: nightfang@truelights.com +D: Sprites + +F: mdenham +S: MDenham +E: tathetriam@aol.com +D: Levels + +F: damienc +S: DamienC +E: hcapello@home.com +D: Sprites + +F: spinspyder +S: SpinSpyder +E: blcrowley@hotmail.com +D: Sprites + +F: sgtcrispy +S: SgtCrispy +E: sha_nigtha@yahoo.com +D: Sounds, levels + +F: submerge +S: Submerge +E: submerge_527@hotmail.com +D: Sounds, Sprites + +F: adamizer +S: Adamizer +E: adamizer9000@yahoo.com +D: Sprites + +N: Dan L'Ecuyer +E: dlecuyer@tbase.com +D: GENMIDI Lump + +F: ajapted +N: Andrew Apted +E: ajapted@netspace.net.au +D: Graphics, Levels, Patches, Sprites + +F: zigmund +S: Zigmund +E: z_ozwell@hotmail.com +D: Levels + +F: kinkyfriend +S: kinkyfriend +N: Patrick Westermark +E: kinkyfriend85@hotmail.com +D: Graphics + +F: railgunner +S: Railgunner +E: pcclassix@the-any-key.com +D: Sprites, Levels + +F: bastetfurry +S: bastetfurry +E: bastetfurry@nachtkatzen.de +D: Levels + +F: lurker +S: Lurker +E: ssjtrunks37@hotmail.com +D: Levels, Sprites, Sounds + +F: darkstalker +S: DarkStalker +E: darkstalker81@hotmail.com +D: Textures + +F: scubasteve +S: Scuba Steve +E: ray_stantz@hotmail.com +D: Sprites, graphics + +F: torn +N: Kim Bach +S: Torn +E: Tornthedark@hotmail.com +D: Levels + +F: cyb +N: Mike Watson +S: Cyb +E: cyb@frad.org +W: http://cyb.alkali.org/ +D: Levels, Sprites, Lumps + +N: Wouter van Oortmerssen +S: Aardappel +E: aardappel@planetquake.com +D: Conceptual Work and realisation + +N: Alex Mao +S: Arioch +E: arioch@despayre.org +D: Long term server hosting + +N: Bill Koch +S: Bloodshedder +E: bloodshedder@doomcenter.com +D: sound effects + +N: Corwin Brence +S: WildWeasel +E: wildweasel_lemon@hotmail.com +D: sound effects + +F: wildman +S: WildMan +N: Rick Clark +E: rickclark58@yahoo.com +D: Levels + +F: sargebaldy +S: sargebaldy +N: Owen Lloyd +E: lloydo@onid.orst.edu +D: levels + +F: david_a +N: David Aramant +E: david_a00@excite.com +D: Sprites + +F: silverwyvern +S: Silverwyvern +E: cindymcc@nbnet.nb.ca +D: Graphics (skies) + +F: mouse +S: mouse +S: lilwhitemouse +E: lilwhitemo@midmaine.com +D: Sprites + +F: fraggle +N: Simon Howard +S: fraggle +E: fraggle@alkali.org +W: http://www.soulsphere.org/ +D: Chief Administrator, textures, sprites + +F: joed +N: Joe Dowland +E: spambox@alcopop.org +D: sounds + +F: rellik +N: Jim McDougald +S: rellik +E: rellik_jmd@yahoo.com +D: FreeDM levels + graphics + +F: hellbent +N: Jason Root +S: hellbent +E: chesterules@yahoo.com +D: FreeDM levels + +F: dolorous +N: David Lawrence Ramsey +S: dolorous +E: pooka109@cox.net +D: sounds + +F: catoptromancy +S: catoptromancy +E: catoptromancy@yahoo.com +D: Levels + +F: nthompson +S: muffins.exe +D: sounds + +F: rjy +S: RjY +D: Levels + +F: csonicgo +N: Claude A Freeman +S: CSonicGo +D: sounds + +F: thegreenherring +N: Eric Baker +E: eabaker@san.rr.com +S: The Green Herring +D: Levels + +F: hawkwind +E: hawkwinds_messages@hotmail.com +H: Hawkwind +D: Levels + +F: acc +S: acc +D: Levels + +F: siggi +S: Siggi +D: Levels + +F: zok +N: Miguel Suarez Gomez +E: thewadsfactorystaff@hotmail.com +S: Zok +D: Levels + +F: ghostlydeath +E: ghostlydeath@gmail.com +S: GhostlyDeath +D: Musics, PC Speaker sounds + +F: themistercat +N: Mark McGill-Smith +E: isbetterthanyou@hotmail.com +S: TheMisterCat +D: Musics + +F: rottking +N: Matthew Cibulas +E: rottking@sbcglobal.net +S: RottKing +D: Sounds + +F: Bank +N: Colin Kelly +E: bankthemighty@gmail.com +S: bank +D: Sounds + +F: delano +N: Delano Cuzzucoli +E: delano501@gmail.com +S: Delano +D: sprites + +F: xerent +N: Svante Ekholm +E: svante.ekholm@gmail.com +S: xerent +D: levels + +F: dabski +N: Benjamin Debski +E: benjamin.debski@gmail.com +S: dabski +D: levels + +F: stilgar +N: G. Wessner +E: masterstilgar@yahoo.com +S: Stilgar +D: sounds + +F: jute +S: Jute +E: jutemail@gmail.com +D: music + +F: wastedjamacan +D: music + +F: wesley +N: Wesley D. Johnson +E: johnson2412@usgo.net +D: levels + +F: urric +N: Ulises Lozano +S: Urric Hammersong +E: calators@hotmail.com +D: sprites + +F: malinku +N: Andrew Rehberger +E: malinku@live.com +S: Malinku +D: levels + +F: archfile +S: Archfile +D: levels + +F: sodaholic +S: Sodaholic +D: sprites, sounds + +F: mechadon +N: Brett Harrell +S: Mechadon +E: mekaddonn@gmail.com +D: levels + +F: skib +S: skib +D: levels + +F: nivha +S: nivha +D: levels + +F: hex11 +S: hex11 +D: levels + +F: protox +N: Luiz Henrique Gasparin Jerônimo +S: Protox +E: wad_beta@hotmail.com +D: levels + +F: mithran_denizen +S: Mithran Denizen +D: sprites + +F: z86 +S: Z86 +D: sprites + +F: horncomposer +N: Matt Cadirao +S: horncomposer +D: genmidi instruments + +F: baronofstuff +S: BaronOfStuff +D: sprites + +F: paar +N: Josef Šustek +S: Paar +E: sustek.josef@gmail.com +D: levels diff --git a/data/common/games/doom/DOOM1.WAD b/data/common/games/doom/DOOM1.WAD new file mode 100644 index 000000000..1a58f6627 Binary files /dev/null and b/data/common/games/doom/DOOM1.WAD differ diff --git a/data/common/games/doom/DOOMRC.TXT b/data/common/games/doom/DOOMRC.TXT new file mode 100644 index 000000000..e68e1c988 --- /dev/null +++ b/data/common/games/doom/DOOMRC.TXT @@ -0,0 +1,37 @@ +mouse_sensitivity 5 +sfx_volume 8 +music_volume 8 +show_messages 1 +key_right 174 +key_left 172 +key_up 173 +key_down 175 +key_strafeleft 44 +key_straferight 46 +key_fire 157 +key_use 32 +key_strafe 184 +key_speed 182 +use_mouse 1 +mouseb_fire 0 +mouseb_strafe 1 +mouseb_forward 2 +use_joystick 0 +joyb_fire 0 +joyb_strafe 1 +joyb_use 3 +joyb_speed 2 +screenblocks 10 +detaillevel 0 +snd_channels 16 +usegamma 0 +chatmacro0 "No" +chatmacro1 "I'm ready to kick butt!" +chatmacro2 "I'm OK." +chatmacro3 "I'm not looking too good!" +chatmacro4 "Help!" +chatmacro5 "You suck!" +chatmacro6 "Next time, scumbag..." +chatmacro7 "Come here!" +chatmacro8 "I'll take care of it." +chatmacro9 "Yes" diff --git a/data/common/games/doom/README.html b/data/common/games/doom/README.html new file mode 100644 index 000000000..2aa5ed464 --- /dev/null +++ b/data/common/games/doom/README.html @@ -0,0 +1,962 @@ + + + + + +Freedoom + + + + + +
+
+
+

Freedoom is a project to create a complete Doom II-compatible IWAD file +which is Free Software.

+

The IWAD file is the file used by Doom which contains all the game data +(graphics, sound effects, music, etc.). While the Doom source code is +Free, you currently still need one of the proprietary IWAD files from id +in order to play Doom. Freedoom aims to create a Free alternative. +Combined with the GPL-licensed Doom source code this will result in a +complete Free Doom-based game.

+

For more information, see http://freedoom.github.io/.

+
+
+
+

What “Free Software” means

+
+

When we speak of Free Software, we refer to the software movement in +which your freedoms to use, copy, modify, and study it are ensured. For +example, you may freely use Freedoom 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 COPYING), and +you may study it — for example, to see how a Doom IWAD is built. To +facilitate this, you can get the full source code (here, in the form of +a DeuTex tree) for Freedoom.

+

You may read more about Free Software at the GNU +and Free Software Foundation websites.

+
+
+
+

Contributing to Freedoom

+
+

Contributions to Freedoom are always welcome, however there are a few +guidelines that should be followed:

+
+

Intellectual Property

+

We know people hate legalese, but this is important. This applies to +everything which is submitted.

+

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:

+
    +
  • +

    +Everything you submit must be 100% your own work. You must not base + upon resources from Doom or any other game. You may not even rip + textures from WADs you have downloaded (if you find a WAD with + textures in which look useful, let us know — that way, we can + contact the author). +

    +
  • +
  • +

    +Do not simply copy the original resources. Where possible, try to + make an effort to make the new versions look visibly different from + the originals. +

    +
  • +
  • +

    +Be especially careful of “free texture” (or “free sound” or + “free graphic”) 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 on GNU/Linux CDs + (which are sold — “a commercial use”). +

    +
  • +
  • +

    +The main exception is that you may of course reuse anything in the + Freedoom source tree. In fact, this is encouraged, as reusing + material will give the WAD a more consistent feel. +

    +
  • +
+
+
+

Levels

+

Levels should be in Boom format; you may exceed the limits of Vanilla +Doom and use Boom features; however, do not use features that are not +supported by Boom 2.02 and compatible ports. Levels should be in Doom’s +original format, not in “Hexen” format.

+

It is sensible to also heed the following guidelines:

+
    +
  • +

    +Make sure that skill levels are implemented, and that all + multiplayer start points are present. +

    +
  • +
  • +

    +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. +

    +
  • +
  • +

    +Do not use tricks that exploit Doom’s software renderer; some source + ports, 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. +

    +
  • +
  • +

    +Boom removes almost all of the limits on rendering; however, do not + make excessively complicated scenes. It is desirable that Freedoom + levels should be playable on old or low-powered hardware. +

    +
  • +
  • +

    +Always test in Boom + itself rather than a derivative such as PrBoom. This ensures that + your levels really are Boom-compatible rather than using any extra + features. As DOS is rather rare these days, you may not have a + system which can run Boom natively, so you may use either + DOSBox or FreeDOS. +

    +
  • +
+
+
+

Graphics

+
    +
  • +

    +Graphics should be the same color and size as the originals to + remain compatible with PWADs (otherwise, they may end up looking + like a mess). They cannot use the Doom font. +

    +
  • +
  • +

    +Textures should be the same dimensions as the originals. They + should be similar but not identical (to avoid IP infringement) —  in fact, they should be as different as possible while keeping to + the general theme of the texture. As mentioned above, try to make + a conscious effort to make the textures visibly different from the + originals. Critically, the textures should tile in the same way as + the originals. +

    +
  • +
  • +

    +Some textures contain the letters UAC or references to UAC; this is + an intellectual property of id Software (trademarked). Instead, use + the letters AGM in your textures. +

    +
  • +
  • +

    +Sprites should be roughly the same size and shape, but different to + the originals. Doom monsters are id’s intellectual property (which + means no imps, cyberdemons, etc). The new monsters will behave the + same way as the originals, but will be totally new. +

    +
  • +
+
+
+

Documentation

+

Freedoom always needs help with the documentation, so please send your +patches, but keep in mind:

+
    +
  • +

    +We use AsciiDoc for writing the + documentation. AsciiDoc is a simple plaintext-based format which is + simple to read and write in its source form, and makes pretty HTML + documents out of them (it also supports other formats like + DocBook/PDF/manual pages…). +

    +
  • +
  • +

    +Headers are formated in a wiki-style format, this makes it easier + for Vim (perhaps other editors, too) to automatically re-format + text. +

    +
  • +
  • +

    +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 + set textwidth=72. Special exceptions to the width rule might be + allowed when necessary (for example, inserting long URLs). +

    +
  • +
+
+
+

Submitting your work

+

TODO: Figure out the best method of doing this. This mainly requires +time to see what works best.

+

If you use git, make sure your commit messages start with a single +line, under 72 characters, which provides an adequate summary of your +changes. You should prefix this line with the component you are commit +(for example, “map17: fixed unbeatable map”). This should be +followed by a blank line and more explanation if it’s needed (for +example, explaining what part of the map was broken). The commit +2013-12-20T16:06:55Z!rjy@users.sourceforge.net shows a good example of +a well-structured commit message.

+

You should commit often; each important change should get its own +commit, but minor changes need not. Take advantage of git’s ability to +rewrite history, don’t use git revert on your private copy of the +repository, just remove (git reset) or amend (git commit --amend) +the faulty commit as necessary. Leave all the interesting and important +history bits, leave out stupid mistakes like spell check errors.

+
+
+
+
+

+ + + diff --git a/data/common/games/doom/doom b/data/common/games/doom/doom new file mode 100644 index 000000000..8e5c05aca Binary files /dev/null and b/data/common/games/doom/doom differ diff --git a/data/common/games/doom/readme.txt b/data/common/games/doom/readme.txt new file mode 100644 index 000000000..138c67b5b --- /dev/null +++ b/data/common/games/doom/readme.txt @@ -0,0 +1,5 @@ +Doom alpha 4.1 + +Èãðû ñîõðàíÿþòñÿ â óñòàíîâî÷íóþ ïàïêó (íàïðèìåð /hd0/2/doom/ +×òîáû ñîõðàíèòü èãðó ðàçäåë äîëæåí áûòü äîñòóïåí äëÿ çàïèñè (FAT32) +