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Documentation: Setting up Amethyst for the readme
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skyjake committed Jan 20, 2012
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3 changes: 3 additions & 0 deletions doomsday/doc/.gitignore
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doomsday.6
Readme.rtf
readme.txt
10 changes: 10 additions & 0 deletions doomsday/doc/Makefile
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sources := $(wildcard *.ame)

doomsday.6: $(sources)
amethyst -dMAN -dUNIX -odoomsday.6 readme.ame

Readme.rtf: $(sources)
amethyst -dRTF -dMACOSX -oReadme.rtf readme.ame

readme.txt: $(sources)
amethyst -dTXT -dWIN32 -oreadme.txt readme.ame
9 changes: 9 additions & 0 deletions doomsday/doc/bugs.ame
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@chapter{ Known issues }

Doomsday is a work in progress, so there usually is a number of known issues
that will be addressed in the future.

@deflist{
@item{SourceForge Bug Tracker} The official place to report new bugs and browse the existing reports.
@item{Multiplayer Issues} There is a to-do list of known @link{http://skyjake.fi/dl/multiplayer.txt}{multiplayer issues and needed enhancements} maintained by @link{http://dengine.net/dew/index.php?title=User:Skyjake}{skyjake}.
}
39 changes: 39 additions & 0 deletions doomsday/doc/credit.ame
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@chapter{ Acknowledgements }

@a{acks}
@strong{id Software} created DOOM and then released its source code.

@strong{Raven Software} created Heretic and Hexen and released their source
code.

@strong{Jaakko Keränen} started the Doomsday Engine project and is the lead
developer in the Deng Team.

@strong{Daniel Swanson} is a developer and lead graphics artist in the Deng
Team, contributor to the @link{http://dengine.net}{dengine.net} website
implementation, and former maintainer of the jDoom Resource Pack.

@strong{Dave Gardner} is a member of the Deng Team, maintainer of
high-resolution texture packs, and contributor to the
@link{http://dengine.net}{dengine.net} website implementation.

@strong{Abbs} maintained the jDoom model pack and did wonderful work on the
models and particle effects.

@strong{Anton Rzheshevski} (aka Cheb) created player weapon 3D models and
other MD2 modifications/enhancements, maintained the jDoom model pack and
wrote KickStart version 2.

@strong{Greg Fisk} (Slyrr) authored many excellent 3D models for jHeretic.

@strong{Daniel Norton} created detail textures for jDoom.

@strong{Graham Jackson} helped with the source code, fixed Doom bugs and did a
lot of testing.

@strong{David Jarvis} did early network testing with jDoom and jHeretic and
generously contributed essential computer hardware components.

@strong{Andrew Apted} wrote @link{glBSP}{http://glbsp.sourceforge.net/}.

@strong{William Mull} hosted the project's websites for many years.
7 changes: 7 additions & 0 deletions doomsday/doc/environment.ame
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@chapter{ Environment }

The following environment variables are recognized by Doomsday.

@deflist{
@item{DOOMWADDIR} DOOM WAD directory.
}
13 changes: 13 additions & 0 deletions doomsday/doc/files.ame
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@chapter{ Files }

@ifdef{MACOSX}{
@include{macfiles}
}
@else{
@ifdef{MAN}{
@include{unixfiles}
}
@else{
@include{winfiles}
}
}
2 changes: 0 additions & 2 deletions doomsday/doc/intro.ame
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@chapter{ Introduction }
@include{introbrief}

@include{features}
8 changes: 8 additions & 0 deletions doomsday/doc/introduction.ame
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@ifdef{MAN}{
@include{unixintro}
}
@else {
@toc
@include{intro}
}
@include{features}
1 change: 1 addition & 0 deletions doomsday/doc/macfiles.ame
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Description of files and folders for Mac OS X.
30 changes: 30 additions & 0 deletions doomsday/doc/network.ame
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@chapter{ Networking }

Doomsday uses both TCP and UDP for making network connections. If you
are behind a firewall or you are using NAT, you must make sure that
other computers are able to send network packets to your computer.
This entails opening the appropriate incoming TCP/UDP ports on your
firewall and/or configuring the NAT so that the correct ports are
routed to your computer.

All the TCP/UDP ports that Doomsday will use (in a basic setup where
there is either one server or one client on a computer) are visible in
the network setup screens. The corresponding console variables are
@var{net-port-control} (TCP) and @var{net-port-data} (UDP).

@section{Server settings}

The server uses one TCP port for listening to incoming connections. By
default this is 13209 (setting the port to zero will mean 13209 will
be used instead). This port must be open for incoming TCP traffic.

The server also uses one UDP port of listening to incoming data
messages from the clients. By default this is port 13209 (the same
number as with TCP). This port must be open for incoming and outgoing
UDP traffic.

@section{Client settings}

The client uses one UDP port for data messages. By default this is
13209 (just like the server). This port must be open for incoming and
outgoing UDP traffic.
47 changes: 47 additions & 0 deletions doomsday/doc/plugins.ame
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@chapter{ Plugins }

@section{ glBSP map loader }

It is no longer necessary to run glBSP manually on WAD files because
Doomsday now includes glBSP as a plugin that is run automatically when
needed. The glBSP source code is from version 1.96.

The following console variables control how dpMapLoad works:

@deflist{
@item{ @var{bsp-build} }
This is the master switch that either enables or disables the map loader
plugin. If set to zero, GL BSP data is read from any loaded GWA files and
the glBSP builder in the plugin is not used.

@item{ @var{bsp-cache} }
Determines if cached BSP data from the @file{bspcache} directory should
be used if it passes the last modification time test. If set to one,
any suitable data from the @file{bspcache} directory is loaded and no new
data needs to be calculated. If set to zero, the plugin will always
calculate new BSP data and store it in the cache.

@item{ @var{bsp-factor} }
Sets the cost glBSP assigns to seg splits. The default value is 7.
}

The generated GL BSP data is stored in the @file{bspcache} directory.
There are subdirectories for each game mode and WAD. You are free to
delete the cache directory at any time.


@section{ Dehacked patches }

Most features of Dehacked are supported by Doomsday's Dehacked reader.
The loader will print a message during startup if an unsupported
feature is used.

Let's say you have the Dehacked patch @file{file.deh} in your runtime
directory. Then you can use the command line option
@opt{-deh file.deh} to load it at startup.

If a lump named @file{DEHACKED} is found in a WAD, it will be
automatically applied when the WAD is loaded. Normally only the last
@file{DEHACKED} lump is used if a lump with that name is found
in multiple WADs. Use the option @opt{-alldehs} to make the engine
apply all found @file{DEHACKED} lumps.
175 changes: 9 additions & 166 deletions doomsday/doc/readme.ame
Expand Up @@ -6,171 +6,14 @@

@begin

@ifdef{MAN}{
@include{unix}
}
@else {
@toc

@include{intro}
}

@include{gamemodes}

@include{introduction}
@include{documentation}

@include{gamemodes}
@include{files}
@include{environment}
@include{network}
@include{resources}


@chapter{ Plugins }

@section{ glBSP map loader }

It is no longer necessary to run glBSP manually on WAD files because
Doomsday now includes glBSP as a plugin that is run automatically when
needed. The glBSP source code is from version 1.96.

The following console variables control how dpMapLoad works:

@deflist{
@item{ @var{bsp-build} }
This is the master switch that either enables or disables the map loader
plugin. If set to zero, GL BSP data is read from any loaded GWA files and
the glBSP builder in the plugin is not used.

@item{ @var{bsp-cache} }
Determines if cached BSP data from the @file{bspcache} directory should
be used if it passes the last modification time test. If set to one,
any suitable data from the @file{bspcache} directory is loaded and no new
data needs to be calculated. If set to zero, the plugin will always
calculate new BSP data and store it in the cache.

@item{ @var{bsp-factor} }
Sets the cost glBSP assigns to seg splits. The default value is 7.
}

The generated GL BSP data is stored in the @file{bspcache} directory.
There are subdirectories for each game mode and WAD. You are free to
delete the cache directory at any time.


@section{ Dehacked patches }

Most features of Dehacked are supported by Doomsday's Dehacked reader.
The loader will print a message during startup if an unsupported
feature is used.

Let's say you have the Dehacked patch @file{file.deh} in your runtime
directory. Then you can use the command line option
@opt{-deh file.deh} to load it at startup.

If a lump named @file{DEHACKED} is found in a WAD, it will be
automatically applied when the WAD is loaded. Normally only the last
@file{DEHACKED} lump is used if a lump with that name is found
in multiple WADs. Use the option @opt{-alldehs} to make the engine
apply all found @file{DEHACKED} lumps.



@chapter{ Networking }

Doomsday uses both TCP and UDP for making network connections. If you
are behind a firewall or you are using NAT, you must make sure that
other computers are able to send network packets to your computer.
This entails opening the appropriate incoming TCP/UDP ports on your
firewall and/or configuring the NAT so that the correct ports are
routed to your computer.

All the TCP/UDP ports that Doomsday will use (in a basic setup where
there is either one server or one client on a computer) are visible in
the network setup screens. The corresponding console variables are
@var{net-port-control} (TCP) and @var{net-port-data} (UDP).

@section{Server settings}

The server uses one TCP port for listening to incoming connections. By
default this is 13209 (setting the port to zero will mean 13209 will
be used instead). This port must be open for incoming TCP traffic.

The server also uses one UDP port of listening to incoming data
messages from the clients. By default this is port 13209 (the same
number as with TCP). This port must be open for incoming and outgoing
UDP traffic.

@section{Client settings}

The client uses one UDP port for data messages. By default this is
13209 (just like the server). This port must be open for incoming and
outgoing UDP traffic.



@chapter{ Known issues }

@list{
@item The list of reported bugs is on the
@link{deng Project page on SourceForge}{http://sourceforge.net/projects/deng/}.

@item Display color adjustments (gamma, contrast, brightness) are
currently not functional in Linux.

@item The FMOD library has been known to cause problems on some systems.
If you experience sudden crashes or lock-ups, try the @opt{-nofmod}
option. It may also be helpful to disable MIDI music entirely
with the @opt{-nomusic} option.

@item Software gamma doesn't affect MD2 skins. Use hardware gamma
correction (@var{vid-gamma}, @var{vid-contrast}, @var{vid-bright})
instead.
}



@chapter{ Acknowledgements and thanks }

@a{acks}
@strong{id Software}, for creating DOOM and then releasing its source code.

@strong{Raven Software}, for creating Heretic and Hexen and then releasing their source code.

@strong{Daniel Swanson}, for maintaining the jDoom Resource Pack and creating the Doomsday Engine logo.

@strong{Abbs}, for maintaining the jDoom model pack and doing wonderful work on the models and particle effects.

@strong{Anton Rzheshevski} (aka Cheb), for player weapon 3D models and
other MD2 modifications/enhancements, maintaining the jDoom model
pack and writing KickStart version 2.

@strong{Greg Fisk} (Slyrr), for many excellent 3D models for jHeretic.

@strong{Daniel Norton}, for the jDoom detail textures.

@strong{Graham Jackson}, for helping me with the source code, fixing some Doom bugs and doing a lot of testing.

All authors of the MD2 models and definition files (see the readme files
under @file{ Md2\ } for more detailed info).

@strong{David Jarvis}, for doing network testing with jDoom and jHeretic and
generously contributing essential computer hardware components! :-)

@strong{Andrew Apted}, for @link{glBSP}{http://glbsp.sourceforge.net/}.

@strong{William Mull}, for hosting the j-sites and bearing with me.

@strong{James Bunting} and @strong{Patrick Farrell}, for providing FTP space for the Doomsday project.

@strong{Darin Petersen}, for the very useful MD2 export tool QTiP.

People who have sent bug reports. One can't expect me to keep coding this
thing and test every possible level in case something has broken down...
(Did you know that Doom, Heretic and Hexen combined have over 220
'official' levels?) By sending bug reports you can be sure I'll at least
try to fix it some day. :-)

People who have sent ideas for new features. My goal is not to create the
most feature-packed, super-customizable FPS extravaganza but to have ports
of Doom, Heretic and Hexen that play right and look nice, so I might not
think of something you'd very much like to see.

All DOOM / Heretic / Hexen fans, for keeping these excellent games alive.
Keep on playing!
@include{plugins}
@include{bugs}
@include{author}
@include{credit}
1 change: 1 addition & 0 deletions doomsday/doc/unixfiles.ame
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Description of files and folders for UNIX.
8 changes: 3 additions & 5 deletions doomsday/doc/unix.ame → doomsday/doc/unixintro.ame
Expand Up @@ -2,7 +2,7 @@ $ Unix manual page: Unix-specific main portion of the readme.

@chapter{Synopsis}

$ Brief listing of the possible command line options.
$ Brief listing of common command line options.

@toc

Expand All @@ -14,7 +14,5 @@ $ Brief listing of the possible command line options.
$ Descibe the options in the Synopsis.

More command line options are listed in the
@link{http://dengine.net/dew/index.php?title=Command_line_options_reference}{Options Reference}
in the Doomsday Engine Wiki.

@include{features}
@link{http://dengine.net/dew/index.php?title=Command_line_options_reference}{Options
Reference} in the Doomsday Engine Wiki.
2 changes: 2 additions & 0 deletions doomsday/doc/winfiles.ame
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Description of files and folders for Windows.

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