qev's local LibreQuake demo LibreQuake v0.09-beta Lite: https://github.com/lavenderdotpet/LibreQuake/releases/download/v0.09-beta/lite.zip Upstream source (including qcsrc/): https://github.com/lavenderdotpet/LibreQuake/tree/v0.09-beta pop.lmp generator source: https://github.com/MissLavender-LQ/pop.lmp_generator pak0.pak and pak1.pak are unchanged upstream archives. pak2.pak is generated by qev's scripts/make-test-encounter.mjs. It reuses LibreQuake lq_e0m1 geometry and changes entity placement to one player, one grunt, and a nearby health pickup. It is not an original qev arena. No original proprietary Quake assets are included. The assets have multiple licenses, including BSD-3-Clause and GPL-2.0-or-later. Keep these notices and provide corresponding GPL sources when redistributing. This setup is for a local development demo, not a public release package. ===== Upstream docs/README-IMPORTANT-LICENCE-INFO ===== This project contains files under multiple different licenses. Please read the below files for the relevant licensing info. Please make sure you understand the licences before using in your projects! [bsd3] https://www.tldrlegal.com/license/bsd-3-clause-license-revised [gpl2] https://www.tldrlegal.com/license/gnu-general-public-license-v2 bsd3 is permissive and is what all the models textures and sounds are under gpl2 is more restrictive and just applies to the quakec, progs.dat and pop.lmp docs/COPYING [BSD3 Licence] docs/freedoom-docs/COPYING.adoc [BSD3 Licence] docs/misc-docs/LibreProgsDeluxe.md [GPL2 Licence] docs/misc-docs/pop.lmp.md [GPL2 Licence] docs/misc-docs/COPYING [GPL2 Licence] ===== Upstream docs/COPYING ===== Copyright © 2019-2023 Contributors to the LibreQuake 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 LibreQuake 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 LibreQuake project, see the file CREDITS. For a list of resources used in the LibreQuake project, see the directory docs ===== Upstream docs/CREDITS ===== # Credits # credit template N: RealName S: ScreenName P: Pronouns D: Discord G: Github E: Email W: Website C: Contributions L: License [bsd3(same as lq) or cc0] S: Rhoq D: rhoq E: smgorden@gmail.com C: textures N: Arthur Biver S: aDaya D: .adaya5924 G: https://github.com/adaya E: biver.arthur@gmail.com W: https://biverarthur.wixsite.com/portfolio C: Models, Textures, Sounds S: fw D: frwthr C: Maps N: James Greenwood S: Greenwood D: greenwoodquake E: padregreenwood@gmail.com W: https://alkalinequake.wordpress.com/ C: Textures, Maps N: Emberlynn Bland S: Ember P: she/they D: itsember G: https://github.com/deertears C: Teleport Sounds N: Calvin Martinez S: ZungryWare D: zungryware G: https://github.com/Zungrysoft E: ZungrySoftEntertainment@gmail.com W: https://zungrysoft.github.io C: Programming, Models, Animation, Maps, Textures, Management N: Silja Midsummer S: MissLavender P: she/they D: misslavender_lq G: https://github.com/MissLavender-LQ/LibreQuake E: MissLav@protonmail.com W: https://misslavender.neocities.org/ C: textures, models, sounds, configs, management N: Azure Midsummer S: Millenia3D P: she/they D: millenia3d G: https://github.com/azure-midsummer W: https://millenia3d.net C: Models, Textures S: Futuretime23 D: futuretime23 G: https://github.com/Futuretime23 W: https://www.youtube.com/@Futuretime23 C: Music N: James Lewis S: therektafire D: therektafire#6910 G: https://github.com/TheRektafire E: therektafire@gmail.com C: Maps, maphacks, sounds S: Beak D: beakmeister C: textures (brick0) S: giwake P: they/them D: giwake G: https://github.com/giwake E: gabriel.isaac.wake@gmail.com C: sound, models S: Nolcoz D: nolcoz G: https://github.com/Nolcoz E: nolcozctm@gmail.com C: Models, Animation, Maps, Textures S: Squid V. D: squidvicious. C: Level textures N: Jack Folkner S: Diplodokus D: diplodokus G: https://github.com/diplodocus03 C: sound S: Markie Music D: markiemusic G: https://github.com/MarkieMusic E: mikedm92@gmail.com W: https://www.markiemusic.com/ C: sound, music N: Jack Perkins S: dantescanline D: dantscan C: readme, animation S: FK/Rat D: vanillatherabbit C: Art L: Public Domain S: Ashat Maself D: ashatmaself C: Sound effects N: Marcel Schubert S: Mr. M D: mister_m._ C: models, concept art (ammo) L: Public Domain S: ValhaHazred D: valhahazred W: https://www.deviantart.com/valhahazred C: Concept art N: Cass Python S: Owly P: she/they D: jan cass#2262 G: https://github.com/DynTylluan W: https://owly.fans C: README file N: Rob S: EGO DEATH P: he/him D: toiletmeat W: https://twitter.com/Eg0_Death C: Concept art S: riktoi D: riktoi W: rikut441@gmail.com C: Textures L: Public Domain N: John S. Weekley S: PRIMEVAL D: jsw_primeval E: primeval667@gmail.com W: https://johnsweekley.bandcamp.com/ C: Music S: Akai P: she/they/it D: ff0064 G: https://github.com/akai-x86 E: Email W: https://en.pronouns.page/@0xAkai C: slope.map N: Mikko Uusitalo S: NewHouse D: _newhouse E: mikkou9@gmail.com W: https://twitter.com/New_House9 C: Concept art N: Ivy Bowling S: CypressImplex P: she/they G: https://github.com/MotoLegacy C: QuakeC source W: https://patreon.com/cypressimplex L: GPLv2 S: Senn D: _senn E: gabrieleduodesign2@gmail.com W: http://senn.com.br C: Sounds ===== Upstream docs/README.md =====

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LibreQuake

The *LibreQuake* project aims to create a complete, free content first-person shooter game, but *LibreQuake* by itself is just the raw material for a game. It must be paired with a compatible engine to be played. There is a massive [back catalogue](https://www.quaddicted.com), spanning over two decades, containing thousands of *Quake* levels and other modifications (“mods”) made by fans of the game. *LibreQuake* aims to be compatible with these and allows most to be played without the need to use non-free software. The engine uses a directory called `id1/`, within that directory there are two archives called `pak0.pak` and `pak1.pak`, these archives contain all the game data except the soundtrack. While the *Quake* engine source code is free, you would usually still need one of the proprietary data files from [id Software](http://www.idsoftware.com) to play *Quake*. *LibreQuake* aims to create a free alternative: combined with the GPL-licensed *Quake* source code, this results in a completely free game.

Texture examples screenshot

Weapon examples screenshot

How to Play

Since *LibreQuake* is only the game data, you will still need to download an engine (or source port). One particularly recommended by the *LibreQuake* project is [FTEQW](https://fte.triptohell.info/downloads) This engine offers great support for both singleplayer multiplayer and the majority of mods created for both *Quake* and *LibreQuake*. [vkQuake](https://github.com/Novum/vkQuake/releases), [QuakeSpasmSpiked](https://triptohell.info/moodles/qss) and [Ironwail](https://github.com/andrei-drexler/ironwail/releases) are also good options. For even more options, see the [Quake Wiki](https://quakewiki.org/wiki/Engines). Once you have downloaded an engine, paste the downloaded id1 (or lq1) folder in the same directory you put the engine executable. This is the executable you will run to start LibreQuake. If you would like to set up a LAN deathmatch game, see [docs/deathmatch-setup-guide.txt](https://github.com/lavenderdotpet/LibreQuake/blob/main/docs/deathmatch-setup-guide.txt) for more information.

What “Free” Means

When we speak of free content or software, we refer to the movement in which your freedom to use, copy, modify, and study a work is not infringed. For example, you may freely use *LibreQuake* 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. You may read more about free software at the [GNU](http://www.gnu.org/) and [Free Software Foundation](http://www.fsf.org) websites.

Other Info

Crediting information

*LibreQuake* is made up of submissions from many people all over the globe. All of them, including **you**, deserve credit! Please do not forget to provide your name and email when submitting resources.

Using Git

You can also commit on a clone of the *LibreQuake* repository, although this is a technical task and it is okay to let other *LibreQuake* maintainers to do it instead: that is our normal mode of operation. However, pull requests are much appreciated and you may submit them in any manner you wish, with GitHub’s direct pull requests being the simplest, but by far not the only means. *LibreQuake* uses the commit message style commonly seen in distributed version control systems, adopted by projects such as Linux and Git. For an explanation of this style, see [How to Write a Git Commit Message](https://chris.beams.io/posts/git-commit/). For more detailed information on the specifics of contributing to this project, see [How to Contribute to the LibreQuake Project](https://github.com/lavenderdotpet/LibreQuake/blob/main/CONTRIBUTING.md)

Libre Quake game box art rotating animation

===== Upstream docs/freedoom-docs/COPYING.adoc ===== Copyright © 2001-2023 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. ===== Upstream docs/freedoom-docs/CREDITS ===== [2023-10-07: This credits file contains entries some of which are now decades old. If you have contributed to Freedoom and want to update anything on here, please post an issue or reach out to any active maintainer!] [See the CREDITS-MUSIC file for specific track authors and titles.] N: Colin Phipps S: cph E: cph@cph.demon.co.uk W: http://www.cph.demon.co.uk/ D: binary lumps (playpal, colormap etc) N: Julian Aubourg S: Julian E: julian@doomworld.com D: sprites, stories, textures S: Captain Mellow E: captainmellow@yahoo.com D: textures, music N: Nick Baker S: NightMare E: nick@frad.org D: textures S: Tarin E: tarin@paci-fist.net D: textures, sprites, website design, levels N: Andrew Stine S: Linguica E: linguica@doomworld.com D: textures N: Emmanuel Rousseau S: GodCells E: Emmanuel_Rousseau@uqac.ca D: levels, sprites N: Andrew Bassett S: andrewb E: orangejuices@icqmail.com D: music S: ravage E: dragon_69283@yahoo.com D: Sprites S: archvile46 E: pudge@att.net D: levels S: tony E: awalker@air-internet.com D: textures S: spaceforce E: spaceforce@snohost.com D: levels S: CheapAlert S: gargoylol S: leileilol E: cheapalert@gmail.com D: graphics, sounds, flats, sprites N: Michael T. Cole S: ShadowRunner E: Clansr03@yahoo.com D: levels N: Kurt Kesler E: kesler@fidnet.com D: sprites S: Isle E: isle_bot@hotmail.com D: textures N: Ola Bjorling S: Citrus E: ukiro@ukiro.com D: textures S: ZarcyB E: korgon_iii@hotmail.com D: textures S: diluted E: shaggs2dope_00@hotmail.com D: textures S: Espi E: esa.repo@phnet.fi D: (a lot of) textures N: Ralph Vickers S: Ralphis E: ralphis@slipgate.org D: music S: Sir Fragsalot E: bssrpantella@hotmail.com D: stories, sprites N: Jeremy Stepp E: jeremystepp@hotmail.com D: textures N: Nicholai Main S: Oblivion E: uzi666@juno.com D: levels, fog colormap S: KMan E: kman@valveworld.com D: textures, sprites S: mystic E: murray6@blueyonder.co.uk D: levels N: Jon Rimmer S: Amtiskaw S: Jon_R E: jonr@frad.org W: http://destruct.alkali.org/ D: textures N: Vincent Fong S: Vicious E: vincentfong@freecall-uk.co.uk D: musics N: Toby Collins Jr. S: tobester E: tobester666@yahoo.com D: music N: Andrew Francis S: locust E: locust@iinet.net.au D: textures S: AirRaid E: airraid666@yahoo.com D: sprites, levels, textures S: Jayextee E: Jxt@Misery.co.uk D: graphics, levels S: Enjay E: Enjay001@hotmail.com D: sounds N: Jonathan Dowland E: jon+Chiew6ye@alcopop.org W: http://jmtd.net/ D: Former admin, website, FTP host and nightlies; textures; scripts; levels; hires zealotism; sounds S: Malice Rancor E: malicerancor@hotmail.com D: sprites N: Dale Sells S: mmnpsrsoskl E: mmnpsrsoskl@hotmail.com D: textures, graphics S: Meat_Head E: Forbidden_Planet@prodigy.net D: textures S: kaiser E: kaiser@newdoom.com D: levels S: Slayer226 E: slayer226@hotmail.com D: textures S: Ebola E: ebola_kaell@home.se D: textures, sprites S: Zeurkous E: de_zeurkous@zonnet.nl D: sprites, textures N: Fredrik Johansson E: fredrik.johansson@gmail.com W: http://fredrikj.net/ D: textures, sprites S: Lazer E: dafshin@mediaone.net D: textures, levels N: Steve Dudzik S: Lut E: toruonda@home.com D: sprites, levels N: Joseph Chang E: jchang@optusnet.com.au D: sprites S: Csabo E: wadedit@marchmail.com D: music S: Draconio E: draconio2001@yahoo.com D: sounds N: Dave Kiddell S: Mewse E: umkiddel@cc.umanitoba.ca W: http://mewse.alkali.org/ D: graphics, Mewse! S: Deathmaster213 E: deathmaster213@hotmail.com D: art/textures S: Hyena E: trwhite@fgbc.org D: sounds, musics, sprites, levels S: Nrkn E: nrkn@ihug.co.nz D: textures N: Tyler Pantella S: Pickle Hammer E: pickle_hammer@hotmail.com D: musics N: Alberto Bonis S: Saint of Killers E: alberto.bonis@libero.it D: sprites/art 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 S: Amarande E: amarande@gmail.com D: levels N: Sean Gauthier S: Cacodemon Leader E: gauthier.home@sympatico.ca D: levels N: Luke Cama S: Spike E: spikeycool@hotmail.com D: sounds S: Shaviro E: maonth@nautrup.com D: textures S: Nightfang E: nightfang@truelights.com D: sprites S: MDenham E: tathetriam@aol.com D: levels S: SpinSpyder E: blcrowley@hotmail.com D: sprites N: Jeremy Elder S: SgtCrispy E: sha_nigtha@yahoo.com D: sounds, levels S: Submerge E: submerge_527@hotmail.com D: sounds, sprites S: Adamizer E: adamizer9000@yahoo.com D: aprites N: Andrew Apted E: ajapted@netspace.net.au D: graphics, levels, patches, sprites S: Zigmund E: z_ozwell@hotmail.com D: levels S: kinkyfriend N: Patrick Westermark E: kinkyfriend85@hotmail.com D: graphics S: Railgunner E: pcclassix@the-any-key.com D: sprites, levels S: bastetfurry E: bastetfurry@nachtkatzen.de D: levels S: Lurker E: ssjtrunks37@hotmail.com D: levels, sprites, sounds S: DarkStalker E: darkstalker81@hotmail.com D: textures S: Scuba Steve E: ray_stantz@hotmail.com D: sprites, graphics N: Kim Bach S: Torn E: Tornthedark@hotmail.com D: levels 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: sounds N: Corwin Brence S: WildWeasel E: wildweasel_lemon@hotmail.com D: sounds S: WildMan N: Rick Clark E: rickclark58@yahoo.com D: levels S: sargebaldy N: Owen Lloyd E: lloydo@onid.orst.edu D: levels N: David Aramant E: david_a00@excite.com D: sprites S: Silverwyvern E: cindymcc@nbnet.nb.ca D: graphics (skies) S: mouse S: lilwhitemouse E: lilwhitemo@midmaine.com D: sprites N: Simon Howard S: fraggle E: fraggle@soulsphere.org W: https://soulsphere.org D: project admin, scripting, build system, textures, sprites, graphics, lumps, manual, patches N: Joe Dowland E: jon+joefreedoom@alcopop.org D: sounds N: Jim McDougald S: rellik E: rellik_jmd@yahoo.com D: FreeDM levels, graphics N: Jason Root S: hellbent E: chesterules@yahoo.com D: FreeDM levels N: David Lawrence Ramsey S: dolorous E: pooka109@cox.net D: sounds S: Catoptromancy E: catoptromancy@yahoo.com D: levels, playtesting, bugfixes, textures S: muffins.exe D: sounds S: RjY E: rjy@users.sourceforge.net W: http://rjy.org.uk/ D: levels N: Claude A Freeman S: CSonicGo D: sounds N: Eric Baker E: eabaker@san.rr.com S: The Green Herring D: levels E: hawkwinds_messages@hotmail.com S: Hawkwind D: levels S: acc D: levels S: Siggi D: levels N: Miguel Suarez Gomez E: thewadsfactorystaff@hotmail.com S: Zok D: levels E: ghostlydeath@gmail.com S: GhostlyDeath D: musics, PC speaker sounds N: Mark McGill-Smith E: isbetterthanyou@hotmail.com S: TheMisterCat D: musics N: Matthew Cibulas E: rottking@sbcglobal.net S: RottKing D: sounds N: Colin Kelly E: bankthemighty@gmail.com S: bank D: sounds N: Delano Cuzzucoli E: delano501@gmail.com S: Delano D: sprites N: Svante Ekholm E: svante.ekholm@gmail.com S: xerent D: levels N: Benjamin Debski E: benjamin.debski@gmail.com S: dabski D: levels N: G. Wessner E: masterstilgar@yahoo.com S: Stilgar D: sounds S: Jute E: jutemail@gmail.com D: music N: Wesley D. Johnson E: johnson2412@usgo.net D: levels N: Ulises Lozano S: Urric Hammersong E: calators@hotmail.com D: sprites N: Andrew Rehberger E: malinku@live.com S: Malinku D: levels S: Archfile D: levels S: Blastfrog E: soliver486@gmail.com D: graphics, sprites, sounds N: Brett Harrell S: Mechadon E: mekaddonn@gmail.com D: levels S: nivha D: levels S: hex11 E: hex11@mail.com D: levels N: Luiz Henrique Gasparin Jerônimo S: Xindage E: xindage@gmail.com D: levels, textures S: Mithran Denizen E: jlebl755@mtroyal.ca D: sprites S: Z86 D: sprites N: Matt Cadirao S: horncomposer D: genmidi instruments S: BaronOfStuff W: https://www.youtube.com/user/BaronOfStuff D: sprites N: Josef Šustek S: Paar E: sustek.josef@gmail.com D: levels N: Dean Joseph S: deathz0r E: deathz0r@unidoom.org D: levels N: Alexandre-Xavier Labonté-Lamoureux S: AXDOOMER E: alexandrexavier@live.ca D: patches, levels, graphics, sprites N: Daniel Jewell S: Jewellds E: jewellds@gmail.com D: levels N: Adrian Cabrera E: cancer_kaoru@live.com S: raymoohawk W: http://raymoohawk.deviantart.com/ D: sprites S: agaures E: zalsorarakia@gmail.com D: sprites N: Mikael Haladyn E: mikaelhhome@yahoo.dk S: nub_hat D: levels, musics S: CaptainW E: avortement.rate@gmail.com D: graphics N: Ilja Sara E: ilja.sara@kahvipannu.com D: levels N: Mike Swanson S: chungy E: mikeonthecomputer@gmail.com D: project admin, build system, repo maintenance N: Cray Elliott S: mp2e E: MP2E@archlinux.us D: lumps (demos, playtesting) S: voltcom9 E: Earthbound.Glenn@gmail.com D: level/episode names S: jmickle E: jaymickle@gmail.com D: music S: doomkid E: thedevilzworker@hotmail.com D: freedm playtesting and demo participation S: mogul N: Jeremy Emerson D: music S: sergeant_mark_iv N: Marcos Abenante E: marcos.mk3@outlook.com D: sprites S: bloax D: sprites S: undead003 E: undead0003@gmail.com D: sounds S: angry_saint E: mechanicalambassador@gmail.com D: levels S: noose E: noozearts@gmail.com D: sprites S: mazmon N: Maz Hades E: mazhades@yahoo.com D: sprites S: jaws_in_space N: Micah Petersen E: jawsinspace@gmail.com D: levels S: eriance N: Eric Ou E: eriance@gmail.com W: http://amuscaria.deviantart.com/ D: sprites S: zrrion N: Roth Smith E: zrrion@gmail.com W: http://zrrion.deviantart.com/ D: sprites S: kracov N: Kracov Bolkonski E: kracov.wolf@gmail.com W: http://kracov.org/ D: graphics S: robotdog1 D: sprites, patches E: mobiusx49@gmail.com S: cwolfru D: levels S: Jimmy N: James Paddock E: jamespaddock@hotmail.com D: levels N: Michael Jurich E: midwestgenius@gmail.com D: levels S: LuckyPunk E: luckypunk322@gmail.com D: sprites S: Blueworrior N: Lola Harvey E: BlueWorrior@hotmail.co.uk D: musics S: sajbear N: Kristian Nilsen E: sajber@sajber.info W: http://sajber.info D: level S: Voros N: Ayub Ahmed E: ayubahmed2240@gmail.com D: textures, lumps S: Hexereticdoom N: Angel C.F. E: hexereticdoom@gmail.com W: http://www.moddb.com/members/hexereticdoom D: sprites S: SeventhSentinel N: James Hall W: http://seventhsentinel.net23.net D: sounds S: Viscra Maelstrom E: doomhunter_175@hotmail.com D: musics S: bytebeats E: bytebytebeats@gmail.com D: musics S: KevinHEZ N: Kevin Martins E: kevinmss14@gmail.com D: musics S: agenten E: wagnerc27@gmail.com W: https://twitch.tv/gajmegenten/profile D: textures S: pan-te D: levels S: YukiHerz N: Gabriel Antonio E: gabriel.reinoso.1996@gmail.com D: levels S: JudgeDeadd E: korodzik@lavabit.com D: level names S: DragonMorpheus D: level names S: cr0wb4r D: level names N: Edgar Muniz Berlinck E: edgar.vv@gmail.com D: Appstream XML files S: Gentlepoke E: doom@gpoke.com W: http://gpoke.com/ D: level names S: Heng E: heng@deepthought.earth D: sprites S: uhbooh E: Uhbooh2@hotmail.com D: textures S: Litrivin D: textures S: jupiter_ex N: Matias M. Roldan E: ttrgrmmtn@yahoo.com.ar D: musics, sounds N: Fernando Carmona Varo S: ferk E: ferkiwi@gmail.com D: graphics (titlepic) N: Kevin Caccamo S: Talon1024 E: kevin@ciinet.org D: textures, flats, sounds S: BobFromReboot N: Bradley Lavigne E: bradleylavigne@gmail.com D: musics S: Elon_Satoshi E: elonsatoshi@riseup.net D: sounds S: Eradrop E: samurai00020@walla.com D: patches S: Hambourgeois D: flats, textures S: Jared Deberjerak D: textures S: Mortrixs D: E3M5 S: GooseJelly N: Nathaniel Patasky E: n.patasky@gmail.com D: buildcfg.txt, CREDITS, levels S: Craneo E: memod_99@hotmail.com D: sprites (technospider reshade, minigunner, combat slug flash), textures S: northivanastan N: Ivan Stanton E: northivanastan@gmail.com D: musics S: MothraMaster D: sprites: Zombieman/Shotgunners boots update S: Korp E: korpkat@gmail.com D: Sprites, Textures, Musics, buildcfg.txt, patches, sounds S: ajanddino N: Anthony Pierce E: ajanddino@gmail.com D: musics N: Jaden LeMieux S: i"Red"MC E: jadenquinn8@hotmail.com D: Map balancing fixes, E3M4 S: /dev/urandom E: dev.urandom@posteo.org D: graphics, patches, sprites S: AerialB D: COPYING.adoc S: basedSkeleton D: sprites S: boogiebogus D: buildcfg.txt, sprites S: Chexter D: patches S: ConsumingCritic D: levels S: Eonfge E: contact@kevindegeling.nl D: dist N: Erick Tenorio S: guynamederick E: guynamederick@gmail.com D: graphics, levels, lumps, sounds, sprites N: Fabian Greffrath E: fabian@greffrath.com D: buildcfg.txt, graphics, levels, lumps S: Rei N: Reinaldo E: crumbscrunchydelights@gmail.com D: buildcfg.txt, lumps, manual, sounds, sprites, flats N: Hugo Locurcio E: hugo.locurcio@hugo.pro D: buildcfg.txt, dist, manual N: Jason Yundt E: swagfortress@gmail.com D: levels S: kitchen-ace E: 68k@quikphix.org D: levels, patches S: m E: verdantdregs@shaw.ca D: levels, sounds, sprites, textures, manual S: mkrupczak3 E: matthew@krupczak.org D: manual S: Mortrixs19 D: levels N: Nicholas Zatkovich S: NickZ E: nzatkovich@gmail.com D: buildcfg.txt, COMPILING.adoc, CREDITS, .gitattributes, .github, .gitignore, graphics, levels, lumps, patches, scripts, sprites S: ObsidainPlague D: musics N: Perry Fraser S: perry E: me@pprogs.blog D: levels N: Ada Mackiewicz S: Shinosarna E: nobody.shinobi@gmail.com D: buildcfg.txt, levels, sprites N: Steven Elliott E: selliott512@gmail.com D: buildcfg.txt, BUILD-SYSTEM.adoc, levels, Makefile, README.adoc, scripts, sprites N: Tyler True D: Makefile S: BeachThunder D: levels N: Clayton Sobrino E: ClaytonSobrino@yahoo.com D: patches N: Colton G. Rushton E: colton51919@gmail.com D: lumps S: drbugbait E: arlesschill@hotmail.com D: lumps S: igdegoo D: COPYING.adoc, lumps, musics S: inkoalawetrust D: levels S: MissLav D: patches S: unfa E: unfa00@gmail.com D: sounds N: William Breathitt Gray E: vilhelm.gray@gmail.com D: dist S: DOGB01 D: levels S: arborix D: sprites S: Inuk E: inuquire@gmail.com D: levels S: GojiBerry E: gojidoesit@proton.me D: sounds, musics, textures N: Jaden LeMieux S: iRedMC E: jadenquinn8@hotmail.com W: http://iredmc.us.to/ D: levels, musics N: Cass Python S: Owly E: owlgal69@protonmail.com W: https://owly.fans D: Freedoom website S: Matzu D: musics S: ZeMystic D: musics S: R0rque D: musics S: rostuhan E: rostuhan123@gmail.com D: musics S: SuperDave938 D: textures S: Cascade D: sprites S: Berubaretto D: levels N: Enzo Carozza S: uni E: dudetank4@gmail.com D: CREDITS-MUSIC S: MoonDeLaAxel D: sounds, musics, textures S: klickach D: textures S: Magnolia D: sprites S: Anonymoister D: sprites N(A): Josephus Astartes s: DH4050 D: musics ===== Upstream docs/freedoom-docs/README.adoc ===== = Freedoom The Freedoom project aims to create a complete, free content first person shooter game, but _Freedoom_ by itself is just the raw material for a game. It must be paired with a compatible _Doom_ engine to be played. There is a massive https://doomwiki.org/wiki/Idgames_archive[back catalog], spanning over two decades, containing thousands of _Doom_ levels and other modifications (“mods”) made by fans of the game. _Freedoom_ aims to be compatible with these and allows most to be played without the need to use non-free software. _Freedoom_ is actually three games in one, consisting of two single-player oriented campaigns and one set of levels designed exclusively for multiplayer deathmatch: [horizontal] *Freedoom: Phase 1*:: Four episodes, nine levels each, totalling 36 levels. This game aims for compatibility with _The Ultimate Doom_ mods, also known as plain _Doom_ or _Doom 1_. *Freedoom: Phase 2*:: 32 levels in one long episode, featuring extra monsters and a double-barrelled shotgun. This project aims for compatibility with _Doom II_ mods. *FreeDM*:: A 32-level game designed for competitive deathmatch play. The engine uses a single file, such as +freedoom2.wad+, that contains all the game data such as graphics, sound effects, music, and so on. This file is often called an “IWAD” by those in the _Doom_ and _Freedoom_ communities. While the _Doom_ engine source code is free, you would normally still need one of the proprietary data files from https://www.idsoftware.com/[id Software] to play _Doom_. _Freedoom_ aims to create a free alternative: combined with the GPL-licensed _Doom_ source code, this results in a completely free game. For more information, see https://freedoom.github.io/. == How to play Since _Freedoom_ is only the game data, you will still need to download an engine separately. These are also often termed “source ports” by the community. There are an overwhelming number of choices available, a lengthy list of which is available on the https://doomwiki.org/wiki/Source_port[Doom Wiki]. One particularly recommended by the _Freedoom_ project is https://zdoom.org/[GZDoom]. This engine offers good support for single-player, multi-player, and the majority of mods created for both _Doom_ and _Freedoom_. On Windows, you should place _Freedoom_’s data files (those ending with +.wad+) alongside the engine (eg, +odamex.exe+). On Unix-like systems, these data files should go in either +/usr/share/games/doom+ or your home directory. If _Freedoom_ comes packaged as part of your operating system distribution, it should already be installed into the proper location. Hopefully, your engine of choice should already be capable of running _Freedoom_ without extra configuration. This may not be the case, however, if the engine does not recognize any of the filenames for _Freedoom_, and might require manual intervention to make it so. One of the following options should solve it: * Use the +-iwad+ command line parameter. For example, to play Phase 2, you can enter +-iwad freedoom2.wad+ either at a command line, or adding it to an application shortcut. * Use the +DOOMWADPATH+ environment variable. Many engines support this variable to add directories and/or files to their search path. The exact syntax matches your operating system’s normal +PATH+ environment variable. * Rename the game files. This may be a bit crude, but you can rename the files to match those of _Doom_’s. This is often the easiest quick-fix, although it is normally desirable to use one of the above methods if possible. ** +freedoom1.wad+ can be renamed to +doom.wad+ ** +freedoom2.wad+ can be renamed to +doom2.wad+ ** +freedm.wad+ can be renamed to +doom2.wad+ Additionally, for Unix-like operating systems, such as GNU/Linux or a BSD variant, _Freedoom_ may be packaged and installed with programs named +freedoom1+, +freedoom2+, and +freedm+ that automatically run an engine for proper play. Desktop files may also be installed so that you can start the game using a graphical interface and avoid the command line altogether. == What “free” means When we speak of free content or software, we refer to the movement in which your freedoms to use, copy, modify, and study a work is not infringed. 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 an “IWAD” is built. To facilitate this, you can get the full source code for _Freedoom_, in this case, in the form of a DeuTex tree. You may read more about free software at the https://www.gnu.org/[GNU] and https://www.fsf.org/[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 careful when basing on existing graphics or sounds. Most _Doom_ projects are lax on reusing intellectual property--there are many mods 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: * You must have permission for everything you submit. If you make your own resources, do not base on resources from _Doom_ or any other restricted work. If you take work from other places, please make sure that the work is freely-licensed or that you obtain permission to include it in the _Freedoom_ project. They may not place additional restrictions compared to the normal _Freedoom_ license. * Do not try to emulate _Doom_ resources exactly. Where possible, put effort to make new versions look visibly different from _Doom_. This is a tough call, because our compatibility with _Doom_ mods limits how far we can deviate, but it is feasible. * Be especially careful of “free textures” (or “free sounds” or “free graphics”) 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 in GNU/Linux distributions (which can be sold or developed commercially). === Levels All levels for _Freedoom_ must be vanilla-compatible, requiring an expanded-limits or limit-removing engine is not permissible. This means you may not exceed the limits of the original _Doom_ engine, and do not depend on additional mapping features. 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, both cooperative and deathmatch, are present. * Try to 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 engines, 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. * While unrestricted by limits, do not make excessively complicated scenes. It is desirable that _Freedoom_ levels should be playable on low-powered hardware, such as phones and old computers. * Test your levels in https://www.chocolate-doom.org/[Chocolate Doom] to make sure that vanilla compatibility is maintained. This is an engine with strict adherence to vanilla Doom limits and bugs, and working in it assures that levels can be played with any _Doom_ engine. * Use a Doom editor to check for errors. In http://eureka-editor.sourceforge.net/[Eureka] it's possible to check for errors with the Check / All menu, or by pressing `F9`. * If possible run `make test` and fix any errors found. Note that some of the errors can be fixed by `make fix`. === Graphics Graphics should generally have the same color and size as the original _Doom_ graphics, as to remain compatible with mods. Otherwise, levels may end up looking like a nightmare in design. They may be thematically different as long as it doesn’t clash. _Doom_ uses a fictional corporation abbreviated as “UAC:” this is trademarked by id Software and cannot be used in _Freedoom_. Instead, use the initials “AGM” for _Freedoom_. === Documentation _Freedoom_ always needs help with documentation, so please send your patches, but keep in mind: * We use http://asciidoc.org/[AsciiDoc] for writing the documentation. AsciiDoc is a simple plaintext-based format which is simple to read and write in its source form, and can generate nice HTML documents out of them. * 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 The most common, and a fairly simple method, to submit your work is by posting it on the https://www.doomworld.com/forum/17-freedoom/[Freedoom forum] on Doomworld Forums. This allows a great number of people to review the contribution and provide feedback, although the registration process is known to be cumbersome. An alternative to using the forum, is to post your submission on the https://github.com/freedoom/freedoom/issues[issue tracker], which may also be peer-reviewed and provide a feedback cycle. Unfortunately, the Freedoom project cannot provide hosting space in the form of a web page nor FTP, however there are many free file hosts to use when you need a location to upload files. Sites and services such as https://www.dropbox.com/[Dropbox] and https://mega.co.nz/[Mega], as well as others, are common and should be simple to use. ==== Crediting information _Freedoom_ is made up of submissions from many people all over the globe. All of them, and you, deserve credit! Please do not forget to provide your name and email when submitting resources. ==== Using Git You can also commit on a clone of the _Freedoom_ repository, although this is a technical task and it is okay to let other _Freedoom_ maintainers to do it instead: that is our normal mode of operation. However, pull requests are much appreciated and you may submit them in any manner you wish, with GitHub’s direct pull requests being the simplest, but by far not the only means. Freedoom uses the commit message style commonly seen in distributed version control systems, adopted by projects such as Linux and Git. For an explanation of this style, see https://chris.beams.io/posts/git-commit/[How to Write a Git Commit Message]. If you create a git commit for someone else it is helpful to set the author of the commit so that they get credit. Ask them what name/alias and email they would like to use. For example: [source,bash] ----------------- git commit --author "Bob Smith " ... ----------------- If they prefer not to give an email then the email can be omitted, so just "Bob Smith" in the above example. ===== Upstream docs/misc-docs/LibreProgsDeluxe.md ===== # LibreProgsDeluxe This is mostly-vanilla, fully GPL Quake gamecode. It's based on [quakec-v1-01-clean](https://gitlab.com/quakec-v1-01-clean/quakec-v1-01-clean), which integrates bugfixes over the 1.01 GPL gamecode release. The goal of LibreProgsDeluxe is to provide a fully GPL gamecode with vanilla gameplay, minus some minor bugs present in the original gamecode. The "Deluxe" part of the name refers to relatively minor additions for mapping convenience to replace, e.g., some map hacks otherwise necessary with fully vanilla gamecode. the gpl2licence applys to the files listed below LibreQuake/qcsrc/ LibreQuake/lq1/progs.dat LibreQuake/lq1/progs.lno ===== Upstream docs/misc-docs/pop.lmp.md ===== this pop.lmp was generated with https://github.com/MissLavender-LQ/pop.lmp_generator pop.lmp falls under the gpl2 licence ``` Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. ``` ===== Upstream docs/misc-docs/COPYING ===== GNU GENERAL PUBLIC LICENSE Version 2, June 1991 Copyright (C) 1989, 1991 Free Software Foundation, Inc. 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed. Preamble The licenses for most software are designed to take away your freedom to share and change it. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change free software--to make sure the software is free for all its users. This General Public License applies to most of the Free Software Foundation's software and to any other program whose authors commit to using it. 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These actions are prohibited by law if you do not accept this License. Therefore, by modifying or distributing the Program (or any work based on the Program), you indicate your acceptance of this License to do so, and all its terms and conditions for copying, distributing or modifying the Program or works based on it. 6. Each time you redistribute the Program (or any work based on the Program), the recipient automatically receives a license from the original licensor to copy, distribute or modify the Program subject to these terms and conditions. You may not impose any further restrictions on the recipients' exercise of the rights granted herein. You are not responsible for enforcing compliance by third parties to this License. 7. If, as a consequence of a court judgment or allegation of patent infringement or for any other reason (not limited to patent issues), conditions are imposed on you (whether by court order, agreement or otherwise) that contradict the conditions of this License, they do not excuse you from the conditions of this License. If you cannot distribute so as to satisfy simultaneously your obligations under this License and any other pertinent obligations, then as a consequence you may not distribute the Program at all. For example, if a patent license would not permit royalty-free redistribution of the Program by all those who receive copies directly or indirectly through you, then the only way you could satisfy both it and this License would be to refrain entirely from distribution of the Program. If any portion of this section is held invalid or unenforceable under any particular circumstance, the balance of the section is intended to apply and the section as a whole is intended to apply in other circumstances. It is not the purpose of this section to induce you to infringe any patents or other property right claims or to contest validity of any such claims; this section has the sole purpose of protecting the integrity of the free software distribution system, which is implemented by public license practices. Many people have made generous contributions to the wide range of software distributed through that system in reliance on consistent application of that system; it is up to the author/donor to decide if he or she is willing to distribute software through any other system and a licensee cannot impose that choice. This section is intended to make thoroughly clear what is believed to be a consequence of the rest of this License. 8. If the distribution and/or use of the Program is restricted in certain countries either by patents or by copyrighted interfaces, the original copyright holder who places the Program under this License may add an explicit geographical distribution limitation excluding those countries, so that distribution is permitted only in or among countries not thus excluded. In such case, this License incorporates the limitation as if written in the body of this License. 9. The Free Software Foundation may publish revised and/or new versions of the General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns. Each version is given a distinguishing version number. If the Program specifies a version number of this License which applies to it and "any later version", you have the option of following the terms and conditions either of that version or of any later version published by the Free Software Foundation. If the Program does not specify a version number of this License, you may choose any version ever published by the Free Software Foundation. 10. If you wish to incorporate parts of the Program into other free programs whose distribution conditions are different, write to the author to ask for permission. For software which is copyrighted by the Free Software Foundation, write to the Free Software Foundation; we sometimes make exceptions for this. Our decision will be guided by the two goals of preserving the free status of all derivatives of our free software and of promoting the sharing and reuse of software generally. NO WARRANTY 11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION. 12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. END OF TERMS AND CONDITIONS How to Apply These Terms to Your New Programs If you develop a new program, and you want it to be of the greatest possible use to the public, the best way to achieve this is to make it free software which everyone can redistribute and change under these terms. To do so, attach the following notices to the program. It is safest to attach them to the start of each source file to most effectively convey the exclusion of warranty; and each file should have at least the "copyright" line and a pointer to where the full notice is found. Copyright (C) This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Also add information on how to contact you by electronic and paper mail. If the program is interactive, make it output a short notice like this when it starts in an interactive mode: Gnomovision version 69, Copyright (C) year name of author Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'. This is free software, and you are welcome to redistribute it under certain conditions; type `show c' for details. The hypothetical commands `show w' and `show c' should show the appropriate parts of the General Public License. Of course, the commands you use may be called something other than `show w' and `show c'; they could even be mouse-clicks or menu items--whatever suits your program. You should also get your employer (if you work as a programmer) or your school, if any, to sign a "copyright disclaimer" for the program, if necessary. Here is a sample; alter the names: Yoyodyne, Inc., hereby disclaims all copyright interest in the program `Gnomovision' (which makes passes at compilers) written by James Hacker. , 1 April 1989 Ty Coon, President of Vice This General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Library General Public License instead of this License.