testmaps: add e3m4.map test case from LibreQuake

commit 07a310760307585cd5663a52ae5d535bc384081f
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Eric Wasylishen 2023-12-28 11:29:02 -07:00
parent 28d4fd3715
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@ -9,27 +9,20 @@ CMakeFiles/
.vs
.idea
!.vscode/settings.json
testmaps/*.bsp
testmaps/**/*.bsp
!testmaps/compiled/*.bsp
**/*-decompile*.map
testmaps/*.bsp.qbsplog
testmaps/*.log
testmaps/*.prt
testmaps/*.lit
testmaps/*.obj
testmaps/*.pts
testmaps/*.vis
testmaps/*.texinfo
testmaps/*.texinfo.json
testmaps/*.bsp.json
testmaps/*.chop.map
testmaps/quake_map_source/*.bsp
testmaps/quake_map_source/*.log
testmaps/quake_map_source/*.prt
testmaps/quake_map_source/*.pts
testmaps/quake_map_source/*.vis
testmaps/quake_map_source/*.texinfo
testmaps/quake_map_source/*.json
testmaps/quake_map_source/*.obj
testmaps/**/*.bsp.qbsplog
testmaps/**/*.log
testmaps/**/*.prt
testmaps/**/*.lit
testmaps/**/*.obj
testmaps/**/*.pts
testmaps/**/*.vis
testmaps/**/*.texinfo
testmaps/**/*.texinfo.json
testmaps/**/*.bsp.json
testmaps/**/*.chop.map
**/autosave
CMakeSettings.json
sphinx-venv

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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.
### LibreQuakes Website [librequake.queer.sh](https://librequake.queer.sh).
![Texture examples](screenshots/textures_example.png)
![Weapon examples](screenshots/weapons_example.png)
# How to Play
Since *LibreQuake* is only the game data, you will still need to download an engine. 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 [Quake Wiki](https://quakewiki.org/wiki/Engines).
One particularly recommended by the *LibreQuake* project is [QuakeSpasmSpiked](https://triptohell.info/moodles/qss). This engine offers good support for single-player and the majority of mods created for both *Quake* and *LibreQuake*. As of April 2020, there are no PAK packaged files, but the work in progress can be played by placing the `lq1` directory in the main directory of your engine, the same place as the original `id1` folder. Then start your engine with the command line option `+game lq1` just like any other mod. You can then start a new game or use the `map` command from the console to explore in progress maps.
# 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.
# Contributing to LibreQuake
Contributions to *LibreQuake* 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 *Quake* projects are lax on reusing intellectual property. There are many mods which contain modified *Quake* models, 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:
1. You must have permission for everything you submit. If you make your own resources, do not base them on resources from *Quake* 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 *LibreQuake* project. They may not place additional restrictions compared to the normal *LibreQuake* license.
2. Do not try to emulate *Quake* resources exactly. Where possible, put effort to make new versions look visibly different from *Quake*. This is a tough call because our compatibility with *Quake* mods limits how far we can deviate, but it is feasible.
3. 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
Not all levels for *LibreQuake* must be vanilla-compatible Winquake/vanilla-compatible levels will have their own episode
It is sensible to also heed the following guidelines:
1. Make sure that skill levels are implemented, and that all multiplayer start points, both cooperative and deathmatch, are present.
2. 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.
3. While unrestricted by limits, do not make excessively complicated scenes. It is desirable that *LibreQuake* levels should be playable on low-powered hardware, such as phones and old computers.
## Submitting your work
The most common, and a fairly simple method, to submit your work is by posting it on the [LQ Discord](https://discord.gg/Sb43BccfN9) ~~[LQ Matrix](https://github.com/MissLavender-LQ/LibreQuake/).~~
This allows a quick cycle of development and feedback.
An alternative to using the forum is to post your submission on the [issue tracker](https://github.com/MissLav/LibreQuake/issues), which may also be peer-reviewed and provide a feedback cycle.
Unfortunately, the LibreQuake project cannot provide hosting space in the form of a webpage nor FTP, however, there are many free file hosts to use when you need a location to upload files. Sites and services such as [Dropbox](https://www.dropbox.com/) and [Mega](https://mega.co.nz/), as well as others, are common and should be simple to use.
### 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 GitHubs 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/).

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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

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# 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

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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]

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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.

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= 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 systems 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 doesnt 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 youre 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 GitHubs 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 <bob@example.com>" ...
-----------------
If they prefer not to give an email then the email can be omitted, so
just "Bob Smith" in the above example.

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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. (Some other Free Software Foundation software is covered by
the GNU Library General Public License instead.) You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
this service if you wish), that you receive source code or can get it
if you want it, that you can change the software or use pieces of it
in new free programs; and that you know you can do these things.
To protect your rights, we need to make restrictions that forbid
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These restrictions translate to certain responsibilities for you if you
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For example, if you distribute copies of such a program, whether
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We protect your rights with two steps: (1) copyright the software, and
(2) offer you this license which gives you legal permission to copy,
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Also, for each author's protection and ours, we want to make certain
that everyone understands that there is no warranty for this free
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patent must be licensed for everyone's free use or not licensed at all.
The precise terms and conditions for copying, distribution and
modification follow.
GNU GENERAL PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. This License applies to any program or other work which contains
a notice placed by the copyright holder saying it may be distributed
under the terms of this General Public License. The "Program", below,
refers to any such program or work, and a "work based on the Program"
means either the Program or any derivative work under copyright law:
that is to say, a work containing the Program or a portion of it,
either verbatim or with modifications and/or translated into another
language. (Hereinafter, translation is included without limitation in
the term "modification".) Each licensee is addressed as "you".
Activities other than copying, distribution and modification are not
covered by this License; they are outside its scope. The act of
running the Program is not restricted, and the output from the Program
is covered only if its contents constitute a work based on the
Program (independent of having been made by running the Program).
Whether that is true depends on what the Program does.
1. You may copy and distribute verbatim copies of the Program's
source code as you receive it, in any medium, provided that you
conspicuously and appropriately publish on each copy an appropriate
copyright notice and disclaimer of warranty; keep intact all the
notices that refer to this License and to the absence of any warranty;
and give any other recipients of the Program a copy of this License
along with the Program.
You may charge a fee for the physical act of transferring a copy, and
you may at your option offer warranty protection in exchange for a fee.
2. You may modify your copy or copies of the Program or any portion
of it, thus forming a work based on the Program, and copy and
distribute such modifications or work under the terms of Section 1
above, provided that you also meet all of these conditions:
a) You must cause the modified files to carry prominent notices
stating that you changed the files and the date of any change.
b) You must cause any work that you distribute or publish, that in
whole or in part contains or is derived from the Program or any
part thereof, to be licensed as a whole at no charge to all third
parties under the terms of this License.
c) If the modified program normally reads commands interactively
when run, you must cause it, when started running for such
interactive use in the most ordinary way, to print or display an
announcement including an appropriate copyright notice and a
notice that there is no warranty (or else, saying that you provide
a warranty) and that users may redistribute the program under
these conditions, and telling the user how to view a copy of this
License. (Exception: if the Program itself is interactive but
does not normally print such an announcement, your work based on
the Program is not required to print an announcement.)
These requirements apply to the modified work as a whole. If
identifiable sections of that work are not derived from the Program,
and can be reasonably considered independent and separate works in
themselves, then this License, and its terms, do not apply to those
sections when you distribute them as separate works. But when you
distribute the same sections as part of a whole which is a work based
on the Program, the distribution of the whole must be on the terms of
this License, whose permissions for other licensees extend to the
entire whole, and thus to each and every part regardless of who wrote it.
Thus, it is not the intent of this section to claim rights or contest
your rights to work written entirely by you; rather, the intent is to
exercise the right to control the distribution of derivative or
collective works based on the Program.
In addition, mere aggregation of another work not based on the Program
with the Program (or with a work based on the Program) on a volume of
a storage or distribution medium does not bring the other work under
the scope of this License.
3. You may copy and distribute the Program (or a work based on it,
under Section 2) in object code or executable form under the terms of
Sections 1 and 2 above provided that you also do one of the following:
a) Accompany it with the complete corresponding machine-readable
source code, which must be distributed under the terms of Sections
1 and 2 above on a medium customarily used for software interchange; or,
b) Accompany it with a written offer, valid for at least three
years, to give any third party, for a charge no more than your
cost of physically performing source distribution, a complete
machine-readable copy of the corresponding source code, to be
distributed under the terms of Sections 1 and 2 above on a medium
customarily used for software interchange; or,
c) Accompany it with the information you received as to the offer
to distribute corresponding source code. (This alternative is
allowed only for noncommercial distribution and only if you
received the program in object code or executable form with such
an offer, in accord with Subsection b above.)
The source code for a work means the preferred form of the work for
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If distribution of executable or object code is made by offering
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distribution of the source code, even though third parties are not
compelled to copy the source along with the object code.
4. You may not copy, modify, sublicense, or distribute the Program
except as expressly provided under this License. Any attempt
otherwise to copy, modify, sublicense or distribute the Program is
void, and will automatically terminate your rights under this License.
However, parties who have received copies, or rights, from you under
this License will not have their licenses terminated so long as such
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5. You are not required to accept this License, since you have not
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infringement or for any other reason (not limited to patent issues),
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may not distribute the Program at all. For example, if a patent
license would not permit royalty-free redistribution of the Program by
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the only way you could satisfy both it and this License would be to
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If any portion of this section is held invalid or unenforceable under
any particular circumstance, the balance of the section is intended to
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It is not the purpose of this section to induce you to infringe any
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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
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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.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
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.
<signature of Ty Coon>, 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.

View File

@ -0,0 +1,14 @@
# 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

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@ -0,0 +1,22 @@
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.
```

File diff suppressed because it is too large Load Diff

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@ -2116,3 +2116,9 @@ TEST_CASE("read bspx brushes")
CHECK(brush.contents == CONTENTS_SOLID);
CHECK(brush.faces.size() == 0);
}
TEST_CASE("lq e3m4.map" * doctest::may_fail())
{
const auto [bsp, bspx, prt] = LoadTestmap("LibreQuake/lq1/maps/src/e3/e3m4.map");
CHECK(prt);
}