Doomworld is so about bullshit excuses
Users can't read
That's rather pessimistic, I'd think it's not quite as true as you think... and even if it were true, it'd just strengthen the case for Chocolate Doom (the article is about UI simplicity, of all things). Either that, or you can name a port where the advanced options are hidden away in a console, and keep the basics available in the UI.
It's less free than Chocolate Doom (has id-based graphics in its WAD)
Debian solved that issue already, they build the PWAD without the Wolf3D/Doom/Quake resources. As for the rest of the post with a notice being prepended to Chocolate Doom (or any other port), this is probably better left in the README (say whatever about users not reading, but if they desire something better, they should be reading documentation anyway).
Maps aren't really a problem anyway. Getting good sprites is much harder.
This doesn't change anything; the rest of Freedoom is going to be worked on of course.
There's one major problem with aiming for vanilla-compatibility, and it's that you're going to significantly reduce the number of potential mappers. The reason being, there are a *lot* of Doom mappers who simply do not want to put up with the hastle of working around the various limitations present in the original .exe.
And limiting it to a port-specific set of features, even one as common as Boom, is bound to have issues of compatibility. For example, Doomsday doesn't support Boom extensions, and it's probably the most popular port which doesn't. Vanilla levels work in every port, or at least they should (if not, file a bug with the port maintainers). Besides, the current levels are mostly crap IMO; it's quite possible to get superior levels with a vanilla target.
Plus, Freedoom will of course be compatible with PWADs just like the normal Doom is. There's no reason that mappers can't continue to show off their skills will port enhance through the use of PWADs.
EDIT: Just a thought, but if you really are desperate for there to be a set of vanilla compatible Freedoom levels, why not make it a side project?
Unnecessary extra effort. Either there's 32 levels (or 37 with an Ultimate Doom target) being developed, or 64 (or 74) levels for two projects.
Freedoom could be packaged differently for different people.
Why? This just makes more unnecessary effort...
If a multiplayer port is also going to be included, it should be kept in mind that "users can't find your IRC channel and ask for a game" so Skulltag or ZDaemon might be better choices, though then we have non-free material in wads and closed-source ports again.
No non-free ports would never be considered for packaging with Freedoom. This not only excludes Skulltag and ZDaemon, but also ZDoom (and derivatives like GZDoom), Legacy, and a few others. Odamex would probably be the best contender, though it still has a few issues, and I'd personally rather wait for it to reach 1.0 status at least.
Last edited by chungy on 12-20-08 at 23:18