ref: 7137844284106fef0b1f5481d53ef40e16d699e2
dir: /README.rst/
Wolfenstein 3D ============== The original source release was made using the DEICE.EXE installer (DeIce) in the root directory. (Basically a way to split self-extracting zip files over multiple floppy disks.) After execution, that installer will create the contents of the WOLFSRC directory. In the "installed" directory, the the README.TXT, RELEASE.TXT, and LICENCE.DOC reside in the README directory. They are duplicated below. Travis "Ash" Bradshaw [email protected] February 6, 2012 RELEASE.TXT ----------- We are releasing this code for the entertainment of the user community. We don't guarentee that anything even builds in here. Projects just seem to rot when you leave them alone for long periods of time. This is all the source we have relating to the original PC wolfenstein 3D project. We haven't looked at this stuff in years, and I would probably be horribly embarassed to dig through my old code, so please don't ask any questions about it. The original project was built in borland c++ 3.0. I think some minor changes were required for later versions. You will need the data from a released version of wolf or spear to use the exe built from this code. You can just use a shareware version if you are really cheap. Some coding comments in retrospect: The ray casting refresh architecture is still reasonably appropriate for the game. A BSP based texture mapper could go faster, but ray casting was a lot simpler to do at the time. The dynamically compiled scaling routines are now a Bad Thing. On uncached machines (the original target) they are the fastest possible way to scale walls, but on modern processors you just wind up thrashing the code cash and wrecking performance. A simple looping texture mapper would be faster on 486+ machines. The whole page manager caching scheme is unecessarily complex. Way too many #ifdefs in the code! Some project ideas with this code: Add new monsters or weapons. Add taller walls and vertical motion. This should only be done if the texture mapper is rewritten. Convert to a 32 bit compiler. This would be a fair amount of work, but I would hate to even mess with crusty old 16 bit code. The code would get a LOT smaller. Make a multi-player game that runs on DOOM sersetup / ipxsetup drivers. Have fun... John Carmack Technical Director Id Software README.TXT ---------- NOTES: This version will compile under BORLAND C++ 3.0/3.1 and compiled perfectly before it was uploaded. Please do not send your questions to id Software. LICENCE.DOC LIMITED USE SOFTWARE LICENSE AGREEMENT This Limited Use Software License Agreement (the "Agreement") is a legal agreement between you, the end-user, and Id Software, Inc. ("ID"). By continuing the downloading of this Wolfenstein 3D (the "Trademark") software material, which includes source code (the "Source Code"), artwork data, music and software tools (collectively, the "Software"), you are agreeing to be bound by the terms of this Agreement. If you do not agree to the terms of this Agreement, promptly destroy the Software you may have downloaded. ID SOFTWARE LICENSE Grant of License. ID grants to you the right to use one (1) copy of the Software on a single computer. You have no ownership or proprietary rights in or to the Software, or the Trademark. For purposes of this section, "use" means loading the Software into RAM, as well as installation on a hard disk or other storage device. The Software, together with any archive copy thereof, shall be destroyed when no longer used in accordance with this Agreement, or when the right to use the Software is terminated. 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