README.rst (10259B)
1 Wolfenstein 3D 2 ============== 3 4 The original source release was made using the ``DEICE.EXE`` 5 installer (DeIce) in the root directory. (Basically a way to 6 split self-extracting zip files over multiple floppy disks.) 7 After execution, that installer will create the contents of 8 the ``WOLFSRC`` directory. In the "installed" directory, the 9 the ``README.TXT``, ``RELEASE.TXT``, and ``LICENCE.DOC`` reside 10 in the ``README`` directory. They are duplicated below. 11 12 Travis "Ash" Bradshaw <travis.bradshaw@idsoftware.com> 13 14 February 6, 2012 15 16 RELEASE.TXT 17 ----------- 18 19 :: 20 21 We are releasing this code for the entertainment of the 22 user community. We don't guarentee that anything even 23 builds in here. Projects just seem to rot when you leave 24 them alone for long periods of time. 25 26 This is all the source we have relating to the original 27 PC wolfenstein 3D project. We haven't looked at this 28 stuff in years, and I would probably be horribly embarassed 29 to dig through my old code, so please don't ask any questions 30 about it. The original project was built in borland c++ 3.0. 31 I think some minor changes were required for later versions. 32 33 You will need the data from a released version of wolf or spear 34 to use the exe built from this code. You can just use a 35 shareware version if you are really cheap. 36 37 38 Some coding comments in retrospect: 39 40 The ray casting refresh architecture is still reasonably 41 appropriate for the game. A BSP based texture mapper could 42 go faster, but ray casting was a lot simpler to do at the time. 43 44 The dynamically compiled scaling routines are now a Bad Thing. 45 On uncached machines (the original target) they are the fastest 46 possible way to scale walls, but on modern processors you just 47 wind up thrashing the code cash and wrecking performance. 48 A simple looping texture mapper would be faster on 486+ machines. 49 50 The whole page manager caching scheme is unecessarily complex. 51 52 Way too many #ifdefs in the code! 53 54 55 Some project ideas with this code: 56 57 Add new monsters or weapons. 58 59 Add taller walls and vertical motion. This should only be 60 done if the texture mapper is rewritten. 61 62 Convert to a 32 bit compiler. This would be a fair amount 63 of work, but I would hate to even mess with crusty old 16 64 bit code. The code would get a LOT smaller. 65 66 Make a multi-player game that runs on DOOM sersetup / ipxsetup drivers. 67 68 69 Have fun... 70 71 John Carmack 72 Technical Director 73 Id Software 74 75 README.TXT 76 ---------- 77 78 NOTES: 79 80 This version will compile under BORLAND C++ 3.0/3.1 and compiled perfectly 81 before it was uploaded. 82 83 Please do not send your questions to id Software. 84 85 LICENCE.DOC 86 ----------- 87 88 :: 89 LIMITED USE SOFTWARE LICENSE AGREEMENT 90 91 This Limited Use Software License Agreement (the "Agreement") 92 is a legal agreement between you, the end-user, and Id Software, Inc. 93 ("ID"). By continuing the downloading of this Wolfenstein 3D 94 (the "Trademark") software material, which includes source code 95 (the "Source Code"), artwork data, music and software tools 96 (collectively, the "Software"), you are agreeing to be bound by the 97 terms of this Agreement. If you do not agree to the terms of this 98 Agreement, promptly destroy the Software you may have downloaded. 99 100 ID SOFTWARE LICENSE 101 102 Grant of License. ID grants to you the right to use one (1) 103 copy of the Software on a single computer. You have no ownership or 104 proprietary rights in or to the Software, or the Trademark. For purposes 105 of this section, "use" means loading the Software into RAM, as well as 106 installation on a hard disk or other storage device. The Software, 107 together with any archive copy thereof, shall be destroyed when no longer 108 used in accordance with this Agreement, or when the right to use the 109 Software is terminated. You agree that the Software will not be shipped, 110 transferred or exported into any country in violation of the U.S. 111 Export Administration Act (or any other law governing such matters) and 112 that you will not utilize, in any other manner, the Software in violation 113 of any applicable law. 114 115 Permitted Uses. For educational purposes only, you, the end-user, 116 may use portions of the Source Code, such as particular routines, to 117 develop your own software, but may not duplicate the Source Code, except 118 as noted in paragraph 4. The limited right referenced in the preceding 119 sentence is hereinafter referred to as "Educational Use." By so exercising 120 the Educational Use right you shall not obtain any ownership, copyright, 121 proprietary or other interest in or to the Source Code, or any portion of 122 the Source Code. You may dispose of your own software in your sole 123 discretion. 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