+++ /dev/null
-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 <travis.bradshaw@idsoftware.com>
-
-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.
-
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-
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