The original open source release of Wolfenstein 3D

Travis Bradshaw 05167784ef Updated for additional formatting corrections. 9 years ago
WOLFSRC 7137844284 The Wolfenstein 3D source as originally released. 9 years ago
DEICE.EXE 7137844284 The Wolfenstein 3D source as originally released. 9 years ago
INSTALL.BAT 7137844284 The Wolfenstein 3D source as originally released. 9 years ago
README.rst 05167784ef Updated for additional formatting corrections. 9 years ago
WOLFSRC.1 7137844284 The Wolfenstein 3D source as originally released. 9 years ago
WOLFSRC.DAT 7137844284 The Wolfenstein 3D source as originally released. 9 years ago

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

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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