README.rst 10 KB

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