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7137844 @tbradshaw The Wolfenstein 3D source as originally released.
tbradshaw authored
1 Wolfenstein 3D
2 ==============
3
ba54cfe @tbradshaw Quick update to README.rst to fix some formatting.
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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>
7137844 @tbradshaw The Wolfenstein 3D source as originally released.
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13
14 February 6, 2012
15
16 RELEASE.TXT
17 -----------
18
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19 ::
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20
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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.
7137844 @tbradshaw The Wolfenstein 3D source as originally released.
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25
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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.
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32
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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.
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36
37
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38 Some coding comments in retrospect:
7137844 @tbradshaw The Wolfenstein 3D source as originally released.
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39
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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.
7137844 @tbradshaw The Wolfenstein 3D source as originally released.
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43
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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.
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49
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50 The whole page manager caching scheme is unecessarily complex.
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51
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52 Way too many #ifdefs in the code!
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53
54
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55 Some project ideas with this code:
7137844 @tbradshaw The Wolfenstein 3D source as originally released.
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56
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57 Add new monsters or weapons.
7137844 @tbradshaw The Wolfenstein 3D source as originally released.
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58
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59 Add taller walls and vertical motion. This should only be
60 done if the texture mapper is rewritten.
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61
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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.
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65
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66 Make a multi-player game that runs on DOOM sersetup / ipxsetup drivers.
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67
68
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69 Have fun...
70
71 John Carmack
72 Technical Director
73 Id Software
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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
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86 -----------
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87
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88 ::
89 LIMITED USE SOFTWARE LICENSE AGREEMENT
90
91 This Limited Use Software License Agreement (the "Agreement")
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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
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