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141 lines
4 KiB
Brainfuck
141 lines
4 KiB
Brainfuck
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README for Linux DOOM Source distribution
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=========================================
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DISCLAIMER
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----------
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This is not "The DOOM Source Code" dump for a bunch
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of reasons. It is based on a DOOM development directory
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snapshot as of January 10th, but has been stripped and
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changed. Thus it is the DOOM source, but there are many
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minor differences to the source as last used by id
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Software.
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Note that thus neither John Carmack nor Dave Taylor nor
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anybody else at id is responsible for the contents of
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this archive, or the changes introduced to the original
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source.
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If there are any questions, contact me at bk@gamers.org,
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or preferably post to the mailing list at
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doom-editing@gamers.org
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(send mail to majordomo@gamers.org, content just
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a single "info doom-editing"). I will post any updates
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or notifcation of corrections there. I will probably
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put some stuff at
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http://www.gamers.org/dEngine/doom/
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as well. Look there for the "Unofficial DOOM Specs" as
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minimal recommended documentation.
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REMARKS
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-------
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I made a few minor bug fixes, added some experimental sound
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code, and, and changed the handling of IWAD dependend game
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modes. Most of the changes though have been shuffling
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around sources in a sometimes futile attempt to separate
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modules more cleanly, and make certain parts easier
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to locate and modify. There is still much left to do, but
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I hope that the current source is a good base to start
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with, especially with a cooperative effort in mind. Those
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so inclined will find the source prepared for CVS.
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There is a list of changes and fixes I did not get around
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to in TODO, and an incomplete worklog in ChangeLog, that
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also includes some minor ToDo statements scattered throughout
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the log.
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a) Linux SVGA
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There is no SVGA support. For development and debug
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purposes, the X11 version seems to be more handy.
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b) Sound - see README.sound,
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and the sndserver.tgz archive.
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c) GLDOOM - see README.gl
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d) Win32
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There was no Win32 support in the original dump.
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e) DOS
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Original DOS support (including the texture
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mapping and fixed point assembler) has been
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removed, mainly because of the lack of sound
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support.
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f) DoomEd
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The NeXTStep DoomEd sources in the dump were
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garbled (filenames - prolly an issue of ISO9660
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with or w/o extensions). Somehow Bear never got
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around to send me a list of the correct filenames,
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and I won't bother guessing without a NeXT box
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at hand.
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There is a plethora of useful editors
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for DOOM. I suggest using DEU for X11.
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g) BSP Tools
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The BSP builder and other tools have
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been released by John Carmack long ago,
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and since improved/replaced by others.
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Again, I recommend taking a pick among
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the tools available for Linux.
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h) DOOM game tools
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There are a number of tools that have
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not been released, namely those which
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compiled the Things and State Tables,
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the frame animation LUT's, sound tables
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etc. Basically, they compile similarly
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complex LUT's to generate C files. The
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tools are omitted from this distribution.
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There are some files in the
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distribution (info.h/c, sounds.h/c)
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that are essentially the output of these
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tools. This is the data that defines
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DOOM (as a game) for all practical
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purposes.
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I recommend keeping them, as they are
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part of the source. In the long run,
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handling them as well as the action/
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animation functions as a separate game.so
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library (as with Quake2) seems to be a
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good idea.
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i) Artwork
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Neither the original artwork nor the
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misc. WAD files are included in this
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archive. You will at least need the
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shareware WAD file to run the executable,
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but it shouldn't be to difficult to get
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a hold of that.
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Note that the mechanism to detect the
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presence of a registered or commercial
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version is still in the source, and
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homebrew maps are still disabled. This
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is easily removed now, but as FinalDOOM,
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Ultimate DOOM and DOOM 2 are still in
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the shops, it is probably polite not
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to distribute a source or binary without
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that mechanism.
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This version of Linuxdoom supports Plutonia
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and TNT WAD from FinalDOOM as well. No
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guarantees, though.
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Enjoy!
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b. 97/12/22
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