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authorSimon Howard2013-09-16 01:37:34 +0000
committerSimon Howard2013-09-16 01:37:34 +0000
commit710403d3e74dadcbafd13895d88b90502e7a71dc (patch)
tree2ebca6cb85a37d3872bf35e95647a99a82b1449c
parent83d832ee4e6aabcdeacd282e73dd12ba81367e88 (diff)
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Add Chocolate Strife README file.
Subversion-branch: /branches/v2-branch Subversion-revision: 2660
-rw-r--r--Makefile.am1
-rw-r--r--README.Strife177
2 files changed, 178 insertions, 0 deletions
diff --git a/Makefile.am b/Makefile.am
index f52f9eb5..d32d426e 100644
--- a/Makefile.am
+++ b/Makefile.am
@@ -34,6 +34,7 @@ CODEBLOCKS_FILES= \
DOC_FILES= \
README \
README.OPL \
+ README.Strife \
NEWS \
ChangeLog \
NOT-BUGS
diff --git a/README.Strife b/README.Strife
new file mode 100644
index 00000000..14b91a5a
--- /dev/null
+++ b/README.Strife
@@ -0,0 +1,177 @@
+===============================================================================
+
+ Samuel 'Kaiser' Villarreal and James 'Quasar' Haley Present
+
+ C H O C O L A T E
+ ______________________________._________________________
+ / _____/\__ ___/\______ \ \_ _____/\_ _____/
+ \_____ \ | | | _/ || __) | __)_
+ / \ | | | | \ || \ | \
+ /_______ / |____| |____|_ /___|\___ / /_______ /
+ \/ \/ \/ \/
+
+===============================================================================
+
+* What is it? *
+
+Chocolate Strife is the most accurate and complete recreation of Rogue
+Entertainment's "Strife: Quest for the Sigil." It was created through more than
+four years of reverse engineering effort with the blessings of the original
+programmers of the game.
+
+
+* Why? *
+
+The source code for Strife was lost, which means, unlike the code for all the
+other commercial DOOM-engine games, it cannot be released. The only access we
+have to the code is the binary executable file. Tools such as IDA Pro have
+been employed to disassemble and decompile the executable, which was cross-
+referenced against the Linux DOOM and DOS Heretic sources and painstakingly
+combed over multiple times, instruction-by-instruction, to ensure that the
+resulting Chocolate-Doom-based executable is as close as possible to the
+original.
+
+
+* Is it Legal? *
+
+Reverse engineering is a protected activity so long as the original code is
+not used directly in the product. Due to the vast amount of information lost
+through the process of compilation, and the need to refactor large portions
+of code in order to eliminate non-portable idioms or to adapt them properly to
+Chocolate Doom's framework, the resulting code behaves the same, but is not
+the *same* code.
+
+In addition, James Monroe and John Carmack have both stated that they have no
+objections to the project. Because they are the original authors of the code,
+and neither Rogue nor their publisher, Velocity, Inc., exist any longer as legal
+entities, this is as close to legal permission as can be obtained.
+
+The transformed results of the disassembly have been combined with the
+raven-branch version of the Chocolate Doom source port by Simon 'fraggle'
+Howard, with his direct assistance, and have been released for the benefit of
+the community under the GNU General Public License v2.0. See the file "COPYING"
+for more details
+
+
+* Is it Perfect? *
+
+Almost, but not entirely! That's where you come in. Help us by reporting any
+discrepancies you may notice between this executable and the vanilla DOS
+program!
+
+However, do *not* report any glitch that you can replicate in the vanilla EXE
+as a bug. The point of Chocolate Strife, like Chocolate Doom before it, is to
+be as bug-compatible with the original game as possible. Also be aware that
+some glitches are impossible to compatibly recreate, and wherever this is the
+case, Chocolate Strife has erred on the side of not crashing the program,
+for example by initializing pointers to NULL rather than using them without
+setting a value first.
+
+
+* What are some known problems? *
+
+- The demo version is *not* supported, and there are not any current plans
+ to support it in the future, due to the vast number of differences (the
+ demo version of Strife is based on a much earlier beta version of Rogue's
+ codebase). You should use a commercial Strife IWAD file, preferably of
+ version 1.2 or later.
+
+
+* How do I use it? *
+
+From the Run box or a command line, issue a command to Chocolate Strife just
+like you would run Chocolate Doom. Most of the same command line parameters
+are supported.
+
+voices.wad will be read from the same directory as the IWAD, if it can be
+found. If it is not found, then voices will be disabled just as would happen
+with the vanilla executable. Do not add voices.wad using -file, as that is
+redundant and unnecessary.
+
+Some new command-line parameters in Chocolate Strife include the following:
+
+-nograph
+ Disables the graphical introduction sequence. -devparm implies this.
+
+-novoices
+ Disables voices even if voices.wad can be found.
+
+-work
+ Enables Rogue's playtesting mode. Automatic godmode, and pressing the
+ inventory drop key will toggle noclipping.
+
+-flip
+ Flips player gun graphics. This is buggy, however, because it does not
+ reverse the graphics' x offsets (this is an accurate emulation of the
+ vanilla engine's behavior).
+
+-random
+ Randomizes the timing and location of item respawns in deathmatch, when
+ item respawning is enabled.
+
+
+* Copyright *
+
+This program is free software; you can redistribute it and/or modify it under
+the terms of the GNU General Public License as published by the Free Software
+Foundation; either version 2 of the License, or (at your option) any later
+version.
+
+This program is distributed in the hope that it will be useful,but WITHOUT ANY
+WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
+A PARTICULAR PURPOSE. See the GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License along with
+this program; if not, write to the Free Software Foundation, Inc., 59 Temple
+Place - Suite 330, Boston, MA 02111-1307, USA.
+
+See the "COPYING" file for the full license text. The source code for this
+program is available from the same location where you downloaded this package.
+
+Aside from Chocolate Doom, portions of the code are derived from the Eternity
+Engine, Copyright 2011 Team Eternity, as published under the GNU GPL.
+
+
+* New in v2.0 Release *
+
++ No infinite loop if menus are up during a screen fade.
+
++ Peasant death sound during intro plays at normal volume level.
+
++ Torches no longer produce pipping sounds (special thanks to fraggle).
+
++ Fade to black occurs at the start of slideshow sequences as in vanilla.
+
++ Network game support, with up to 8 players.
+
++ No more infinite horizon effect if screen is resized while looking up or
+ down.
+
++ Corrected default internal Acolyte and Beggar dialogue strings.
+
++ Proper save game directory behavior (same as other Choco ports).
+
++ Vanilla behavior for crush-and-raise floor types (special thanks to Gez).
+
++ Bug fix for all crushing floor types.
+
++ Broken power coupling awards erroneous quest flag #32, as in vanilla.
+
++ Complete support for emulation of Strife v1.31, including abililty to save
+ on multiple save slots.
+
++ Telefrags insta-kill as in vanilla (player cannot heal 10000 damage even with
+ a full inventory of health items).
+
++ Frags are displayed on the keys popup during deathmatch.
+
++ Multiplayer chat features, including ability to set player names, now match
+ vanilla behavior.
+
++ Support for -random parameter.
+
++ Vanilla behavior when pressing pause on menus with scroll bars (special
+ thanks to fraggle and Alexandre Xavier).
+
++ Merged into Chocolate Doom trunk for v2.0 release.
+