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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. + |