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               I hope you read this, because
              you will be sad if you don't :(
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               QUAKE presents WOLFENSTEIN 3D     v.1.0
                     Shareware Episode
            Lord Asaki had little to do with it.
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*** Mostly runs in DarkPlaces only. ***

For the few of you who've tried the older builds of this mod,
Lord Havoc has fixed the sprite lighting in DarkPlaces, so
you're advised to update to the latest version.

I'm assuming he'll have a stable release by the time you read
this, so head to his booth and grab it!

If you really, really, really want to play this in an engine
that is not DarkPlaces, there's a PAK file in the "fitz"
directory that will automate the process for you. The entire
game will be fullbright, your weapon viewmodel will not
be visible, and multiplayer modes will look goofier than they
already do...but if that's your thing, more power to you, I
guess...

If you must boycott DarkPlaces for whatever perverse reason,
FitzQuake is recommended. Most engines will crash if they
don't support higher entity counts.

You have been warned. Or you haven't been warned, I guess,
since you probably won't even read this! :(

*** CUSTOM MAPS ARE ENCOURAGED ***

Check the mapsrc directory for more information! I tried to
supply as much information as possible, but if I missed
anything, let me know.

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DP may or may not change the settings on you, so here are a
few settings you may wish to consider:

r_coronas 0               -- makes lights look better
r_lerpsprites 0           -- otherwise sprites flicker
cl_nolerp 1               -- otherwise monsters move funny
gl_texturemode gl_nearest -- unless you enjoy the blurry ugly
sv_aim 0.93               -- auto-aim(ish)
bind space "impulse 15"   -- if you want to open doors or
                             press buttons or...

The score in the HUD gets reset every time you hit 40,000 and
get an extra life, so impulse 255 will show you your total
score, if you want to keep an eye on it.

I don't know what the cvar is for the CD music volume, but
make sure it's up if you want to hear OGG music.

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  You will not be quite so sad if you do not read the rest.
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Moving along, here's a slightly bigger preview than the last.
I'm still working on it in secret, but I'm not sure what
realms of "illegal" I'd be slipping into by going further
than the shareware episode. Heck, I'm pretty sure even -this-
isn't legal.

All ten levels of Wolfenstein 3D Episode 1 are here, and
should be fully functional. Also I made a little Start map
for skill selection (and episode selection, later on, maybe).

I've tried to stick to the original Wolf3D source as close as
possible, but I've had to eyeball certain things, like entity
speeds (which I'm still not happy with, but hey, just
imagine it's a Quake mod!).

The monster AI isn't 100% what it could be, but it's much
closer than it was before, and you probably won't notice the
difference.

I didn't put much effort into the lighting, I may or may not
give it a proper polish later. ID put a surprising amount of
lamps in the levels, so most of it's well lit, but some areas
are pretty dark. I apologize if it's too dark for your
monitor, in single player mode you can bind "r_ambient #" to
a key if that helps at all.

Coop mode (1-4 players) has been implemented, tested, and
should be fully functional. The live system is disabled for
multiplayer (though it would be fun to put back in later),
so treasure gives you 4 health instead of points (ala the
Jaguar port). I've taken the liberty of making it impossible
to leave the level by yourself, so make sure another player
is less than 256 units away from you. I couldn't decide how
many "bells and whistles" to add, so I looked at how DOOM
did things and borrowed from there. Though I left Quake's
frag system in place, so you lose frags from getting killed
by monsters (I might change that if I get feedback).

Deathmatch mode is mostly implemented, but most of the levels
don't have the spawnpoints for it. E1F1 does, and I think
maybe one or two others. Deathmatch 2 is DM with monsters.

The HUD is a mess, I don't know what I can really do about
it. I'm planning on doing a custom build of DP for it later
but until then you'll just have to suffer.

Secrets and treasure have been squeezed into one, I hope it
shouldn't make too huge of a difference. The 100% bonus has
been adjusted accordingly.

Some of the menu graphics haven't been changed yet, I'll get
around to it.

I borrowed some fonts from the SNES port for easier
readability.

I have no idea how to convert the Adlib sound effects into
WAV. I'm borrowing some from the iPod port, and some from the
XBox port right now, the quality isn't the greatest. If I
have to, I guess I'll just plug my audio-out into my line-in
and press record. I might have to anyway, since the Adlib
music converter isn't perfect.

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                       Special Thanks
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LordHavoc, FrikaC, Spike, and Rich helped out a bit with some
of my coding problems. At least I think they did, it's been
a while. I really should keep track of these things during
development.

I borrowed the player sprites from AFADoomer's Wolfenstein 3D
TC for ZDOOM. There was no readme or anything, so I have no
idea who to thank (though I'd like to replace them with
something nicer in the future).

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                  Unimportant ramblings...
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I really want to stray away from the original and add
silent backstabs for the knife, ala Return to Castle
Wolfenstein.

I might add it later, or make it optional, or something.

I may or may not reimplement the jump button.

Or what not.

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I'm sure there were probably one or two other things I wanted
to say, I guess I'll let you go play it now.

SUPER SECRET BONUS: In the "extras" folder is a PK3 for
higher res v_wep graphics, if you're into that sort of thing.