Difference Engine "r95" README ------------------------------ There is a small help function implemented. Just do "dn -h" You should be able to use any registered WAD, and additional PWAD's, using multiple "-f " parameters. Retrieval is done in a somehow non-deterministic manner, thus you might have to change the order of files to get a certain map. If you are using both DOOM and DOOM2 WAD at the same time, there might be inconsistencies, as I haven't finished replacement of TEXTURE1/2 and PNAMES, yet. There are three environment variables to set: DN_RESOURCE_PATH DN_RESOURCE_FILE DN_DEFAULT_MAP The renderer uses a list priority approach, based on VERTEXES, LINEDEFS, SIDEDEFS, SECTORS. We do not use BSP (yet). The most annoying problem is that we don't use the BLOCKMAP either, and the initial viewpoint height might be very well below the floor. The following keys are defined: Cursor keys : movement Tab : automap u : up d : down h : hardcopy p : position Shift : speed Esc : quit Within the automap, the mouse selects a new position. Any key will remove the map and return to the walktrough. You will note that it's slow, especially on i486's. We are using floating point, and we don't have any inline assembly. There are a few known bugs, but it's rather stable, and works with large maps. We have mostly finished handling the walls, multi-patch, pegged/unpegged, and partly transparent, as well as sky textures. Our first attempt at handling floors and ceilings did not work out, and we abandoned further overhauls, as we would have to do it in a different way with BSP's anyway. Details on the project are available at http://www.gamers.org/dEngine/ including some larger but less useful documents.