WinDoom - V0.95 Source Code 20 Feb, 1998 This source is to be distributed freely and without charge. No portion of any code contained in this archive may be used in software sold, licensed, hired or rented for profit without prior written consent from id Software, Inc. or Bruce A. Lewis. Most of the program code contained herein is the property of id Software and all rights to that code are retained by them. The program code used to port the Linux Doom source to Win32 and DirectX including wholly the contents of the files: d_console.c, d_console.h, i_cd.c, i_cd.h, m_music.c, m_music.h, i_midi.c, i_midi.h and windoom.c are the property of and copyrighted 1998 by Bruce A. Lewis. The contents of these files may not be used in ANY other project except enhancements or extensions to WinDoom without prior written consent from Bruce A. Lewis. Any project in which these files are used must have the source code available. (Yes, e-mail does qualify as written consent.) I have had a lot of fun writing this program and there have also been a number headaches. I would appreciate having any changes made to this source sent back to me along with an explanation of what your "hack" does. I would also appreciate the report of any bugs found in the code so I can integrate those into WinDoom and glDoom. The rendering code is about 98% id Software code and I'm using NONE of that in glDoom so any bugs found there are probably not worth reporting except so I can incorporate them into WinDoom if it's a bad one. Hopefully, most of the modifications that are being made to Doom will eventually find their way into most of the Doom editing projects. I hope you have as much fun with this as I did. I also hope you learn from it. I certainly did. After all, isn't that why John Carmack and id decided to release the source in the first place? This code was compiled using: Visual C++ Version 4.2 DirectX 5 SDK Windows95 Build 1111 OEMR2 The file WinDoom.mdp is the Visual C++ project file for WinDoom. If you are using Version 5 of Visual C++, it will convert the project file for you. Versions are maintained in the files d_console.c and d_console.h. Now then, back to glDoom...