Update README to reflect name, add MIT licensing
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LICENSE
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LICENSE
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Copyright 2018 Nicholas Thomas <ordoor@ur.gs>
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Permission is hereby granted, free of charge, to any person obtaining a copy of
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this software and associated documentation files (the "Software"), to deal in
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the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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README.md
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README.md
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# WH40K: Chaos Gate
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# Ordoor
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Re-implementation of the WH40K binary.
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Portmanteau of Order Door, a remake project for Warhammer 40,000: Chaos Gate,
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the game from 1998.
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**You must have a copy of the original game data to use this project**
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WH40K.exe is the existing game engine
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WH40K_TD.exe is the map editor. Allows things to be saved as .MAP or as .SMF
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("Super Macro File")
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This README is a grab-bag of miscellaneous information about file formats at
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present. This is being migrated to the [Formats overview](doc/formats/index.md)
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as a precursor to making this file useful!
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No game yet, nothing even close. I'm in the very early stages of trying to
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understand the various file formats. Until then, you can play WH40K: Chaos Gate
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in a WinXP VM, disconnected from the internet. It doesn't need 3D rendering!
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WH40K.exe is the existing game engine, and WH40K_TD.exe is the map editor.
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Allows things to be saved as .MAP or as .SMF ("Super Macro File").
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## Building from source
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I'm writing code in Go at the moment, so you'll need to have a Go runtime
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@@ -28,19 +23,35 @@ go version go1.10 linux/amd64
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```
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Clone the source tree to `$GOPATH/src/ur.gs/chaos-gate`. You can then run
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`make loader` or `make view-map` to get the two binaries that exist at present.
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`make all` to get the binaries that exist at present.
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They're not very interesting :D.
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Place your WH40K: Chaos Gate installation in `./orig` to benefit from automatic
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path defaults. Otherwise, point to it with `-game-path`
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The `view-map` binary attempts to render a map, and is the current focus of
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effort. Once I can render a whole map, including pre-placed characters (cultist
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scum), things can start to get more interesting.
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To run:
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```
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$ make view-map
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$ ./view-map -map orig/Maps/Chapter01.MAP -text orig/Maps/Chapter01.TXT
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```
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Use the arrow keys to scroll around the map, the mouse wheel to zoom, and the
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`1` - `7` keys to change Z level.
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Unlike the game, currently I only render the Z level you're actually on.
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Dependency management uses `govendor`. Unless you're contributing code you
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shouldn't have to worry about it.
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`dep` bug https://github.com/golang/dep/issues/1725 means I can't use it.
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## Unmigrated text
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## Miscellany
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"Mission Setup" includes information about available squad types
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