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Chacal 3D

1997 · Windows · MS-DOS · A. BendiMerad

A Doom/Wolfenstein type Deathmatch game by a French Developer in DOS. (English Translation of Readme) I) Introduction Jackal-3D is a small game that allows two players to compete on the same screen, and therefore on the same computer, in a world represented in three dimensions reminiscent of Wolfenstein-3D Id Software (same rendering algorithm: raycasting method). This program is completely free, so you can distribute it and / or copy it as you please. II) Starting Chacal-3d runs under DOS by typing "C3D" in the directory containing the executable. This directory must itself contain the following directories: \ map: directory containing the map files \ pcx: directory containing the different textures \ pal: directory containing palette files \ lst: directory containing lightmap files Rem: In Windows 95 or Windows NT the game is launched by double-clicking on the icon of the game "C3D". Rem: If the previous directories do not exist the program will not launch. When launching the game, a presentation screen is displayed offering the following three options: Game: Launching a game Maps: Choosing a map End Game: End of the game III) Keys The managed keys are as follows: Player 1 (top screen): Keyboard arrows: Move forward, backward, rotate left and right Ctrl: Shot of the current weapon Tabulation: Change of weapon Player 2 (bottom screen): Moving the mouse: Rotating the player Left mouse button: Shooting the current weapon Right Mouse Button: Move Forward Return: Reverse More (numeric keypad): Change weapon IV) Arguments The program accepts the following arguments on the command line: -fullscreen Displays the view of a single player in full screen. -file XXXXXXXX.map Enables you to force a card to load at boot time. This file must be in the same directory as the game executable. -nosound Disable sounds in the game V) Sprites In construction ... VI) Construction of a map A map can be built using a simple editor like "edit" from DOS, or Windows Notepad. The map file breaks it down into three parts with in order: 1) A first part to define the textures of wall, soil, horizon, the shading table and the size of the map. The keywords are placed on the left WITHOUT SPACING, the argument is placed on the right of the keyword shifted by at least one space. Keywords and arguments as an example: title map.map wall1 mur1.pcx wall2 mur2.pcx wall3 mur3.pcx wall4 mur4.pcx wall5 mur5.pcx wall6 mur6.pcx Wall7 mur7.pcx wall8 mur8.pcx floor hugesol.pcx lightmap day.lig background skysma.pcx lenghtmap 016 Rem: If the program finds a non-listed keyword here it stops signaling an error in the map file. Rem: All the keywords have an optional character EXCEPT the size of the map 'lenghtmap' which MUST be present (this size is coded on 3 figures imperatively). Rem: The map MUST be a CLOSED square. Rem: The keywords can be placed in any order. 2) A second part containing the actual definition of the map. This second part MUST begin with 'MAP:' followed by a carriage return. Here is an example: MAP: 1222122212221222 2 2 2 2222222222 U2 2 m 1 1 2 2 I L2 2P S2 12 222 2 1 33 353475353 3 3 4G M 4 5U 5 4 IIIICIIII 4 77 89 77 6S 6 7A 7B OR7 7676767676787677 Rem: The description of the map MUST begin at the line below the key word 'MAP:'. Rem: Refer to the following paragraph for the meaning of these numbers and letters. 3) Finally, a third part containing comments. These are ignored by the program. VI) Content of a card Here are the letters and numbers to define and position the various walls and elements of the map: WALLS: 0: Empty (optional) 1..8: Wall textures PLAYERS: A: Player 1 (Required) B: Player 2 (Required) WEAPONS: P: Pistol (optional) G: Gun (optional) R: Rocket (optional) S: Plasma (optional) C: Chaingun (optional) AMMUNITION: I: Pistol ammunition (optional) U: Gun ammo (optional) O: Rocket ammo (optional) L: Plasma Ammunition (optional) DRUGS: M: Large box of medications (optional) m: Small box of medications (optional) OTHER: V: Night vision and in the fog (optional)

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