Beyond Castle Wolfenstein project v0.2 July 19th, 2004 Please note: This is still a work in process. There are bugs, although they should be minor. Please contact jeff@silent.net for bug reports, comments, etc. command line options: -nosb = Force no soundblaster support. Use this if you have a sound card, but the game locks up. -quiet = No speaker or soundblaster support. Use this if you're keeping your family awake. Key Reference. The player and gun controls are 2 eight way keyboard layouts. move player: gun control: QWE IOP ASD KL; ZXC ,./ S=stop walking L=fire gun Other controls: H=holster gun. F=apply first aid (if you have a first aid kit). M=give money to guard in leu of a pass. 1-5=Pass # to give to guard. Enter=inventory. Space=Search and open closets, move bodies. U=use object. :=switch weapons. B=drop or pick up bomb. R=reset bomb timer. Ctrl-T=Use toolkit (multiple purposes) Opening Closets: aim gun at the closet and press the spacebar. Unlock Closets: aim gun at closet then use number keys for 3-digit combination. A small click will be heard when the correct tumbler falls into place. Search Dead Guards: stand over body and press spacebar. Drag Dead Guards: stand adjacent to body, aim gun in the general direction of the body and press spacebar. Press ESC during the demo to return to the title screen. Press ESC during gameplay to save current game and return to the main menu Press ESC in the main menu to return to DOS. ------------------------------------------------------------------------------- Buglist and issues Last updated july 16th, 2004 Known bugs (in no particular order): a) Soundblaster support only uses DMA channel 1. Status: unknown if this will be fixed. That's pretty standard requirements for soundblaster. b) voice samples using PC speaker under windows 2000/XP (probably 9x/ME too) are wholly unacceptable. Status: Windows hardware abstraction layer (I think) is causing the timing of the samples to be messed up. PC speaker samples sound like blurps. I do not know if this can be fixed, ever. c) some delays are a bit off; Some closets take too long time to search. Status: There are more important things to fix. Shouldn't effect game play. d) will not work on non US keyboards. Status: Code uses ascii value returning from keystroke, not keyscan codes. Any keyboard that has key positions swapped (such as Q and W on french keyboards) will make for very difficult gameplay. Need to re-write keyboard input routines to use keyscan codes, or implement custom keyboard mapping. e) If captured while carrying the bomb, the player in the next demo mode will also have the bomb. Status: not sure if original game did this or not. It's kinda cute. f) Are keys broken? After collecting some keys, pressing Ctrl-K does nothing, doors are still often locked. Status: Not sure how keys are supposed to work. Conflicting documention as to how to use them. Investigation is underway; send me your thoughts. Future enhancements planned: a) custom key remapping b) multiple save game files c) updated graphics and sounds? This does break the original look and feel preservation spirit. d) ? your suggestion here Release History: 0.2 - July 19th 2004 - Added about 8x more samples to the footsteps and lock clicks to make them audible on certain sound cards. Added graceful exit if either optiona.dat or optionc.dat don't exist. 0.1 - June 28th 2004 - First available release; a few bugs, but certainly playable. 0.0 - all pre-release versions (about 25 of them!)