Immoral Conduct Special Edition. A massive Doom-themed gameplay add-on for any and all
Doom, DoomII, and Final Doom levels.
For EDGE 1.27. May work in future versions of EDGE, but not earlier.

HOW TO PLAY:

GLEDGE32.exe -file icd-se.wad -iwad doom2.wad

For best results, add any extra wads BEFORE icd-se.wad on the above command line.
For example:
GLEDGE32.exe -file requiem.wad icd-se.wad

Also works fine with the software render version of EDGE (EDGE32.exe)
You need an iwad (main wad file) from any retail or shareware Doom game.

You can download EDGE 1.27 at http://edge.sourceforge.net


To play the included test level:
(Don't get too excited, it's just Map01 with stuff in it)

GLEDGE32.exe -file icd-se.wad icd-tst2.wad



NOTE:
Sorry this text file is so damn huge. I combined all the documentation into one file,
as I'm sure people were getting annoyed at the number of files I was including in the
zips.






=========================================================================================

:CHANNEL OPEN:

 Immoral Conduct is designed to be played either as is, or with any of your favorite
 wads. Immoral Conduct works just as well in Doom1 or Doom2, as well as Tnt or Plutonia.

 I recommend trying your luck at the Hell Revealed wads using Immoral Conduct, as well
 as Memento Mori 1 and 2, Requiem, Invasion 2, or any other level set you enjoy. Also
 works very well with 2002ado, Darken, Darken2, Icarus, Biowar, Phoenix, Phobos,
 Eternal Doom, Alien Vendetta, etc.
 Hell, it works with any Vanilla or "Lite" Boom level or level set.

 NOTE: Obviously works best with levels that DON'T use a lot of replacement sprites,
       such as Ultdtv.wad or similar. Definitely won't work with existing conversions
	 like Hacx or Strain, Aliens TC, etc.


-----------------------------------------------------------------------------

Immoral Conduct DDF Readme

Filename: icd-se.wad

Version: 1.2 Special Edition #2

Release: #14

Developer: Cory Whittle

E-mail: cwhittle@isn.net

What this file contains:
-Credits and thanks
-Permissions
-Description of Weapons and Items and Characters (and new stuff)
-Known Bugs


-----------------------------------------------------------------------------
CREDITS AND THANKS:

Huge Props go to the EDGE coders for their fine work on the engine. I wish
I could be just half as smart as you guys. I hope you don't mind me abusing the
hell out of your engine... I've done some stuff I bet you never considered possible :)

(Resources)
 -id Software
 -Raven Software
 -3d Realms			  
 -Monolith Software
 -Xatrix
 -Sierra / Valve
 -Gearbox Software
 -Redstorm Entertainment
 -Lobotamy Software
(Resources, Feedback, Help, Testing, Criticism etc.)
 -Mark Quinn (resources)
 -Doyoon Kim (resources)
 -Transon Lohk (scripting ideas)
 -Bad Karma / TNT
 -Mike Gummelt
 -Sparky (alpha resources)
 -Bitstate
 -Oniko (big ddf help)
 -J. Wendell Davie / Aftershock (inspiration)
 -Tarin
 -Katarhyne
 -Lee Killough (some beta resources)
 -Fanatic (ddf help)
 -Tony Lindberg (ideas, testing)
 -EDGE Team (I annoyed them with bugs and suggestions)
 -Anyone else in particular I missed

 Massive credits go out to those who helped me with problems I was having with ddf,
 and who gave me great ideas to work with, not to mention the great feedback!


-----------------------------------------------------------------------------
* Copyright / Permission *

Please do NOT use any part of this package as a base for your own work.
You'll notice I did extensive modifications to the sprites I used,
so if you *must* have the same weapon, get the original and use that instead.
Contact me if you need help with that (I will not do the work for you).

So do NOT extract stuff from icd-ddf.wad;
However:
Please DO create levels/wads that are dependent on icd-ddf.wad to run. This
means as long as you make your wad so that the user has to download icd-ddf.wad
or icd-se.wad SEPERATELY, I don't mind at all. Just don't redistribute this package
or anything within. Please.

-----------------------------------------------------------------------------




DESCRIPTION:
-----------------------------------------------------------------------------
 -weapon- (map object that gives weapon)


WEAPONS:

==Class 1==

 -Knife- (free, backpack, on Space Marine corpses, dropped by troopers)
Primary Attack: Slice
Secondary Attack: Throw
Ammo Type: Knives

The combat knife is in your inventory from the start, and is a great
melee weapon. You can use this with berserk to deliver massive damage.
Primary is a fast yet weak attack, yet you can occaisionally use a wide swipe
 to cause a lot more damage.
 NOTE: The closer you are to your target, the more damage you'll do.
 Use the secondary attack to throw the knife in your hand. You can pick up the knife
 after you've thrown it, if it hit a creature or bounced off a wall. Be careful not
 to lose a knife by throwing it into an unreachable area! 
 You can initially carry 5 to a maximum of 10 SPARE knives, and you have one spare 
 on you at the start. You cannot throw your last remaining knife.
 TACTICS:
 If you have a few knives, throw them instead of slashing. If you have to slash,
 get in, slash, get out, repeat.

-----------------------------------------------------------------------------
==Class 2==

 -.45 Pistol- (free)
Primary Attack: Accurate, aimed shot
Secondary Attack: Less accurate melee shot
Ammo Type: Bullets

You start with a pistol, and it's quite a reliable weapon. Decent
 rate of fire, good power.
 Holds 12 rounds.
 TACTICS:
 Up close or against a group of enemies, let loose with the the secondary
 attack. If you need to hit an enemy a long ways away, use primary.

 -Pistols x2- (Green Armour)
Primary Attack: Fire Left - Right
Secondary Attack: Aimed double shot
Ammo Type: Bullets

Double speed, double capacity, but horrible accuracy.
 Use the alternate attack to fire off a quick double burst. Accurate, good for
 sniping, but if you need rate of fire, use primary instead.
 TACTICS:
 Great for running and gunning. Open fire on groups of enemies for best results.
 The closer the better, since the left pistol's shot will be very innaccurate.

-----------------------------------------------------------------------------
==Class 3==

 -Combat Shotgun- (shotgun)
Primary Attack: Fire
Secondary Attack: Quick-toss a hand grenade
Ammo Type: Shells

Has a high magazine capacity (8 rounds) and is quite powerful.
It's good at medium range too. Takes a moderate amount of time to reload.
 Use the secondary attack to throw a hand grenade if you have any.
 TACTICS:
 The closer to the enemy you are, the better. ALWAYS keep an eye on your ammo,
 having to reload in the middle of a firefight could spell your doom.

 -Upgraded Combat Shotgun- (BFG9000)
Primary Attack: Fire Slasher round
Secondary Attack: Launch fragment grenade
Ammo Type: Flak Shells

When you find an upgrade kit, your shotgun will be converted to fire 'Slasher' ammo, which
are metal slugs that fragment when exiting the gun's barrel - and spray chunks all over.
There isn't much that can survive a point blank shot from this. Secondary attack gives the
added comfort of a grenade launcher, firing an un-fragmented round which explodes on
contact with any surface. As always, be careful, because the flying metal hurts you as
 well. The downside to upgrading is that you lose the ability to fire normal
 shotgun shells, but you still have the double barreled and the sawed-off for that.
 TACTICS:
 A VERY powerful weapon. Get up close, fire. Use the secondary to clean out a room
 full of enemies. Remember, the primary fire can be bounced off of floors and walls,
 so use this to your advantage.
 As the gun and related ammo is quite heavier, it takes significantly longer to reload
 or otherwise operate.

 -Double Barreled Shotgun- (Super Shotgun)
Primary Attack: Right Barrel, Left Barrel
Secondary Attack: Both Barrels
Ammo Type: Shells

An urban weapon, it can be useful due to it's sheer brute force at close range.
Utterly useless at long range, so be wise. Can now be fired a single barrel at a time.
 TACTICS:
 Use the primary against small enemies, and the secondary at point-blank against large
 monsters. As stated, the buckshot spread on this gun is very loose, so get in close to
 your target.

-----------------------------------------------------------------------------
==Class 4==

 -Uzi Sub-machinegun- (Chaingun)
Primary Attack: Machine gun fire
Secondary Attack: Wide 10-shot melee spread
Ammo Type: Bullets

The uzi is a fast, albeit in-accurate weapon, best for close to medium range.
It would be a lot wiser to use your double pistols if you want rate-of-fire AND power.
Has a 30-round magazine.
 Use the alternate attack if you find yourself cornered. You can tilt the uzi
 sideways and sweep the room with a horizontal spread of bullets.
 TACTICS:
 The spread of the primary fire goes vertically, so this weapon isn't bad at short
 to medium range. The horizontal spray of the secondary attack is great for dealing
 with a group of monsters.

 -Uzi x2- (Invulnerability)
Primary Attack: Machine gun fire
Secondary Attack: None
Ammo Type: Bullets

Again, double everything. Uses up ammo FAST. Use in situations where you need A TON
 of lead slung towards your target. Be careful though! It takes a while to reload both
 weapons.
 TACTICS:
 None. Spray n Pray. Get in close to rip your enemies to shreds.

-----------------------------------------------------------------------------
==Class 5==

 -Hand Grenades- (Box of Rockets)
Primary Attack: Throw
Secondary Attack: Drop
Ammo Type: Grenades

 Pull the pin, throw, and TAKE COVER. These grenades spray fragments of metal
 everywhere, and it hurts to get stung with it. VERY effective room cleaners.
 TACTICS:
 Use in small rooms or hallways for best results. Look upwards to throw farther.

 -40mm Grenade Launcher- (CELL PACK)
Primary Attack: Launch a grenade
Secondary Attack: Launch a gas bomb
Ammo Type: Grenades

This modified tear-gas gun shoots explosive projectiles that bounce and
explode. Holds five grenades. Be careful the projectile doesn't bounce back at you!
Secondary attack costs two grenades, and fires a cannister of very deadly gas.
The tear gas will almost instantly kill any creature with a direct hit.
 Note that the gas will disperse in a spiral pattern for about 12 seconds, and the gas
 will drift around a room or corridor until it dissipates. Be careful.
 TACTICS:
 Again, both modes of this weapon are most effective within closed spaces or
 hallways. Look upwards to get maximum distance.
 Both projectiles will explode on contact with a creature/object.

-----------------------------------------------------------------------------
==Class 6==

 -M-16a1 Assault Rifle- (Rocket Launcher)
Primary Attack: 3-Shot Burst / full automatic
Secondary Attack: M203 grenade launcher.
Ammo Type: Rifle Ammo

Practically the most useful weapon in the game. It's decently accurate and
high-powered, plus has a large magazine (45 rounds), so go nuts!
The grenade launcher is loaded SoF2-style, and fires a fast concussion grenade.
Not the best explosives to use, but may come in handy. They will explode on contact
with anything. The downside is that the m203 takes a while to reload.
 TACTICS:
 Concussion grenades are most effective against smaller enemies. The primary fire
 is useful against pretty much anything. Against a group of weaker enemies, fire
 a grenade and save a ton of bullets.

 -M-211 SemiAutomatic Gas-Operated Infantry Combat Weapon (Sig-Cow)- (Plasma Gun)
Primary Attack: Very Accurate High powered shot.
Secondary Attack: Stab with Bayonet
Ammo Type: Rifle Ammo

This old-fashioned rifle may be dated, but still kicks some. Not as fast
as your M-16, but very powerful and accurate. Has a 20 shot clip, and a sharp
bayonet attachment, which is handy when you don't need to waste ammo or don't have
time to switch guns.
 NOTE: The closer you are to your target, the more damage you'll do with the bayonet!
 TACTICS:
 A good all around weapon. Use the bayonet against close-up enemies, preferrably
 those without a range attack.

-----------------------------------------------------------------------------
==Class 7==

 -MiniGun- (#2999 or dropped by Chaingun Guy)
Primary Attack: Controlled Fire
Secondary Attack: Rapid Fire
Ammo Type: Rifle Ammo

You only get this weapon from fallen Commandos, and it uses rifle ammo. Good,
but not the most practical weapon in the game. Uses 100-round belts. Secondary fire allows
you to fire quicker bursts, however VERY wildly. It's best to use secondary fire
 in close quarters battle, whereas primary is better for targeting single enemies.
 TACTICS:
 See Uzi x2.

 -Sawed-off Shotgun- (#4444 or dropped by Shotgun Guy)
Primary Attack: Fire
Secondary Attack: Quick-toss a marking flare
Ammo Type: Shells

This is an old-style wood trimmed shotgun, used extensively by the former
soldiers (zombies). It's short barrel makes it quite less powerful than your Combat
Shotgun, but more accurate than your double barreled. One of these will do until you find
 something better, but becomes obsolete once you find a riot gun.
 Has a six round magazine. You may find this handy because of it's shorter reload time and
 more predictable buckshot spread.
 TACTICS:
 See Shotgun. This weapon has a more horizontal spread pattern, which makes it good
 for tight groups of enemies. It's thick steel and wood construction make it quite heavy
 to operate, even with the missing barrel.
 This weapon is great for hunting in dark corridors - you can easily toss a marking flare
 without having to put away the weapon.

 -.357 Magnum Pistol- (#4446 or on Space Marine Corpses (extremely rare))
Primary Attack: Fire
Secondary Attack: None
Ammo Type: Bullets

 Select few officers carry these as sidearms, so if you're lucky, you may be able to
 find one on a corpse. This gun has a pretty stainless-steel finish, but it's all
 business none-the-less. Almost as powerful as your Sig-Cow Rifle, yet able to fire
 at a quicker rate. It has a very small capacity (6 rounds), so watch yourself.
 TACTICS:
 Aim and fire.

 -9mm Automatic Pistol- (#4445 or on Trooper Corpses (extremely rare))
Primary Attack: Fire
Secondary Attack: Burst Fire
Ammo Type: Bullets

 The old standard-issue sidearms from before the invasion. While a small and lightweight
 pistol, these tend to have little stopping power. On the plus side though, it's
 construction allows it to be fired quite rapidly and accurately. Marvel over it's sexy
 matte black finish... oooh!
 Use the secondary attack to shoot a very quick burst of 3 shots.
 TACTICS:
 This weapon tends to spread it's fire vertically, plus it's only slightly more powerful
 than the Uzi. It's rate-of-fire and magazine capacity is superior to the .45 however.

-----------------------------------------------------------------------------
==Class 8==

 -Sentry Turret- (comes in backpack)
Primary: Set up a turret
Secondary: Deploy MEDIBOT(TM)
Ammo Type: Turrets

This will throw a turret on the ground, which will then deploy and search for targets
 other than yourself. Beware, it doesn't move, and can easily be disabled, but it 
 does have great stopping power. Has a somewhat limited range.
 Note that it will fire shotgun blasts up close, so try to use that to your advantage.
 
 Use the alternate attack to build and deploy a prototype MEDIBOT(TM).
 The MEDIBOT(TM) is a mobile sentry turret with 2 distinct features. It uses patented
 ARCHVILE TECHNOLOGY gathered by UAC scientists. This means the bot will ressurect
 dead monsters, which will ally with the bot to kill hostiles. Be aware, the allied
 monsters only obey the MEDIBOT(TM) and not other Space Marines (you).
 Secondly, you can use the detonator supplied with UAC DETPAK SATCHELS(R) to instruct
 the MEDIBOT(TM) to spawn a fresh medical kit at it's current position. The downside
 to this is that the bot will consume all it's power doing so, and will explode upon
 completing the task.
 The MEDIBOT(TM) is equipped with a single machine gun, and it uses a very unstable
 prototype power source. Don't be surprised if the bot explodes for no reason!
 TACTICS:
 *Sentry Turret: Place around a corner, and lure enemies into it's line-of-fire. This
 works especially well against larger monsters, since the turret will fire a barrage
 of buckshot at close enemies rather than weaker bullets at far away enemies.
 *Medibot: Once the medibot has finished killing targets, use your detonator (9) to
 make it spawn a medikit. Chances are the medibot will explode soon anyway, might as
 well get some health in case you need it.
 Both: Keep in mind you can only carry ONE of these on you at any time. I recommend
 setting turrets up IMMEDIATELY if you have the detonator (9), this way once you get
 a new backpack, you won't be losing a turret, as you can disable the previous one
 and retrieve it later.

 -Gas Powered Chainsaw- (chainsaw)
Primary: Thrust 'n Chop
Secondary: Shut it off

A classic weapon, this one is a slightly enhanced version of the Doom
chainsaw. You need to pull start this one, and refuel it occaisionally. A little more
powerful and quicker than it's original counterpart, albeit a bit rusty and dirty
 from previous attacks...
If the idle noise bothers you, hold the secondary fire button to kill the engine. When
you let go of the button, you will start the chainsaw up again.
 TACTICS:
 Tough to use against Spectres. All other enemies are fair game.

-----------------------------------------------------------------------------
==Class 9==

 -Satchel Charges:- (rocket)
Primary Attack: Toss a Proximity Charge
Secondary Attack: Force Detonate an Active Charge
Ammo Type: Charges

Activate, throw, and watch the fireworks. These new and improved UAC DETPAK SATCHELS(R)
 are fully functional remote bombs / proximity mines.
 They WILL DETONATE if you get too close to an armed one, so watch out!
 Also, you CANNOT throw them directly at an enemy without them exploding! 
 A new addition, you can now detonate the satchels ANYWHERE on the current area,
 regardless of line-of-sight.
 There are still no safeties applied to armed satchels, so stay clear once you've
 armed them!
 TACTICS:
 Place these near un-provoked enemies, hide and detonate. Or, place them where you
 know enemies will walk into one. Remember, don't block your path with a satchel! 

 -Sentry Bot Remote- (comes with satchels)
Primary Attack: Undeploy any active sentry turrets
Secondary Attack: Cause MEDIBOT(TM) to spawn a medkit

If there are MEDIBOT(TM) or Sentry turrets deployed somewhere on the current level,
 use the alternate attack of this detonator to cause the MEDIBOT(TM) to spawn a medikit.
 you'll hear the bot take 5 seconds to recharge, then your HUD will display an icon
 telling you the medikit is ready. Unfortunately, the MEDIBOT(TM)'s unstable powersource
 will likely overload during this procedure, causing the bot to explode.
 Also, the primary attack will cause any active Sentry Turrets to deactivate, so you
 can pick it up and move it elsewhere.
 TACTICS:
 See Sentry Turret
 
-----------------------------------------------------------------------------
==Class 0==

 -Silenced .45 Pistol- (free)
Primary Attack: Accurate aimed shots
Secondary Attack: Quick un-aimed shots
Ammo Type: Bullets

Adding a silencer makes you quite stealthy. Monsters cannot hear you at all.
 Great for those encounters where you don't want / can't afford to alert all the
 surrounding baddies. This allows you to deal with one monster at a time.
 Nicely accurate too, so you can snipe with it if neccessary.
 TACTICS:
 If you prefer the "silent but deadly" approach, use this instead of the normal
 pistol. Great for ambushes. Use the secondary fire to quickly belt off as many shots
 as you can (for those tight moments).

 -Marking Flares- (free)
Primary: Light and Throw a flare
Secondary: None
Ammo Type: Bullets

These are bright, and emit a column of smoke, as well as a hissing noise, making them
great for marking your path in unfamiliar territory. The flares have a life of about
30 minutes, so you can take your time. Also can be used with GLEDGE and dynamic
 lighting to brighten your area.
 Try not to step on a lit flare, as stated before, they burn hot.
Sacrifice a bullet every time you use a flare (gamism).
 TACTICS:
 Use in a dark room to light your path.





-----------------------------------------------------------------------------
AMMO TYPES:

ammo : map object that gives ammo
(* = not displayed on the status bar)

Bullets : clip, box of ammo, dropped by troopers and dead troopers, dead players
Shells : shells, box of shells, dropped by dead sergeants
Grenades : box of rockets
Rifle Ammo : cell, box of ammo
*Flak Shells : Upgrade Kit, Invisibility Sphere
*Turrets : Backpack only
*Satchel Charges : Rocket
*Knives : Backpack, dropped by dead players, dropped by troopers (both quite random)


-----------------------------------------------------------------------------
NEW / MODIFIED ITEMS:


-Large Medikit: (soul sphere)
 Large medikits give you 75% health, up to a max. of 150% (in increments of 15)
 What you don't use, you can retrieve later.

-Health and Armor Bonuses:
 Give you 2% of each bonus respectively

-Armor:
 All in-game armor is of the same type, so you can add on to previous armour
 jackets to a maximum of 200% (does not apply to IDFA armour)

-Box of shells:
 Gives you 16 rounds (in increments of 4)
 Again, if you don't use the entire box, come back later to retrieve.

-Berserk Pack:
 Heals you 100% up to a max. of 200%.

-Combat Pack (backpack)
 Contains 1 bullet clip, 4 shells, 1 rifle clip, 1 knife, and increases your
 carrying capacity as well as giving a sentry turret kit, and a 50% armor jacket.



-----------------------------------------------------------------------------
NEW / MODIFIED CHARACTERS:

Our Hero:
 You've learned never to come to these demon infested spaceports and moonbases
 without some protection. Your new UAC Space Marine Uniform comes equipped with
 low-level armour plating (30%).
 Your Heads Up Display Helmet (TM) has been retro-fitted with a new UAC MONSTER
 DETECTION GRID (TM,(C)), which informs you of which monster species have been 
 eradicated in a level, also it shows MEDIBOT(TM) status and displays which monsters
 are NOT on any given level.

Wolf SS:
 These guys hold uzis now. Get them for your own use! Spot the irony of Nazi soldiers
 using Jewish weapons! Hoorj! Wait for him to reload his gun, then move in for the kill.

Lost Soul:
 These annoying guys are now able to make themselves invisible, and they look different
 now too.

Other Enemies:
-Zombies now periodically reload their weapons... a good opportunity to strike them.
-Helper bots also reload.. cover them!
-Imps have loosened their tolerance on each other and will retaliate if provoked.
-Barons of Hell have developed a distaste for their weaker cousins the Hell Knights.
-Most enemies have undergone a growth spurt, honing their attack skills and raising
  their stamina. Most monsters are prone to attack more frequently as well.
-The Spider Mastermind got tired of playing second fiddle to the superior Cyberdemon,
  so it raised the protective abilities of it's platform body.
-Cyberdemons and Masterminds will attack their brethren if provoked.
-Don't approach a Mastermind or a Cyberdemon!!! They'll crush you or swat at you up close!
-Spectres and Demons will gladly chow down on each other given the chance.
-Pretty much all monsters have evolved gretter strength or tougher attacks. Be careful.

New Enemies:

NOTE:
  These enhanced zombies only appear in DOOM II or FINAL DOOM. The game uses the
  HEAVY_WEAPON_DUDE to spawn either a chaingun guy (normal) or one of the following
  zombies:
NOTE2:
  These zombies can be placed manually on a map via their (mobj #). If you want these
  guys in Doom 1, you'll have to place them manually.
 
Enhanced Trooper (3042):
 Enhanced troopers can be seen ready to fire at all times. Listen for their tell-tale
 grunt/yell before they open fire. Be careful, they are armed with full-auto uzis and
 can mow you down very quickly.
 WARNING: They have been known to suicide by dropping a live grenade at their feet.

Enhanced Sergeant (3043):
 Enhanced Shotgun Sergeants carry supershotguns and open up with both barrels. Has
 a characteristic scream before attacking, and a long reload time... use this wisely.

Enhanced Space Marine Zombie (3044):
 Listen Soldier.. our own boys are getting reworked in there, so watch out. Zombie
 Marines typically lose their helmets, so be on the look out. They fire M16s usually,
 but they have a cache of grenades on them too. We've had reports of zombies dropping
 grenades and running away, but sometimes they may pull the pin just before they die,
 leaving you a nasty farewell present.

Chainsaw Space Marine Zombie (3046):
 More than one Marine has discovered that chainsaws make good weapons... unfortunately,
 most get reworked. These guys are pretty easy to avoid, but don't let them get anywhere
 near you! They can cause massive trauma within seconds! They wear some hefty armor too.



Friendlies:

NOTE: 
  Don't expect these guys to do all the work for you. They aren't very bright. The best
  idea is to just fight like normal, and chances are the nearest helper will join you.
  You can tell who's who by the weapon they carry.
NOTE2:
  In Doom II, putting a MEGASPHERE on your map will randomly spawn one of the following.
  Also, by default, CO-OP PLAYER SPOT #4 also randomly spawns one, although not all
  the time.
  To disable the CO-OP spawner, open the DDFTHING lump, scroll to the bottom, and remove
  or comment out (//) the entire entry titled: [COOP_HELPER_SPAWNER:4]
NOTE3:
  These helpers can be placed manually on a map via their (mobj #).
PROTIP:
  If you want a helper to follow you, hit them with a pistol or uzi shot (or anything
  weak). Don't over-do it though, or they'll attack you!

*Friendly Space Marine Corporal (3048):
Armed with an Infantry Rifle, she will help out too. A great team-mate.
 When she gets in close, she'll use her bayonet. Be sure to cover her while she reloads.

*Friendly Space Marine Private (3000):
Armed with a supershotgun, these guys will help out until they die, or unfortunately,
give up.. the suicide rate for new recruits is on the rise it seems.

*Friendly Space Marine Lieutenant (3045):
 These fellows watch too many action movies. Their weapon(s) of choice are 2 .45 pistols,
 one in each hand. 

*Friendly Space Marine Sergeant (3041):
This guy will help you with his M-16. Keep him protected and he'll do your
 dirty work with ease.



-----------------------------------------------------------------------------
LEVEL DESIGN STUFF:


Included with this release is a sample map. I've included some modified sector types
and line types for use in a custom map:

-Line Type 2003:
 -Unbreakable transparent (glass). The middle/normal texture on this line will
  become 50% translucent and will block projectiles and shots. Explosion damage will still
  get through though.

-Deep Swimmable Water (Line Type 406, Sector Type 22)
 -Tag your real sector to a dummy sector (Type 22) with Line Type 406 to achieve deep
  water. Your dummy sector's floor/ceiling controls the surface of the water, so it's
  best to make them the same value.
 -TIP: Don't make the water's surface too far below the ground, as it will become hard
  for the player to jump out of the water.
 -PROTIP: Your air capacity is ~25 seconds, and it hurts like a bastard to choke. Use
  Mlook + jump to quickly swim to the surface for a breath.
 -PROTIP2: Binding "MOVE UP" and "JUMP" to the same key may be useful, but it can cause
  you to rocket out of the water if you try too hard. 



-----------------------------------------------------------------------------
KNOWN BUGS:

-The Box of Shotgun Shells and Big Medikit have anomalies when respawning
 items is turned on: If you only partially use either one, it will still respawn...
 no big deal really. 

-Projectiles CAN be absorbed into walls / other structures if you try hard enough.
 This applies to weapon effects such as sparks / shells / smoke etc, or other
 important projectiles like turrets, satchels, grenades and whatnot.

-I upped the hitpoints on some monsters, so regular Doom or Doom2 traps may not be as
 effective. Case in point: the crusher in map06 of Doom2 takes a lot longer to
 kill the spider mastermind (if at all). Unfortunately the crusher will stop in it's
 down position if the creature isn't killed (same with yellow key crusher on e2m5)

-The Turret weapon remote (weapon #9) uses a custom crosshair. 
 At times, especially after a load game, this will appear far too low on the screen.

-The m203 (grenade launcher on the M16) will reload even if you have no ammo left.
 It may be a bug with EDGE's SEC_CHECKRELOAD codepointer, or maybe not.

-If you're fast enough, you may be able to cause a dying Sentry Turret to undeploy
 (using the #9 detonator). This isn't really an issue, but more of a feature.
 This also applies to the MEDIBOT.

-You can skip the reload sequences of some weapons if you try to select another weapon
 right before the sequence begins. This is useful for weapons like the Shotguns,
 which take a long time to reload. A good tip for a heated firefight is to wait until
 you fire your last round, then hit the button for another weapon. This will skip the
 reload and switch to a full weapon.

-If you IDKFA or IDFA you won't be able to use all the weapons, since some upgrade others,
 and won't be available. Also, ID(K)FA gives a different armor type than actual armor
 pickups, so that is an issue as well.

-If a map has thing #0 on it (unlikely but possible), it will be replaced by a spider bot..
 not sure why, but count yourself lucky... previous versions spawned a huge explosion
 (with flak shards) as thing #0.  Weird, eh???
 I'm not sure why you'd want to place thing #0 on a map... but INVASIO2.wad Map06 is
 an example.

-For some reason falling damage applies to you if you hit the bottom of a swimmable
 water area. Also DON'T CROUCH while submerged, or great pain will ensue. The only
 way to fix this is to remove falling damage altogether, but I don't want to do that.

-If you're drowing close to the surface of water, your air bubbles may escape the surface
 and float up through the air... kinda cartoonish, but Duke3d did the same :) 





:TRANSMISSION ENDS:


=========================================================================================
Immoral Conduct DDF build history


Began May 25, 2000
Version 0.1 released May 27, 2000
Version 0.2 released June 1, 2000
Version 0.3 released June 7, 2000
Version 0.4 released June 18, 2000
Version 0.5 released June 25, 2000
Version 0.6 released July 14, 2000
Version 0.7 released August 28, 2000
Version 0.8 released December 5, 2000
Version 0.9 released March 16, 2001
Version 0.9b released May 18, 2001
Version 0.9c released August 25, 2001
Version 1.0 released November 15, 2001
Version 1.1 released May 1, 2002 (Special Edition)


May 25, 2000
-Began converting the dehacked version into the ddf version

May 27, 2000
-released the preliminary version

June 1, 2000
-released a further tweaked version

June 19, 2000
-edge 1.24 is released
-need to rename the mod, as there is already an Action Doom, and to
 avoid copyright issues
-changed many sounds, (pistol clip in, m4 clip in, sniper fire, all 3 magnum
 revolver sounds, minigun fire, NV goggles, dsclick, grenade launcher reload)
-added all SSG frames for compatibility with Ultimate Doom
-added alternate pistol sounds (ds1911, ds9mm, dspistol)
-fixed things.ddf, where double uzi's would not let you use only one.. obviously!!
-fixed things.ddf, where long sounds had been replaced with shorter ones
 to avoid crashing v1.23
-made cyberdemon attack a lot harder, with extra explosive missiles (evil grin)
-toned down the guns a little.. they were way too powerful
-toned down zombie attacks too... an accurate zombie???
-made sniper rifle come with 5 rounds instead of 10
-made sniper rifle not automatic

June 20, 2000
-made akimbo pistol attack more appropriate (less accurate)
-tweaked player attacks even more (they're ALL tweaked now)

June 21, 2000
-added a bunch of new monster sounds, mostly from Doom64
-adjusted some monster attacks and translucency
-changed the Cacodemon Lightning ball into one that looks much much cooler
-made knife attack a little more believable (a short pause between left and
 right swipe attacks)

June 22, 2000
-Fixed up some stuff in the Dehacked versions, namely replacing the ugly
 hand-cannon and making the kick more like the one in the ddf version
 Contemplated replacing the sword with the knife, but... nah!

June 23, 2000
-Got some great ideas looking at the ddf files for the QDoom demo..
-made knife attacks random left/right
-made shells fade away rather than dissappear suddenly
-hehehehe.. go gib an imp!

June 24, 2000
-tweaked imp gibbing a whole lot

June 25, 2000
-added more sounds
-added sawed-off shotgun
-moved the assault rifle a little to the right
-made barrel death randomly spawn explosion
-version 0.5 released

June 26, 2000
-started work on two tactical weapons (single player), namely
 the Sentry Turret and Proximity Charge
-finished the art, sounds, and coding of the sentry turret
 You get one in a backpack, it costs you 5 grenades, and it's in
 weapon slot 8.
-started graphic, sound and coding of the Prox Charge
 works great, but ignores me...

June 27, 2000
-did a little more work on the proximity charges, still don't work
 exactly like I want, but they will do.
-made double pistols NOT fire both if you don't want, so you can shoot
 with the left, and when you fire later, it will come from the right..
-fixed weapons firing one more time when new ammo is picked up, like if
 your shotgun runs dry on the eighth round, and later you pick up more ammo,
 when you try to shoot it will reload first (rather than firing a shot, then reloading)
 It's one step closer to realism, at least!
-reversed Hand-cannon attacks, so secondary=both barrels, primary=right/left
 more like 'Blood' I guess.
-tweaked shotgun reloads a little more, so it checks BEFORE you fire rather than
 after... I like facing down a Baron of Hell, ready my riot gun, <CLICK!!!>.. crap!
-fiddled with demon and spectre, made spectre bleed appropriately

June 28, 2000
-did more reload fixing
-certain user-levels are impossible with this mod, so I gave the player two
 extra clips at start
-fixed "dead lost soul" bug, it's now an explosion like normal

June 29, 2000
-various tiny little tweaks
-added left/right punch attack, yet to decide on placement, although you automatically
 select this when you are berserk??
-adjusted bullet weapon monsters's attack ranges
-made kick distort view a little

June 30, 2000
-gave sniper-rifle full zoom, and M16 partial zoom and no others can zoom, 
 (only if levels.ddf has "LIMIT_ZOOM" special)

July 1, 2000
-added some more frames to the Uzi reloads - much better now, but longer to reload,    especially akimbo!
-since shotgun sargeants no longer snipe, I removed extra clips at start
-put together another shotgun skin, the SPAS-12, VERY tempted to make it a permanent
 replacement!

July 2, 2000
-made grenade rounds secondary attack of the shotgun... an all-purpose assault weapon!

July 3, 2000
-made lost souls painful upon death, so no more close combat with those!
-Added alternate mode for the shotgun - flak rounds! Not in-game yet (you have to cheat)

July 4, 2000
-Made Spas-12 permanent replacement for the black generic shotgun.. sorry folks.
-Made an ALL NEW weapons system, broken into classes (see icd-ddf.txt)
-gave hand-cannon it's old sound (other sound is still in the wad)
-removed kick attack from knife... it doesn't fit in single player.

July 5, 2000
-Started refining:
-Major tweaks to:
 Shotgun - made muzzle flash, better reload animation, firing animation, no reload eject
 Assault Rifle - better firing animation, FIXED firing problem, better now.
 Akimbo Pistols - fixed very choppy reload
-Slasher Upgrade replaces Cell Pack, and REPLACES shotgun weapon with the same thing
 but with slasher rounds as secondary attack rather than grenades, and automatic
 rather than pump action.
-Spider Mastermind drops rifle ammo when killed
-'box o' ammo' gives bullets and a few rifle ammo
-made shotguns reload speeds random (random pauses reaching for shells)
-BACKUP

July 7, 2000
-better sounds for the sawed off shotgun.. the old ones were very annoying
-quieted the spent cartridges sounds
-made blood stain the ground (thanks again, QDoom!) (idea from Nightmare Squad)	
 (sprites from Legacy)

July 9, 2000
-made barrel death randomly spawn flames (rare)

July 11, 2000
-made a better pistol icon sprite
-BACKUP
 
July 12, 2000
-made pistol and uzi casings much more random (fly in different directions)
-fixed cacodemon blood puddles (too dark)
-fixed baron/hell knight blood (too bright)
-added orange blood for demon (how did I get along before??)
-fixed fire (too translucent)
-suddenly realized I can't leave good enough alone... I h8 being a perfectionist
-BACKUP

July 13, 2000
-for some reason, added a master keycard, that allows access to all locked (keycard) doors
-had some problems with imp gibs crashing the game, so I had to go back to an
 archived version from yesterday (ALWAYS BACK-UP PEOPLE!!!)
-removed master keycard (due to back-up)
-made hand cannon virtually perfect
-made imp gibs fade away after a while

July 14, 2000
-Version 0.6 released

July 17, 2000
-added a cleaner version of the Shadow Warrior Explosion (with more frames)

July 18, 2000
-added secondary gas bomb attack to grenade launcher (had to borrow sprite from
 AliensTC)
-finished up coding the gas bomb. Looks wicked! Uses two grenade ammo.

July 19, 2000
-tried fixing the grenade class switching, but no luck - all 3 weapons *are*
 selectable though!

July 22, 2000
-added different modes to the satchel charges, proximity and detonation/shootable
-also made the sprites more efficient
-fixed some bugs with the proximity charge

July 23, 2000
-fixed some problems I had with 40mm not selecting. It's still difficult to
 select between the explosives, but it is possible.
 May go with a whole new priority system.
-The uzi's were pretty useless, so I made them a bit more accurate.
-whipped up some pretty kick-ass sprites for an m203 grenade launcher,
 so I put it in... this does not make any other grenade obsolete, though....
 read the docs!
-fixed a bunch of stuff mainly involving the strength of the gas bomb
-removed the laser site from the m16.
-BACKUP

July 24, 2000
-made some changes to the blood splats, so there's only one puddle instead of three
-added another explosion, cause the old one was getting repetative
-added three new explosion sounds (from half-life)
-fiddled around with the placement of certain explosions

July 25, 2000
-12-shot shotgun shells were pretty generous, so I made them more realistic 9-shot
 don't worry, the shotguns are still quite powerful!
-got another explosion sound for the m203 (from kingpin)
-removed the cyberdemon's aiming skills... it was too hard!!
-added a crappy yet effective fragmentation effect to the hand grenades
 hopefully someone else will be able to find a better way...?
-BACKUP

July 26, 2000
-Added another weapon, the OICW Mark II (with sprites originally by Stephen Browning)
 About a whole day's work, doing all the sprite modifying, and ddf coding.
 Read the docs for more info. (Thanks again, Oniko, I used a lot of your ideas!)

July 27, 2000
-Made the OICW a new thing type, so it will only appear in custom levels. I also
 tested placing a turret and explosion on a map, and both worked.
-BACKUP

July 28, 2000
-made the female helper marine carry an OICW, and she fires it in Mode 1.
-made OICW mode 1 a little more powerful
-added muzzle flashes for modes 2 and 4
-added secondary attack to OICW mode 3
-made fire (barrels, and laser) randomly last anywhere from forever to a few seconds...
-added secondary attack to OICW mode 1

July 30, 2000
-just found out NOW that an attack can have a spare attack... dammit
 Also, if you do this: ALTERVISIBILITY:#### on a frame with a long duration (100) that
 frame will slowly, evenly fade out of existence!
-made fading crap more efficient
-added bfg attack to OICW mode 4

July 31, 2000
-Added a chainsaw, a bit better than the original one. (not in-game)
 IMHO, this chainsaw is damn nifty... look for it in a future project by me.
-Grrr.... proximity charges are being a bitch and not selecting under the idfa cheat!!!
 So are a few others: Silenced pistol, upgraded shotgun...   I guess you'll just
 have to play the game if you want to see all the weapons..
-Removed compensator holes from pistol silencer
-Silenced pistol replaces non-silenced when aquired (may be temporary)
-Fixed up SMOK entries (they now float properly)

August 1, 2000
-removed FACE_TARGET from zombie attacks, so now they aren't perfectly accurate
-did a bunch of miscellaneous tweaks to the chainsaw, and added a secondary function.
-worked on fixing up the auto-pistol from DC2

August 2, 2000
-did a small test: if you use the chainsaw exclusively, and got 100% kills, you'd be
 on map04 of Doom2 (UV) before you had to refuel
-made it so certain sounds can only be heard within a specific distance (casings, silencer)
-finished up the sprites for the autopistol, and put in in the mod.. man its fast!
-Put in some marking flares.. in the tools section (sprites from AliensDoom3 beta)
-made the minigun's secondary fire more useful
-now the explosive charges (both) won't select!!! I think it has to do with the fact that
 there is way too many weapons???? Come on... only 28! I think edge could use a 
 prev/next weapon button that will cycle through ALL aquired entries in weapons.ddf
-BACKUP

August 3, 2000
-tried messing around with a flashlight... worked okay, but not great
-to ease simplicity, combined both proximity and remote charges... now 40mm won't select
 under idfa cheat!!
-added 40-some new quit messages... try and guess the sources!
-added shortcut keys to godmode (g) and night vision (n)

August 4, 2000
-tried making the casings do a random death (instead of always on their side) but it
 didn't work... I know it can be done.. 
-marking flares no longer select under the idfa cheat
-added laser sight to autopistol (extremely buggy - wakes up monsters, pisses off helpers)
-fixed hands for turret launcher
-made grenades a little less easy to throw...

August 5, 2000
-BACKUP

August 7, 2000
-3 days... am I losing interest? No, just working on two "other" projects of mine...
-made muzzle flash for m203
-gave shotgun reload 1 more frame, so you actually push the shell into the magazine

August 12, 2000
-added more reload frames for the M16
-added a skill selection graphic.. so I was bored okay?
-tried an explosion (for the m203) from hexen.. no luck..
-now that I'm well under way with another project, I can remove the weapons from
 this one that were just tests

August 20, 2000
-added a fuck-load (2 words??) of crosshairs.. now I know why I haven't done it thus far:
 it looks like shit. Oh well. I wish they would be scaled down like zdoom's crosshairs,
 but no. Edge seems to not want to display them properly, so screw it. They're there,
 like 'em or not.
-the lack of work? when my other project gets released, look at the build history, and
 you'll find out why!
-I still can't understand why you can't select some guns when you have them all!
 The only weapons that have any priority are the ones that replace the default doom
 slots, so logic would dictate, that I should be able to easily switch between all
 the others, as they all have -1 priority, right?

August 21, 2000
-started re-doing the crappy sniper rifle sprites. In retrospect, I should have left well
 enough alone, as converting ~15 frames from 3d to sprites is a massive Pain in the Ass...
 Well, at least it will have reload frames now, instead of that gay goldeneye shit.
-okay.. finished with the sniper rifle. It was about 6:00pm when I started, and now it's
 1:00am, and I had supper in there as well. So I just put in about 6 hours of work!
 Anyway, the gun looks MUCH MUCH better now! I must have used a different technique 
 when I did the old sprites, but these ones look like they should - a big friggin
 rifle! Too bad the doom palette has very little green... oh well, just pretend its
 camouflage!

August 22, 2000
-did quite a few misc. adjustments - Added a better icon for the sniper rifle,
 changed the secondary attack of the unsilenced single pistol, made the sniper rifle's
 attack far less extreme (more or less Oniko Hakubi's armor piercing effect), 
 made the 'other' shotguns (besides the combat shotgun) a lot more useful.

August 23, 2000
-added a crappy 8-frame explosion from Quake2
-changed the documentation to the standard cdrom.com template

August 24, 2000
-added sort of a ricochet effect to the magnum revolver.. shooting it directly into a wall
 at point blank isn't a good idea
-cleaned 8 megs of wasted space from the wad!
-BACKUP (?)

August 27, 2000
-decided to play around with the sprite_scale stuff.. I think I went a bit overboard!!!
 Tons of stuff is now re-sized, ranging from casings to smoke, to things, etc!!
-reverted everything back to normal, and included the scaled crap as a seperate option.
-removed the crappy crosshairs and made it a seperate option

August 28, 2000
-Version 0.7 released

October 13, 2000
-has it been so long?
-Got some groovy sprites for a new shotgun, and am in the process of putting them in.
 EDGE likes to screw up the display of tall sprites... very bad in this case.

October 19, 2000
-Finished up the new shotgun (about as good as it will get (due to display problem))
-Added much more ammo capacity (which was bugging me for a long time) 

November 1, 2000
-added more end quotes
-removed and shuffled a bunch of stuff - this mod was getting too big.

December 3, 2000
-finished ddf coding of new shotgun - it replaces the old one fully
-added another end quote

December 4, 2000
-removed sniper rifle
-added infantry rifle (complete - icon, ddf, sprites, sound)
-added chainsaw to normal gameplay
-fixed female marine attack (fires infantry rifle)
-fixed players 2-8 ammo capacity
-removed OICW - a fine weapon, but didn't fit in at all!
-updated docs

December 5, 2000
-removed 3.5 megabytes of unused resources
-fixed a little bit of ddf code
- VERSION 0.8 RELEASED

December 6, 2000
-cleaned up attacks.ddf
-cleaned up sounds.ddf

December 18, 2000
-BACKUP

December 23, 2000
-made some minor adjustments to the sentry turrets
-increased strength of M-16 a little bit
-Replaced Lost soul with something a little cooler, the BETA lost soul,
 and sorta made it a cross between the LS and the wizard from Quake
-Replaced the combat vest with a full space marine outfit (vest, boots, helmet)
 Also from the ALPHA doom
-Cleaned up language.ldf

December 24, 2000
-Happy birthday to me... 21... legal in 50 states, baby.
-Added new alt-attack for single pistol (just like unreal).. may be temporary
-Added better pistol sound (like original IC)
-Updated icd-ddf.txt (a few parts were out-of-date)
-Added even MORE end quotes... almost 60 now! (replaced some old ones too)

December 30, 2000
-Made a couple tweaks to the Sig-Cow.. Weakened it a bit, and strengthened the bayonet,
 as well as a new sound (I noticed the old one had some distortion at the end)
-Added a new end quote (#60)

January 1, 2001
-The new millenium! been on a SoF binge lately...
-Added tons o' end quotes... now up to 70!
-Added general sources for all the end quotes in Language.ldf (ddflang)

January 2, 2001
-Made semi-automatic weapons (pistols, sig-cow) not have a constant fire rate,
 That way they're not just like slow automatic weapons.

January 8, 2001
-Removed the magnum revolver, cause I never used it, and it sucked..
-Added 2 weapons.... Relax, they're cheat-only!
-Reduced pistol capacity to 12 - more realistic for a 45, and it makes the single
 uzi more useful, as it can fire 6 more times.....

January 9, 2001
-Changed most of the casings to spread a little more
-BACKUP

January 13, 2001
-Changed cheater rifle into a real semi-auto

January 14, 2001
-Added new shotgun reload frames.. more like SoF or Infiltration.....

January 18, 2001
-Fixed some stray grey pixels on the new shotgun reload

January 19, 2001
-BACKUP

January 20, 2001
-Fixed the length of the arms (was too short) on shotgun reload
-Added an alternative reload to the hand cannon - you now randomly just open
 the breech and dump the shells out.
-Made double pistols slide action one at a time (like Bruce Willis / LMS)
-Added a couple more end quotes

January 21, 2001
-fixed animation for random SSG reload
-Added a new explosion for the satchel charges (should be bigger...)

January 24, 2001
-commented out the random imp gibbage - I got bored with it.
-fixed cheater rifle (was always accurate)
-removed (for the time being) the proximity effect of the satchel charges
 (it sucked anyway, cause it wouldn't recognize you, and I'd always get blown up in
  close quarters anyway...)

January 27, 2001
-made alt SSG reload less likely to occur
-made big medikit heal up to 150%
-Removed said cheater weapons
-reverted proximity on satchel charges (made 'smaller' too, hopefully fix wall exploding)

January 30, 2001
-made some very minor adjustments (sprites and DDF wise)
-removed alternate SSG reload
-made SSG reload more like original Doom - shells fall out when you open
 the breech.. contemplated removing left/right and only having both simultaneous fire, but
 left the attacks like they are... for now.

February 3, 2001
-radically changed the upgraded shotgun - now it's more like UT's flak cannon, which was
 what I was going for in the first place.
-added a great big explosion for the satchel charges..
-made m203 actually useful

February 7, 2001
-replaced the crappy '5-rifle bullets' with a clip instead.
-made zombie shotgun a little more like the original doom one (attack wise)
-made muzzle flashes on all pistols much better

February 12, 2001
-Ever so slightly adjusted the direction of the SSG flashes
-Changed all three shotgun icons just a little (amazing how much a few pixels can do!)

February 13, 2001
-Made a slight adjustment to the pistol's locked slide frames.. more proportionate now.
-Made grenade fragment effects vastly improved (super easy fix too! I'm an idiot)
-Made Gas bomb perfect (with same technique as above)
-Added new blood type.. bright green
-BACKUP

February 14, 2001
-Removed fist weapon (no point really)
-Changed the knife around - now you control how to attack, rather than random
-Removed shortcut cheats 

February 16, 2001
-Added a couple more end quotes and fixed a related bug
-Added marking flares to backpack instead of free
-Vastly improved the left hand on the M16 - still a little weird, but much
 better than the old one.
-Added a reload sequence to the M16 (cocking the bolt back)
-Cleaned *10 MEGS* from the wad in unused resources! ouch!

February 17, 2001
-Recompiled the wad with Deutex, sorted all the resources, etc. May even run better
 on slower machines now?
-Inadvertantly fixed the bug where you couldn't select the upgraded shotgun under the
 IDF(K)A cheat, as well as the silenced pistol... must have to do with the sorting?
-Fixed area on hands (turret weapon) to be more smooth where I removed the brass knuckles
-Reverted old pistol alt-attack, and enhanced it some

February 18, 2001
-Made the minigun belt-fed instead of drum-fed.. now people will hopefully stop confusing
 it with the Shadow Warrior shotgun
-A couple more end quotes
-Changed the pickup messages all around

February 19, 2001
-BACKUP

February 20, 2001
-Changed the minigun icon to match weapon (belt fed)

February 21, 2001
-Added a suppressor to the single uzi.. now I just have to figure out how
 to put it in the game (probably comes with a silencer kit, but how??)
-Changed some old sounds, most relating to the uzis and pistol reload

February 22, 2001
-reverted Uzi's back to normal, made suppressed uzi have all the new sounds,
 and is currently only available as a cheat.
-fixed up the shape of the uzi suppressor
-fixed a few pixels that were out of place on one of the pistol frames
-Darkened the knife handles on the sig-cow bayonet
-Added reload frames for the sig-cow (polishing them took many hours, dammit)

February 23, 2001
-BACKUP

February 24, 2001
-Made the knife more beefy looking, sort of like either Opposing Force or SoF,
 and reverted the old random style attack (while maintaining the secondary) 
-Brought back the fist, but called it [unarmed], and is different
 than before (only right punch)
-Unfortunately, doing so (plus adding the suppressed uzi) again broke the selection
 of the custom shotgun and the silenced pistol...
-commented out the [unarmed] weapon, to fix the selection bug (20 weap max??)
-made the custom shotgun a touch more accurate, so it's useful inside 10 feet now..
-sorted out the contents of the backpack
-added 2 more backpacks (see description)

February 27, 2001
-Fixed some issues with the m203 flash 
-Found and exploited a cool bug.. the chainsaw is now a one-use deal.. use or throw,
 no saving for later!
-Cleaned up my crappy code (spawner) with Oniko's good code (dropper) Re: Chainsaw
-Fixed pistols animation going into reloads.. now the slides lock back as they should

February 28, 2001
-Made the chainsaw startup sequence rather kickass..
-minor adjustment to chainsaw pickup messages
-Tried same technique as chainsaw on minigun, but need to iron out some issues..

March 2, 2001
-BACKUP

March 6, 2001
-Fiddled around with a "down the barrel" mode for the uzi

March 14, 2001
-Minor Weapons.ddf tweaks
-Made chainsaw vibrate screen when throttled 

March 15, 2001
-made chainsaw vibrate screen when idling too
-made seperate wad with no reloads
-removed redundant code from silenced pistol
-Fixed bayonet stab to be nearly perfect
-Fixed a minor glitch with the sig-cow flash
-For some reason player width was set to 15 - changed back to correct 16

March 16, 2001
-Worked on the dehacked version (ZDoom only), and created a Skulltag version
-Cleaned 8 megabytes from icd-ddf.wad
- VERSION 0.9 RELEASED (BACKUP)

March 25 - 27, 2001
-removed chainsaw dropping
-added Beretta 92fs
-re-added sniper rifle
-added stock M-16
-added many new sounds
-STARTED ONE YEAR AGO!

March 28, 2001
-fixed some ddf

April 3, 2001
-Screwed around with a scope for the m40a1... may go back to the DC3 style

April 26, 2001
-temporarily made trooper drop beretta
-reduced damage inflicted by shotgun sargeants (temporarily)
-BACKUP (I love having a CD-R!!!!!)
-fixed a minor glitch with the chainsaw leftover from 03/16/01

May 18, 2001
-Fixed (Hopefully) grenade fragmentation
-Gave all weapons unique priority
-added boot to fist weapon (doesn't work how I want it to)
-removed scope from sniper rifle
-Cleaned 5 megabytes from icd-ddf.wad
- VERSION 0.9b RELEASED

August 25, 2001
-Worked on getting it running with EDGE 1.26... whatta bitch.
-Finished actually getting it to work sans errors
-Fixed some stuff (workarounds, etc.)
-Removed unarmed and beretta weapons.
-Removed some monster attacks that I'll put back in later.
VERSION 0.9c RELEASED

September 1, 2001
-Took a break from DC1 to tweak ICD for a bit...
-Fixed many problems with weapons.ddf, i.e. upgrade and selection issues
-Tweaked double-uzi's attack
-temporarily removed silenced uzi and stock m-16
-tweaked shotgun guy attack (was set way too powerful for some reason)

September 9, 2001
-Reverted old Baron / Imp / Caco / Revenent attacks
-Completely managed Dynamic Light and Shadows for those that use them.
-Fixed wad offsets of some things so they no longer sink into the
 floor.. still haven't figured out how to fix the things that
 are SUPPOSED to sink into the floor - EDGE's fault :)
-Pseudo-fixed satchel explosion.. it uses a scaled-up version of the flak grenade one.
-Sorta fixed minigun icon.. just shortened the bullet chain - I liked it better before.

September 10, 2001
-Fixed revenant fireball light
-increased radius of flare's light
-Weakened Shotgun guy attack again (less pellets- as it was, 2 shots would
 kill you quite badly... realistic but highly unfair.. I prefer the player to have
 the advantage)

September 13, 2001
-Tweaked gas bomb
-Tweaked Flare
 
September 15, 2001
-Fiddled around with a flashlite type attachment to the custom shotgun - commented out
 in weapons.ddf for the moment, but may be put back in later.
 For the time being I'll leave the flares as the only portable light source.
-Added more ammo types for different weapons, so no more unorthodox ammo-sharing and multi
 ammo usage.. the only drawback is you can't see the new types on the status bar..

September 22, 2001
-BACKUP

September 29, 2001
-A few minor tweaks to weapons
-Tweaked weapon movement
-Improved the Spider Mastermind attack, more chaingun-ish

October 24, 2001
-Tweaked player up-down movement
-fiddled with casing sounds
-tried to get casings to NOT slow the game down
-fixed the status bar.. I'd like to change it entirely, but haven't been
 able to find (or make) one that looks good enough
-Fixed chainsaw sounds
-Made flares free again
-Removed all 100 end quotes.. they were getting old.
-Removed smoke from minigun shells
-Added specific crush states to each monster.. didn't have time to test though
-managed zombies dropping stuff (only if not exploded)

November 9, 2001
-reverted doomguy face, no need for it to be invisible in edge version
 (the dehacked version comes with a female skin, so I muted the face)
-spent all day giving all weapon sprites a 5 pixel buffer.. what a pain in the ass.

November 14, 2001
-Got a hold of EDGE 1.27
-Fixed some stuff up, added scope to sniper rifle
-Made sniper rifle given with backpack
-Fixed some stuff regarding shells (nothing major)
-Moved the double pistols slightly closer together

November 15, 2001
-Reverted ammo sharing between pistols and uzi's
-Made SSG shell ejections more to my liking I suppose.
-Slowed double pistols by just a fraction, making the random ROF more obvious
-Made minigun casings not shoot out half a mile. Also they disappear faster.
-Gave sniper rifle a ZOOM_FOV value, but edge seems to ignore it (always zooms the same)
VERSION 1.0 RELEASED

March 1, 2002
-resumed planning SPECIAL EDITION and harvesting resources.

March 11, 2002
-resumed harvesting and minor ddf stuff
-removed sniper rifle
-did preliminary revisions of stock shotgun and single uzi
-added new uzi shells

March 12, 2002
-removed test bots (returned to old thing ##'s)
-completely revamped shells and casings to new DC series code
-added the extra reload frames from the dc2 shotgun
-changed the shell color on the above frames
-tweaked a certain uzi reload frame
-removed some useless ddf leftover from a few versions ago

March 13, 2002
-added all new and cool looking gun smoke effects
-added smoke effects for enemies too
-tweaked 40mm grenade
-tweaked minigun attacks

March 15, 2002
-Added a bunch of stuff from DC series (lamps and trees)
-Added better chainsaw effects
-Fixed turret shells
-Misc tweaks

March 16, 2002
-Added more stuff from DC series (health)
-Made all relevant weapons automatically reload if needed
-Fixed some single uzi related frames
-Added secondary attack to the single uzi
-Began making frames for the double uzis
-added box of shells from DC series
-began giving items their own pickup sounds

March 17, 2002
-added double uzis and relevant attacks/effects
-totally redid the gas bomb effects and they kick ass.
-added new pump animation for shotgun
-removed RIFLE_PACK
-changed ammo counts for box of ammo
-changed some pickup noises
-tried making the frag grenades spawn frags more efficiently...
 don't see too much of a difference.
-Changed how fragmentation explosions work - they now work like they should, as
 they are TOTAL ROOM CLEANERS now :)
-Removed all the extraneous frag spawners, in effect making the frag explosions
 more efficient, in that they're only spawning ONE projectile MANY times instead
 of MANY different projectiles MANY times
-changed the shotgun icon to reflect the stock appearance
-changed the recoil animations for the black shotgun(s)
-completely re-did everything TURRET related... everything!
-tweaked the 40mm grenades
-tweaked shell casings
-gave the chainsaw a pickup noise

March 18, 2002
-went through attacks.ddf removing comments and caps locking everything
-removed the debris spawners from the tree "blood"
-fixed a missing sprite error
-fixed offset alignment of lost soul sprites
-fixed non-existant attack animation for lost souls
-tweaked death animation of lost souls
-tested gas bomb and hand grenades against boss creatures - very effective and
 doesn't cause crashes anymore!
 (HG may be TOO effective - took out a Spider Mastermind with 2 grenades!)
-changed the way the gas grenade spawns - should be foolproof now.
-tweaked a whole lot of hitscan animations

March 19, 2002
-Added innaccuracy to most projectiles
-Tweaked turret weapon animation and deployment properties
-Added sparks to chainsaw hitscan
-Added smoke to shotgun hitscan
-tweaked knife animations big time
-removed selection noise of turret weapon
-changed a few of the explosion animations
-fixed some DLIGHT stuff here and there
-changed the behaviour of the health and armour bonuses
-added more of a kick to the chainsaw
-toned down maximum damage of zombie's minigun attack
-reduced amount of ammo given with minigun
-tweaked armor percentages and stuff

March 20, 2002
-Fiddled with new grenade sounds a bit
-tweaked attack of Sig-Cow (2 shots instead of 4)
-reduced maximum rifle ammo capacity
-fixed shotgun click noise
-tightened the spread on the uzi alt-attack
-fixed the M16 pickup (gives no grenades)
-fixed the bullet casing sprites
-added more bullet and shell casing noises (from Half-Life)
-completely tweaked the hell out of the bullet casings - they now 
 randomly stop in all 4 frames (previously only 2), as well as
 being scaled to proper sizes (rifle, .45, 9mm).
-added misc. tweaks to other properties of the bullet casings, as well
 as another frame (for resting on the ground)
-made grenade bounce emit sparks
-added shell casings to the 40mm grenades
-tweaked the 40mm shells quite a bit
-Added reload sequence to the M16's m203 - may do a full animation later...
-changed gameplay by giving the silenced pistol to the player at the start, and
 replacing the silencer pickup with flak shells
-fixed missing thing type 80 error message.. I'm a dunce...

March 21, 2002
-gave the Male Space Marine helper a super shotgun
-Made the Female space marine able to run while shooting
-tweaked priority for a couple weapons
-removed STDISK
-worked on replacing the status bar - I got all the digits recolored, and a new STBAR
 itself... infortunately, the BMP I used looked better in theory than it did in practice.
 Made the numerals look like a more compact digital readout, similar to the ones
 in INVASION2...

March 22, 2002
-Fiddled around with a scripting system

March 23, 2002
-Swapped DEAD_LOSTSOUL with UNSTABLE_BARREL to prevent uncompatibility in maps
 that included the dead lost soul near the player at first...
-Ran into an anomaly:
 If a map contains THING # 0, it will substitute a very high yield explosion
 WITH fragmentation, so chances are it will kill the player if he's anywhere
 near (invasion2 map06). I tried to write a non harmful thing 0 entry for things.ddf,
 but edge ignored it.

March 24, 2002
-Added scripts for monster kill percentages (displays graphic for each monster)
-Added scripting for satchels instead of old method (idea by Transon Lohk)
 As an added bonus, the satchels now explode if *you* touch them (as intended)
-Changed attack for flares - you hold onto them to light your way then throw them
-Added smoke to flames
-Added smoke to flaming barrel
-Made dead zombies and green player decorations drop ammo
-Removed kill script for wolfenstein SS in all levels except 31 and 32
-fixed wolfSS soldiers not following you with their uzis
-Added neccessary scripts for Doom1
-Added bullet puff debris and sparks
-Added new blood splats
-Added another shotgun shell death frame
-Added debris to shotgun puff
-Added gun sparks to shotgun monsters
-Added alternate rocket trail
-Gave radiation suit a different pickup sound
-Removed other backpacks... I never intended to use them anyway
-Fixed more bizarre priority issues
-Made blood less translucent
-Fixed a grammatical error in one of the pickup texts
-Gave keys new pickup sounds
-Made the new flares somewhat hurt when you hold them, as well as hurt a bit
 when you walk on them
-Gave player 50 armor at startup
-Added a MUCH better menu header graphic
-Started tweaking a bunch of monsters

March 25, 2002
-Added new grenade crosshair (may put it back to the old one later)
-Added the new grenade sounds to the HG alt attack
-Removed the knife and bayonet hitscan and replaced it with the chainsaw's
-Changed the grenade box pickup
-Scaled grenade box
-Tweaked caco death animation
-reduced beginning armour to 30
-Continued to tweak monsters
-Added huge explosions to boss creatures' death animations
-Cleaned 35 megabytes out of the main wad
-Cleaned 7 megabytes out of the secondary wad
-added all new hand grenade weapon sprites and projectile sprites
-added better M_SKULL entries
-Added new grenade icons to crate sprite
-WELL WELL - THE TWO-YEAR MARK!!!

March 26, 2002
-Reduced damage radius on flares
-Fixed cyberdemon pain and active sounds
-Added random stimpack death
-Changed mancubus fireballs
-Fixed the M16 icon
-fiddled around with some blood settings... tried to get the cacodemon blood
 to float softly to the ground, but it didn't work, which seems odd, seeing as
 I got the shotgun hitscans to do it.
-Added new blood effects, but it's a bit too much like my zombies remix... I'll try to
 make it less gorey

March 27, 2002
-reduced gore on the blood effects
-tried valiantly again to get the caco blood to float slowly downwards, but I only
 managed to get it to float slowly UPWARDS... quite perplexing.
-Added a new attack to the turret shooter
-worked on the medibot
-added new explosion animation from Strife
-tweaked turret casings
-tweaked boss explosions
-tweaked satchels (no longer can throw them THROUGH things)
-added smoke to flying fragments
-tweaked cacodemon fireball death and trail
-put the caco death animation back to normal
-added a test script for the medibot

March 28, 2002
-added further test scripts for the medibot
-Added medibot scripts and lost soul scripts to all Doom2 levels
-further bug squishing and tweaking of the medibot
-made demons and imps able to attack each other
-made medibot and helpers able to teleport and open doors
-tweaked burning barrel and barrel fire / smoke
-made more ordinary stuff block shots / no shadow / climbable
-removed shadows from hanging stuff

March 29, 2002
-Tweaked data for hanging stuff (dimensions)
-Added a "fizzle-out" animation for the bonuses
-Added preliminary THROWING KNIVES...
-Made throwing knives an alternate attack of the slash knife
-worked on and perfected the thrown knife attacks
-tweaked the wolf SS soldier a bit (can kill each other now)
 too bad they don't have rotations for their attack frames
-fixed some minor perspective errors on the knife weapon sprite

March 30, 2002
-tweaked SSG and sawed off attacks
-reverted old attack for female marine
-added an alternate attack for the double pistols
-added BNG4 explosion for the alternate hand grenade
-fixed mistakes in the pistol and silenced pistol animations
-added a custom crosshair to the turret weapon
-fixed some ddflang stuff
-added remaining monsters and changed some of their settings
-cleaned 20 megs from the main wad
-BACKUP

March 31, 2002
-fixed a glaring error with the SSG and sawed-off shells
-fixed the minigun spin-down animation for it's different attacks
-gave the turret it's own shotgun shell ejection (that fades quickly)
-added better generic smoke animation from Heretic, and repositioned it
 to line up with the revenant/cyberdemon missile trail
-made the skewered and twitching skewered guy shootable
-made ALL the hanging gore killable, including the DoomII stuff
-Tweaked some of the Icon of Sin stuff, including making it
 fire faster and play the sounds a little more normally (EDGE still has trouble
 with BOSSMAN sounds it seems)
-Did some extensive playtesting, playing through the first third of both Requiem
 and Memento Mori

April 1, 2002
-Continued playtesting, playing through 2 thirds of Invasion 2

April 2, 2002
-Added better sounds from Hexen to the bonus pickups
-Swapped the flak mod and the 40mm weapon pickups... may be temporary.
-gave torches a slight damage radius and also an ambient noise
-reverted the lamp smoke to the old black sprites
-tweaked the scale of the generic explosion
-fixed some spectre animation
-adjusted priority of class 7
-tweaked the bonus pickup sound
-fiddled with some new methods for the SSG

April 3, 2002
-Made ssg alt-attack slightly more powerful than primary
-Weakened the maximum sig cow rifle damage just a hair
-Fixed the highly bizarre 40mm launcher animations
-Made the 40mm shells spread more upon ejection
-aligned the m203 flash frames (about as good as it's gonna get)
-managed the reload for the m203 a bit

April 4, 2002
-Removed all the modified BOSS BRAIN stuff, as it appeared to cause anomalies..
 Left the proper spawn animation in though.
-tweaked the physical dimensions of the hand grenades, blood squirts, shotgun shells,
 40mm shells
-tweaked animations of cacodemon attack, archvile death
-gave pain elemental it's own unique action sound
-did some serious tweaking to make weapon reloads much less painful
-went through ALL the ddf files and removed comments, unneccessary line breaks,
 capitalized everything, and did some formatting.
-tweaked demon and cacodemon bite attacks
-fixed PE action sound
-weakened thrown knife just a bit
-finally added the medibot scripts to Doom1 maps
-made player corpses randomly drop a knife (30% of the time)
-"fixed" some stuff regarding the m16 and m203

April 5, 2002
-made trooper extremely rarely drop a knife when killed
-re-added boss brain death explosion (modified sound)
-uncompiled and recompiled the wad with deutex, sorted entries, got rid
 of unused sprites and sounds
-tweaked 40mm casings a bit
-removed some unused stuff from ddfsfx
-Added a preliminary "reusable turret" type of deal, but I may rework it.
-put the silenced pistol back in class #2 for the time being
-Added a possible "weapon" for the turrets/medibot scripts

April 6, 2002
-Put the silenced pistol back in class 9. I do this because I don't like having
 more than 2 weapons bound to any one key.
-Tweaked thrown knife animation
-Made it more likely that you can pick up a thrown knife
-Added the new weapon for the sentry bots
-Added sentry bot scripts to all levels
-Scaled the M16 icon down a little
-Added the turret/bot crosshair to the #9 detonator to distinguish it from the
 satchel detonator
-Removed the script calls from the satchel detonator
-Fixed (sort of) the off-center spawning of the pickupable turret
-Fixed a priority issue with the two detonator weapons
-Added a "twirly" animation to the knife just as it comes out of your hand. It doesn't
 keep twirling, but it spins around once, then goes into it's "dart" mode.
-Successfully rigged the Silenced pistol and the normal pistol to be the very same
 weapon (alt attack attaches the silencer) - just like Counter-Strike :)
 I doubt I'll keep this, but what the hell - it can't hurt to try.

April 7, 2002
-Added seperate sound for the armour bonus
-Added player effects to helper bots
-Removed above script experiment, and reverted weapons to their previous behavior
-Fixed a minor perspective error on the knife (again)
-Started working on a new set of sprites for the satchel (to get rid of the OpFor
 hand). Tried using the ones from Blue Shift as a base, but that turned out all wrong.
 Started replacing the opfor hand on the existing sprites with the Doom hands, and
 it looks good so far.

April 8, 2002
-Added Doom hands to the satchels + detonator. It turned out better than I thought
 it would, but there's still some minor stuff I don't feel like fussing over.
-Cleaned 6 megs of space from the wad

April 9, 2002
-made blood splats pause a little before their puddle frame
-reverted hand grenades to their previous dimensions, as the new ones where
 causing problems.
-removed the kill icons in an alternate RSCRIPT to include with the release

April 27, 2002
-Added a cool mushroom cloud type effect to the 40mm grenade launcher
-Fixed the solid hanging gore that stayed solid when it died
-Tweaked turret and medibot shells
-Tweaked the mushroom explosion a bit
-Tweaked SSG shells
-Fiddled around with Cacodemon blood and got some good effects going, but reverted
 it. I'll need to work on it more some other time.
-Increased reach for baron and knight (so they can scratch each other to death)

May 1, 2002
-RELEASED

June 2, 2002
-Nice little month vacation there...
-Added a couple uzi frames (tilted sideways for transition effects)
-Removed a bunch of redundant reload checks on the uzi alt attack
-Changed the Status Bar Ammo counters to generic descriptions to keep the
 retarded gun nuts away from me
-OOPS! Forgot to add smoke to the silenced pistol alt attack.. heh.
-Improved recoil effect for #3 shotguns
-Greatly improved the smoke/sparks effects for all the shotguns
-I must have been on crack when I wrote the ddf for the shotguns, so I fixed
 that just now.. still rough, but a lot better than it was.
-Tweaked bullet debris effects
-Tweaked SSG Shells
-Tweaked all shotgun shells... seems to be what I spend the majority of my time doing..
-Fixed some shitty spelling in language.ldf
-Misc. Tweaks
-Toyed around with the cacodemon attack

June 3, 2002
-Fixed recoil animation of custom shotgun

June 4, 2002
-Fixed minor perspective error on tilted uzi sprites

June 6, 2002
-Fixed Bobbing for down-the-barrel weapons
-Fixed Sawed-off recoil animation
-Finalized (I think) the new Status bar method (pictures for ammo area)
-Ever so slightly tweaked the scale of bullet casings
-Fixed the minigun smoke

June 10, 2002
-Been screwing around with some better blood splat effects... not going as smooth
 as hoped

June 11, 2002
-Applied what blood effects I have done so far to all the blood. I'm seriously beginning
 to dislike DDF for the simple fact that it's so damned inefficient.
-Tweaked the generic smoke trail quite a bit
-Fixed faulty animation and brightness of arachnotron plasma
-Tweaked enemy smoke

June 16, 2002
-Reduced dimensions of blood splashes
-Added ammo belt spacers to minigun shells (kinda crappy for now, but we'll see)
-Added random tracers to all uzis
-Added a couple more different sparks for bullet puffs
-Added more debris and sparks to the shotgun hitscans
-Tweaked probability of hitscans spawning certain stuff
-Added tracer to M16
-added faint smoke to rifle shells
-gave spider mastermind it's own shell spawn
-gave spider and cyberdemon orange blood

June 17, 2002
-Scaled down the knife sprites just a touch
-Made knife always gettable after a missed throw
-Tweaked delay of missed knife spawning
-Tweaked animation of minigun spacers
-Added tracers to minigun attacks

June 21, 2002
-Gave tracers to chaingun guy and spider mastermind
-Gave death smoke and slight damage to all tracers
-Made cyberdemons kill each other if provoked
-added more trail smoke to imp fireball
-fixed off-center arachnotron plasma
-Cleaned 18 megabytes from the main wad

June 23, 2002
-Added hand grenade components (dropped pin and handle)
-Reduced scale of hand grenades a little

June 24, 2002
-Enhanced chainsaw smoke quite a bit
-Reduced vibration of chainsaw idle by a little bit
-Found a nice compromise for the blood splats
-Did a massive amount of tweaking of decorations:
 -Made shadows lighter/darker per thing
 -added block_shots to more stuff
 -tweaked dynamic lighting for stuff
 -misc. fixes / improvements
 -now EVERY DOOM THING is modified in some way :)
-added ambient sound to heart column
-tweaked loudness of ambient fire and tech noises
-(if you're wondering what prompted this massive tweak attack, I created a
  level with everything possible in it, so I can easily see what needs what).
-did some major tweakage to the dynamic light settings... should look awesome
 on a wicked video card

June 25, 2002
-removed animation from doom2's tech lamps
-did some additional tweakes to the dynamic light system
-replaced the crappy flame sprites with better ones from Hexen
-tweaked dyn. light for flames (flickers)
-did some major adjustments to the barrels.. better animation and ambient
 sound, tweaked death animation, added leftover bits from the explosion
-added fire flicker to torches
-Added all new reload animation for the 40mm grenade launcher
-Added some new sounds for the 40mm and m203 grenade launchers
-Vastly improved the look of the sideways pistol hand and animation

June 27, 2002
-made the spider masterminds able to kill each other
-made the belt spacers fade out quicker
-enhanced the initial animation of the tear gas attack of the 40mm
-ever so slightly quickened the animation of the shotgun reloads
-Fixed the flak shotgun alt-attack not spawning frags up against walls
 or enemies. Very deadly now, even though it spawns only half the frags a
 hand grenade does.
-made the hand grenade and flak grenade spawn their frags in a perfect circle
 save for innaccuracy in the frags themselves. My math must have sucked before...

June 30, 2002
-reduced distance of casings and other ambient sound
-changed some messages in ddflang

July 3, 2002
-managed respawning for stuff.
-Improved visuals of the respawn, teleport, and item respawn flashes.
-Removed shadows from spawn flashes / teleport flash
-Adjusted heights for all torches and burning barrel. Purely asthetic, so you can't
 see hitscans above a certain point.
-Adjusted animation for fire... still looks a little "jumpy" though.

July 4, 2002
-enhanced the uzi pickup srite greatly... much better now, less monochrome
-added the standard "box pickup" effect to the flak mod package
-added mushroom explosion to barrel death (very random... makes map23 crawl otherwise)

July 5, 2002
-cleaned 10 megabytes out of the main wad
-adjusted weapon bobbing / swaying based on perceived weight / position
-BACKUP

July 10, 2002
-added a crude preliminary explosion smoke effect
-tweaked gas bomb smoke a bit
-tweaked fire

July 11, 2002
-added some slightly better explosion smoke sprites... still undecided
-fixed the original explosion smoke sprites, so I'll use them instead.
 -still needs some tweaking though.

July 12, 2002
-Got the explosion smoke effects good for the time being.
-added a generic pickup sound to the knife
-tweaked NV Goggles scale
-removed berserk and replaced it with an enhanced version of the Doom berserk pack
 -added better pickup sounds to the berserk pack

July 13, 2002
-Fixed bayonet from causing inanimate things to bleed
-Tweaked reload effects (ie timing, and added audible chamber clicks where missing)
-Changed SigCow rifle recoil behavior
-Reverted m203 to reload BEFORE firing... better this way I think...
-totally re-did the way flames and burning barrels smoke... what a ball breaker.
-tweaked the chainsaw smoke effects
-Fixed Doom2's crappy off-center rotation for the Flaming Barrel

July 14, 2002
-Tweaked SSG reload animation
-Added new sounds for the knife attacks
-Added unique knife pickup sound
-made the chainsaw look all rusty and well-used
-added new chainsaw sounds (resampled Doom ones)
-Made the "spikey stump" shootable like the trees are
-made shotgun shells a little less likely to stop standing upwards
-added new chainsaw icon
-replaced silencer noise with the one from Counter-Strike
-Added a much better (but still iffy) reload sequence to the chainsaw
-Cleaned 10 megs out of the wad

July 15, 2002
-Enhanced the chaingun guy's attack animation
-added very preliminary zombie reloads
-added reload for shotgun guy
-added reload for Wolfenstein SS

July 16, 2002
-Further enhanced the enemy reloading
-Added reload and bayonet attacks for Female Helper Marine
-Replaced the fire animation with a better one... not sure where I got
 the first one, but the new one was pretty much the same, just with a
 better loop transition. 

July 17, 2002
-Replaced the M16 cocking sound
-Fixed helper bots not being able to cross lines
-Tweaked Female Marine
-Did some major modifications to the Male SSG Marine:
 -Added shotgun in hands (sprites by Mark Quinn)
 -Removed throat grab on suicide
 -Added blood squirt from suicide wound
 -General tweakage
-Replaced Camo Marine with standard Doom Marine
 -Changed attack (3-shot M16)
 -Added extras (tracers, smoke, etc)
 -Added reload
-Added enhanced versions of the Trooper and Sergeant
-Fixed player pain noise overlapping itself
-Added M16 zombie player (sprites by Doyoon Kim)
-Bunch of miscellaneous tweaks:
 -cut down the amount of frames the helpers use in their idle state
 -tweaked zombie and player deaths (they were too fast)
 -tweaked revenant death
 -removed the shadows from the icon of sin death cubes
 -tweaked enemy shell and bullet casings considerably
 -reverted SSG pickup to regular Doom2 style (no extra shells)
 -fixed the heads on the M16 Zombie sprites
 -got tired of "hand cannon" so I changed the SSG pickup text
-Fixed M16 zombie death sprites
-Made chainsaw startup sound a little better
-removed the camo marine resources (sprites and sounds)
-cleaned 9 megs out of the wad
-updated ddfdesc2.txt

July 18, 2002
-Spent the last 2 and a half hours converting Mark Quinn's "Pistol Marine"
 into an "Akimbo Pistols Marine"... let's hope it looks good in the game.
-Added the double pistols marine, and surprisingly it looks pretty badass!
-updated ddfdesc2.txt
-updated design_notes.txt
-went through a lot of the gettable items and scaled them accordingly... things were
 a little too big in contrast to characters/things.
-Added a random helper bot in place of the coop start #2
-Added fleshy impact noises to blood splats

July 19, 2002
-Made thrown knife NOT splatter troopers and other low HP enemies
 -Also made most bullet attacks not splatter enemies (except minigun)
-Made it impossible for thrown knives to detonate barrels
-Made it impossible for not sparking attacks (knife slash1 and null bayonet attacks) to
 detonate barrel
-Fixed the rifle icon, .45 and 9mm clip icons re: smoothing in GL
-Added bullet detail to dropped 9mm clip

July 20, 2002
-Was fucking around with the VOLUME command earlier, so I had to revert everything.
 The Doom engine (and hence Edge) just can't seem to do ambient sounds properly. I find
 that in Edge, sounds carry their volume too far, as opposed to Vanilla Doom or ZDoom...
-Made helper Marine spawner sometimes (rarely) not spawn anything at all.
-Made blood sound a little "fleshier"
-Fixed more sounds.. seems the VOLUME command makes the wavs sound horrible
-There was a bug with the new way I had the m203 reloading, so I reverted back
 to reload after every shot.
-Added the armor vest pickup sound from DC
-Spent the better part of the night pasting Doyoon Kim's Player heads onto Mark Quinn's
 Chainsaw Marine... also had to do some fancy work on the death frames, again
 using both authors' work as quides.. here's to hoping it looks good in game. I have
 eye-strain now, so I'm going to bed. Or at least away from the computer...

July 21, 2002
-Got the chainsaw Marine into the game, and I must say it looks good. It works quite
 well also. I had to fix the attack frames... the graphics I had to start with were
 non-animated.

July 24, 2002
-Cleaned 9 megs of space out of the wad
-BACKUP - because I'm going to try something that I know is gonna break a lot of stuff..
-okay, managed to NOT fuck everything up. Got the Kill Icons to work as well with
 randomly spawned zombies... I mean, it's not perfect.. it appears EDGE only has 30
 available RTS tip slots (the docs say it has 40...). Anyway, the kill scripts aren't
 perfect, but it's better than nothing. I'm not sure just yet how this spawning will
 affect the kill tally at the end of the level just yet, so I'll have to do some play-
 testing.
-replaced the mega sphere (which was previously the space marine corporal), with a random
 helper generator (like the #4 co-op spot)

July 25, 2002
-Scaled the imp attack down just a fraction... it looked odd before, even though I scaled
 the imp itself UP...
-Added a sprite buffer around the 40mm casings. Damn, I hope future versions of EDGE
 will be able to blend the edges of sprites better... think of all the wasted space in
 the wad I've had to add.
-Tweaked the stock shotgun... I was always unimpressed by it, as it was so slow (but it
 sort of had to be for the animation to look right), so I said screw it, and made it
 actually useful (albeit quite unrealistically fast). Now to add an alt-attack :)
-Changed (slightly) the behaviour of the double pistol attacks
-Added a somewhat cool alt-attack to the shotgun, but removed it. No use for it.
-Out of NOWHERE I completely re-did the pistol and silenced pistol reload sprites...
-Removed the clip from the pistol and silenced pistol weapon bmp's and used the actual
 projectile clips instead.
-Tweaked animation and properties of the spent pistol clips

July 26, 2002
-Put spectres' blood back the way it was before (totally spectre-ish)
-Added a MUCH better "Pistol Clip In" sound
-Added another blood noise
-Added a gooey sound for the Knife Stab attack
-Made zombie spawner less likely to spawn a boring old chaingun guy
-enhanced the double pistols reload animation
-nulled and/or removed unused pistol frames in the wad

July 27, 2002
-Fixed some closecombat issues:
 -Female Marine thrusts towards enemies while using bayonet
 -Player bayonet pushes enemies away
 -Chainsaw pulls player/enemies together
 -Knife does not push enemies away (nor does it pull)
-Fixed MEDIC BOT from not being able to cross monster lines
-Added hammer cock sounds to pistol and double pistols 
-changed the silencer attach noise and the pistol slide return noise...
 (guess I'm bored with the old ones)
-Added slight delay in selecting the silenced pistol
-Added a holster sound for small arms (pistols, grenades, other hand-held stuff)
-Changed behaviour of hand grenades on screen.. no big change, just so you
 can see them on the screen now
-Added selection noises to ALL weapons

July 28, 2002
-AARRGH... for the last 2 days I've been trying to find a GOOD pistol slide noise.
 -Tried the ones from CS, but I can't filter out the background noise/echo effect
 -The one from Kingpin/RtCW is *perfect* but it's too short (and sounds crappy in-game)
 -Modified one from AHL4 but it sounds horrible in the game and normal in Windows...
 -Tried making a few myself via cut-n-paste (again, good except in-game)
 -If EDGE could play sounds other than 11025kHz/8 bit/mono I'd be the freakin mayor
-Added player and male helper coughing effect for gas bomb
-changed around a lot of the weapon slots (silenced, satchel, detonator), tweaked
 weapons priority accordingly
-Removed PUFFB0 from knife impact smoke
-Sort of fixed 40mm shells from moving so much (also increased chances of stopping
 in different positions)
-Got the pistols' reloads down to a satisfying speed
-Tweaked some casings/clips stuff... doubled the amount of time clips stay on-screen
-Changed the double pistols' alternate attack to fire simultaneously
-Changed the pistol sound (possibly temporarily) to a more bassy one
-Added the remaining RSCRIPTS to the other Doom II maps
-Decided to use the Kingpin/RtCW pistol slide sound after all... hell, I'll get used to it
-Cleaned 12 MB out of the wad

July 29, 2002
-Added the beginnings of the neccessary stuff for swimming/drowning
-Added another cough sound for the gas bomb
-Reduced player's lung capacity by a few seconds
-Perfected (I hope) the water behaviour
-Added a cool bubble effect when the player drowns... God I'm l337
-Added a more "Doomish" air-meter. Might do a percentage one instead
-slowed down the animation of most of the casings

July 30, 2002
-Fixed the animation of the sawed-off shells
-Added a bonus weapon: the beretta.. yes, it was in previous versions, but this
 one has an enhanced animation and reload sequence, as well as all new matte black
 finish. It's going to be rare as hell anyway, even if it is kinda useless.
-Added the revolver from DC1 (sort of, I made it chrome looking...)
-Added sounds and effects for the new weapons
-Made sure double pistols' alt-attack was properly loud

July 31, 2002
-Added a new sound for the sawed-off shotgun
-Added unique sounds for each shotgun's racking noise
-Tweaked beretta sounds

August 1, 2002
-Fixed animation of the shotgun shells (added frames, tweaks, etc)
-Tweaked beretta/revolver smoke
-Added a better looking icon for the SSG
-Tweaked shotgun smoke
-Finally got the flash/recoil of the flak shotgun to my liking
-Changed icon for the 1911
-Added beretta icon
-Added revolver icon
-Added new flak shell casings.. they are dark grey as opposed to black
 (Also changed ammo pickups accordingly)
-Fixed almost all of the sawed-off's frames:
 -Lengthened the slide distance
 -Shrunk the forearm
 -Got rid of bright side of gun
 -Added better reload animation from DC1
 -Fixed icon to look more like the gun itself

August 2, 2002
-Really cleaned up the revolver animation.. looks real good now.
-Added smoke and sparks to the revolver
-Changed revolver's attack to roughly the same accuracy as the pistol: if
 refire_innaccurate didn't affect smoke/sparks I'd use it instead.
-Implemented the revolver and the beretta into the game. Suffice it to say,
 unless you put them on the map yourself they're VERY rare
-Added 3-shot burst to beretta alt-attack
-Changed the silenced pistol alt-attack
-Added the proper priorities to the revolver and beretta
-Updated ddfdesc2.txt
-Cleaned 12 megs out of the wad

August 3, 2002
-Fixed (I think) a sound bug with the shotgun cocking
-Changed the shotgun guy's attack to the sawed-off sounds
-Fixed shells dropped by sergeant corpse only giving 2
-tweaked fire trans.
-fixed a loud clicking noise in DSSRACK

August 4, 2002
-Made beretta primary fire slower - it looked goofy w/ low framerate
-Changed the blood effects YET AGAIN... this time a true amalgamation between
 the DC series' particle effect and the Zombies effects...

August 5, 2002
-Added cw tag to sawed off and beretta
-Gave less particles to blood
-Made blood less likely to splash
-Made chainsaw just slightly easier to start
-Updated Design_notes.txt
-Added a new sound for the flak shotgun cocking
-Added a sound to the blood splashes

August 8, 2002
-Fixed crappy dimensions of BOSS BRAIN back to dehacked standards
-Made a minor adjustment to the status bar ammo pictures
-Scaled down the remaining Doom2 gore (puddles, brains, etc.) to match other
 stuff
-removed coughing from helpers as it sounded different than their speech (radio)
-Tweaked Double Pistols to reload just a fraction faster
-Reverted Double pistol's attacks to be more accurate (hence useful at range)
-VERY slightly weakened the M16 attack
-Adjusted the spread pattern of the M16
-Fixed the kill scripts in maps 32 and 31 (broke them when I added the random zombies)
-Adjusted the recoil of the M16... looks much better now
-Changed all the shotguns to have unique sounds so standard pwads that have replacement
 sounds don't screw things up
-Made the Flak shotgun's sounds come from the gun rather than the projectiles
-Cleaned up the Kill Icons 2 D XTREEEEEEM.... that is, they all line up perfectly now
-Just for kicks I made an alternate weapons.ddf that removes all the reloads...
 needless to say the game is WAYYYYY too easy when you don't have to reload!... also
 you tend to go through a lot more ammo. Weird.
-Made player's hitscan attacks closer to the crosshair (was too low before)
-Tweaked the hell out of the shotgun attacks (spread, damage, pellets, etc)
-Made the uzi alt-attack just slightly stronger than primary
-Fixed the revolver's random rate of fire
-Changed the way the Double Uzis check for reloads
-Nerfed the Sawed-off shotgun because it was NOT supposed to be better than the standard
 shotgun
-Weakened the minigun attacks a bit, as it was almost as powerful as the M16
 
August 12, 2002
-Added experimental alternate attacks to the shotgun and sawed-off shotgun

August 15, 2002
-Damn, it's hot out.
-Made all monsters with human-based weapons infight if provoked
-Changed the Arachnotron attack slightly (sound, etc)
-Made arachnotron and revenant weaker (I HATE these 2 enemies...)
-Reverted the cacodemon fireball to use the electricity death sound
-Gave all enemy projectiles a slight inaccuracy

August 19, 2002
-Got sunburnt all to hell playing in a golf tournament yesterday...
-Made flares' dynamic light a random intensity
-Changed animation of flare on the ground
-Changed the way the flak shards make their sounds (temporary)
-Toned down hand grenade fragments to be a little less deadly to the player
-weakened flak shotgun just a hair
-changed flak grenade explosion sound
-fixed my own mistake re: arachnotron plasma
-made chainsaw zombie walk/run faster

August 20, 2002
-Added impact noises for bullets and buckshot hitscans
-Added a better fire sound
-Tweaked flak shards, added new sounds
-added a magical hum to colored torches
-added better flare sounds

August 24, 2002
-Arrgh, for some reason I started about 50 tweaks all at once, and it's fucking
 me up... too many things to keep track of!
-Made electric lamp sounds perfect
-Changed behaviour of Uzi shells
-Added a bounce sound to the buckshot debris particles
-made the twitching gore plead for death up close
-tweaked sawed-off shells
-tweaked pistol casings... made them feel heavier
-tweaked brightness of gun sparks
-Started on completely re-doing the way flares look/work

August 25, 2002
-Completed the new flare effects
-Removed the ability to hold onto a flare while it's lit...
-Added a completely new flare animation (strike and throw)
-Slightly changed the sawed-off's flare attack animation
-Changed one of the hands on the hand grenade animation
-Improved Flare throw animation, and resting on the ground sprites

August 26, 2002
-Gave both red torches a random smoke puff
-Added a computer-ish hum to the technical columns
-Finished tweaking all the .45 and 9mm casings
-Added new sprites for the rifle casings
-Gave certain enemies rifle casings
-made some casings only seldom play sounds... should speed up some weapons
-Cleaned THIRTY TWO megabytes from the wad!!! [img - holyshitdude]

August 28, 2002
-Improved flare death animation
-Reduced flares to only last 5 minutes
-tweaked dimensions of the candelabra
-tweaked the animation for the rifle casings
-changed the animation for the bayonet thrust
-added sounds to the bayonet thrust
-changed player pain sound to be more random
-replaced player "noway" sound

August 29, 2002
-Added the percentage air meter (since I'll use the other one in DC1)
-Tested the game in a lower resolution - the kill icons seem a little
 cramped, but nothing else too extreme
-replaced the player "oof" sound
-Made a jump sound for the player.... not sure if I like it just yet
-Got rid of some of the Doom64 sounds I used (mostly the ones that were used
 in conjunction with normal Doom sounds)
-Enhanced the animation of Doom's "black candle object"

September 8, 2002
-Been working on Don's Challenge of all things...
-Fixed an error with the cacodemon bite

September 15, 2002
-Fixed candle animation
-Fixed redundant M4IN / UZI2 sounds
-Gave player 24 bullets to start with (enhanced monsters are harder to kill)
-Made enemy projectiles a little less innaccurate
-Gave turret rifle casings instead of pistol
-Made explosion smoke rise upwards a little more

September 19, 2002
-Made revolver use normal bullets instead of rifle ammo
-Tried some fixes re: bots shooting trees and stumps
-Got rid of useless old flame animation sprites
-moved the double pistols a tiny bit closer together... Also, in order
 to fix EDGE's shitty offset bug I had to add a crapload of dead space
 around one of the reload frames so it would animate properly

September 22, 2002
-nulled a duplicate pistol sprite
-Added smoke and sparks to the sentry turret
-Made helper spawner less likely to spawn anything
-Added cw tag to remaining sprites
-Increased flare duration to 10 minutes
-Fixed flak particles from making noise too early
-Adjusted .45 casings a bit
-Adjusted helper bot speech behaviour
-Made cyberdemon and spider mastermind "stomp" you if you get too close
-increased bayonet speed (it was too slow to be useful)

September 23, 2002
-Perfected the bayonet, for now at least
-For shits-n-giggles I made most of the weapon flashes translucent. Some
 couldn't be done, so I may revert them all to solid sometime...
-While doing the above, I fixed a lot of badly timed flash animations
-Made the sawed-off and 40mm have independent flash frames
-tweaked the shotgun smoke a little
-updated design_notes.txt
-updated ddfdesc2.txt
-removed all traces of an unused sound
-made sure all zombies' death animation sync'd with the dropping of items
-tweaked grenade droppers (less likely of a failed grenade drop)

September 24, 2002
-Fixed turret casings' death (got screwed up when added CAS7 and CAS3 rotation)

September 25, 2002
-Decreased amount of tracers the single uzi produced (matches double)

September 29, 2002
-Added random hard landing sounds
-made broken lamps spark more
-Added HUD sounds to turret and medibot icons
-made human/zombie corpses and gibs randomly spawn flies (kinda like quake2)
-fixed faulty rotation of turret base
-added flies to all former humans + helper deaths, although very random
-Cleaned 10 megs from the main wad
-BACKUP

October 1, 2002
-made flies less likely on trooper and sergeant deaths
-tweaked Uzi firing animation / recoil
-removed hammer sound from Revolver recoil

October 2, 2002
-fixed inefficient bullet tracer death
-made flies even less likely on all monsters
-removed player's suicide animation for now

November 20, 2002
-added the extra shotgun flash frames from the new dehacked version
 -had to slightly alter the animations of the shotguns in the process
-made all the shotgun racking noises a little quieter
-fixed the wierd looking knife bounce animation
-slightly decreased the radius of the bonuses dynamic light
-made shotgun and ssg zombies a little more threatening
-made sawed-off's muzzle flash a little more translucent
-tried some new effects for the chainsaw but didn't like them
-completely changed the way flies make noises.. A LOT better now.

November 21, 2002
-Changed the sprites and behaviour of the cacodemon fireball
-Updated design_notes.txt
-Fixed knife bounce animation even more

November 24, 2002
-Added animation to candelabra
-Re-added alternate flare attack (hold on)
-been experimenting with new clip sprites, esp. for the uzi
-reduced sig-cow clips to hold 20, since it's such a powerful weapon
-made alternate attack of flares a little slower than primary
-made twitching hanging dudes drip blood sometimes
-Finished new uzi clips, although I think they may be a little TOO detailed
 in relation to the other clips...

November 25, 2002
-Began trying out some stuff for the old style lost souls
-reduced duration of Chaingun guy shells
-reduced duration of Mastermind shells
-Gave cyberdemon and mastermind their own blood type, and it doesn't last as long
 to reduce slowdowns during cyber/mastermind infighting
-Added better bubble sprite
-Enhanced the pistol clips a little to match the new uzi clips

November 26, 2002
-Added new pain, attack and idle sounds to the old lost soul

November 28, 2002
-for some reason I started using Immoral Conduct as a test bed to try some shootable
 glass techniques I need for DC1... It's hard to get something that is a good
 compromise between functionality and asthetics... I can get one or the other, but
 not both. Hmm.
-For kicks, I ran the wad using the software version of EDGE. It looks pretty cool, the
 new particle effects stand out a LOT more, so firing the shotguns looks more violent :)

November 29, 2002
-got my glass working okay, so I put all the data where it should be - with DC1
-cleaned 11.5 megabytes of wasted space out of the wad

December 1, 2002
-tweaked some stuff (casing smoke, flare smoke)
-removed test versions of the old lost soul and some stuff I did to the pain elemental

December 2, 2002
-Made the head-on-a-pike killable, as well as the skewered skulls.
-Tried some new attacks for the lost soul, but didn't like it enough to bother making it
 look better.
-Did some touch-up work on the SSG 'a' sprite (and flash).. not very noticeable, but
 a lot better looking if you look closely.
-Added the Doomguy hands to the 40mm grenade launcher (finally!!), and tweaked it's
 on-screen position a bit.
-Ever so slightly weakened the M16.
-Slowed down the revolver attack speed.
-reduced reload probability for zombies and helpers.

December 13, 2002
-Cleaned 5.6 megs out of the wad
-BACKUP

December 22, 2002
-Added some minor improvements I discovered developing DC1 recently.

December 27, 2002
-Cleaned some space from the wad. Getting ready for release!

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Icd-ddf Design Notes:

This is here for public interest and my own documentation really. Maybe
you're interested in the finer details of what went into making this mod.


SPRITE MODIFICATIONS:
In order of appearance in the main wad:


PIST
GPIS
SPIS
PISG
Original Source:
-Duke Nukem 3d (pistol sprites)
-Doom (hands)
Modifications:
As you can tell, I had to modify these sprites A LOT considering their main source.
I originally needed these sprites for the pistol in Don's Challenge 2 (way back).
UPDATE: Shortened the arms on some of the frames.

BFGG
HGN1
Original Source:
-Powerslave (grenade and projectile)
-Doom (hands)
Modifications:
Although a shitty game in itself, Powerslave offers a few good resources. I had to
enlarge the tiny grenade icon to make the grenade you hold in your hand, and I also
had to shrink the projectile sprites to about 45%.

GREN
GRNF
Original Source:
-Shadow Warrior
Modifications:
I had to remove the gay Shadow Warrior arm band from the hands.

GRNL
Original Source:
-Doom
Modifications:
If you look close enough, this is a very cut-down version of the Doom rocket
sprite.

GASL
Original Source:
-Justin Fisher's AliensTC
Modifications:
None.

SHT2
Original Source:
-Doom2
Modifications:
I added a bigger hand to the idle frame. Copied the firing frames onto the weapon
itself, and used a cut-down version of the firing frames for the left-right barrel
animation.
Also, I made alternate reload sequences with existing Doom hands and some parts
from scratch.

SAWD
Original Source:
-Doom
Modifications:
I removed the sight on the idle frame, and cut the barrel back on the action
frames. I copied the muzzle flash onto the weapon, used the barrel reflection from
the supershotgun, and resized the recoil frame. I used Doom hands to make the
reload animation.
UPDATE: Used some sprites I made for DC1 and re-did almost all the SAWD frames. I
lengthened the slide travel, shrunk the hand, removed the bright glare on the side of
the gun, and enhanced the reload animation.

CHRG
Original Source:
-Opposing Force
-Doom (hands)
-Doom (projectile)
Modifications:
Added Doom hands to the satchel and detonator (modified punch hand)
Added a little red and yellow LCD light to the detonator.
The projectile sprites are heavily modified backpack sprites from Doom.

CHGG
Original Source:
-TNT Team's PlatoonTC
-Doom
Modifications:
I added the m203 grenade launcher, heavily modified some Doom hands and used them
for the support arm and cocking animations.
I also enhanced the reload animation quite a bit. The original had none.

M203
Original Source:
-Doom
Modifications:
These used to be Doom's rocket explosion frames. I pasted them onto the M16, then
cut out the unused part to make a muzzle flash for the m203.

SAWG
Original Source:
-Doom
-An old gore wad I played a long time ago
Modifications:
I added the pull string animation and the missing hand for the reload, recolored the chain
teeth so it looks rusty, cut-n-pasted some blood onto the blade sides.

FLRG
Original Source:
-Doom
Modifications:
Basically just a Doom hand, with a black line coming out of it. I added the "M-94"
text after seeing the flares Ripley used in Aliens.
I also used a tilted, enlarged portion of Doom's "small red torch" for the
burning animation.

FLAR
Original Source:
-Michael Gummelt's Aliens3beta
Modifications:
I recolored the flare part black, and made the sprite look like it was lying horizontal
rather than on an angle.

SHTG
SHTF
REMG
Original Source:
-Duke Nukem 3d
-Doom
-Half Life
Modifications:
Obviously I added heavily modified Doom hands (to the SHTG), and moderately
modified Doom pistol hands (to the REMG), and topped it off with a muzzle flash
from Half-Life.
I had to build the slide handle from scratch (for the REMG reload frames).

RIFL
RIFF
BAYG
RIFR
Original Source:
-Doom Alpha 4
-Doom
Modifications:
I added the bayonet to the idle frame (A4 had it seperate), then I recolored the
handles of the knifes, added a modified shotgun muzzle flash, and tilted the idle
frames (and removed the original hand, added a different hand) to create the 
reload frames.

UZIG
UZ2G
UZI2
Original Source:
-Shadow Warrior
-Doom
-Blood
Modifications:
Added Doom hands to ALL frames, including some very modified ones for the reload
animation. Used muzzle flashes from Blood instead of the crappy ones from SW.
A lot of repetative work went into these, but I'm proud of the way they turned out.

KNIF
THRW
KNFE
Original Source:
-Doom
Modifications:
Just Doom's punch hands, with a scratchbuilt knife. I used the knife from 
Twilight Warrior as a guide to get the metal shine to look right, but that's all.
The projectile (also used for M_SKULL1 and M_SKULL2), where done from scratch.

MING
MINF
Original Source:
-Shadow Warrior
-TNT Team's PlatoonTC
Modifications:
Removed the drum from the Shadow Warrior shotgun, added the chain of bullets from
PlatoonTC's M-60. Slightly modified the firing animation and removed the opening
chamber port.

TGUN
Original Source:
-Doom
Modifications:
I removed the brass knuckles from the Doom punch sprites, and copied them into a
mirror position.

SHOT
Original Source:
-Doom
Modifications:
Just a modified version of Doom's SHOTA0 sprite.

SGN2
Original Source:
-William Sullivan
Modifications:
None.

GLNC
Original Source:
-Shadow Warrior
Modifications:
Resized it I think.

PLAS
Original Source:
-Doom
Modifications:
A heavily modified SHOTA0 sprite (used to be the shotgun icon)

USMG
Original Source:
-Shadow Warrior
Modifications:
Resized, cut and pasted, recolored, as the originals were very monochrome.

MGUN
Original Source:
-TNT Team's PlatoonTC
Modifications:
Retouched the top of the gun, redid the clip

HGUN
Original Source:
-From scratch

FLMD
Original Source:
-Doom
Modifications:
Modified Rocket Crate and recolored shotgun shell icons

MINN
Original Source:
-Doom
Modifications:
Very chopped up Doom chaingun sprite, with a portion of the chaingun guy's ammo belt
added to it.

SAWDK
SHEL
Original Source:
-Doom
Modifications:
Simple modifications of Doom sprites

BFUG
Original Source:
-PlatoonTC
-Powerslave
Modifications:
The crate itself came from PlatoonTC and the grenades from Powerslave

CLIP
SBOX
AMME
STIM
MEDI
Original Source:
-Doom
Modifications:
Simple modifications to Doom sprites, except CLIPB0, which is for the most
part from scratch

PVIS
Original Source:
-Duke Nukem 3d
Modifications:
None.

ARM1
Original Source:
-Doom Alpha 4
Modifications:
Added the marine helmet.

SMKE
Original Source:
-Blood
Modifications:
None

SMOK
Original Source:
-Heretic
Modifications:
None

SMK2
Original Source:
-Unknown
Modifications:
These are recolored versions of the Heretic sprite above. These may have come
from Doom Legacy (rocket trail)?

PUF2
Original Source:
-Counter-Strike
Modifications:
None, except for converting all THIRTY frames to the Doom palette, 
and changing the background from black to cyan which is a pain :)

SPUF
Original Source:
-Duke Nukem 3d
Modifications:
None

PART
Original Source:
-From scratch

RLSR
FRAG
Original Source:
-from scratch

CAS2
CAS3
CAS4
CAS6
Original Source:
-Doom
-Shadow Warrior
Modifications:
CAS2 are very shrunk down SW sprites, whereas CAS3, CAS4 are just modified Doom
sprites. CAS6 are modified SW sprites.

BAL2
Original Source:
-Doom v0.99
Modifications:
None

BBLD
GBLD
OBLD
NBLD
SPLR
SPLB
SPLG
SPLN
SPLO
Original Source:
-Doom
Modifications:
Just recolored versions of Doom's BLUD* sprites, and the SPL* are modified Doom
sprites as well.

BFE1
EXPL
EXP3
BNG4
Original Source:
-Shadow Warrior
-Half Life
-Strife
Modifications:
None, but the Half-Life sprites needed a lot of work to become Doom compatible.

GAS1
Original Source:
-Duke Nukem 3d
Modifications:
Recolored. I may have done more, but I don't remember. I think the initial frames were
resized.

CLP1
CLP2
CLP3
CLP4
Original Source:
-Doom
-From Scratch
Modifications:
Just modified versions of previous sprites

LAMP
Original Source:
-Werner Spahl's Theme17
Modifications:
I added small bullet holes and marks

ACLO
ACLP
Original Source:
-Hexen
Modifications:
I recolored the ACLP frames to make them green. The blue ones are unmodified.

GIBB
Original Source:
-Doom
Modifications:
Recolored versions of various Doom gib sprites

RIPL
Original Source:
-Michael Gummelt's Aliens3beta
Modifications:
None. I originally used these sprites for a skin (for the dehacked version)
and eventually used them here instead.

PLAK
Original Source:
-Doom
-Mark Quinn
-Doom pre-release
Modifications:
Modified a standard Doom player frame. This was going to be used in an OLD project
of mine based on the Doom storyline.
UPDATE: Added the shotgun from one of Mark's skins, and added the "no-choke" death
from the Doom pre-release. 

SKLL
Original Source:
-Doom Press Release Beta
Modifications:
None.

TURR
Original Source:
-Duke Nukem 3d
-Doom
Modifications:
Pasted the Duke3d turret head onto a modified version of Doom's COLUA0 sprite

SPDA
Original Source:
-Strife
Modifications:
None.

POL1B
POL6C
GOR
HDB
Original Source:
-Doom
Modifications:
Just modified versions of most of the Doom gore sprites.

SMPF
Original Source:
-Shadow Warrior
Modifications:
Just rotated the base image 90 degrees for each frame.

UZI3
Original Source:
-Shadow Warrior
-Doom
Modifications:
Big time modification here. I pushed the pixels of the SW Uzi sprite around to get a
"down the barrel" look, then I tilted the sprite, and added it to a tilted and tweaked
Doom hand. A lot of work for such a minor sprite.

SPL*
Original Source:
-Doom
-Scratch
Modifications:
These are distorted versions of Doom's BLUD* sprites and Doom2's puddle of blood.

SPCR
Original Source:
-Scratch

RING
Original Source:
-PowerSlave
Modifications:
Just clipped the handle and ring parts of of the base hand grenade icon.

BEXPF
Original Source:
-Doom
Modifications:
Clipped away the explosion of the barrel to leave the metal remains behind

BAR1C
Original Source:
-Doom
Modifications:
Removed the bubble from the barrel's ooze.

FFLG
Original Source:
-Hexen
Modifications:
None.

GREL*
Original Source:
-Shadow Warrior
Modifications:
Removed the hand, removed the grenades in the chambers

PUF5
Original Source:
-Half-Life
Modifications:
It took a fair bit of recoloring to get the darkness/contrast right, but luckily
it wasn't many frames. I wish EDGE had alpha/tinting abilities.

PSTR*
Original Source:
-Doom
Modifications:
Opened up the berserk box sprite (like the medikits)

FCAN*
Original Source:
-Doom2
Modifications:
No physical modifications, but I changed the offsets in the wad so the sprites
pivot on the middle of the barrel instead of on the edge.

CSAWA0
Original Source:
-Doom
Modifications:
Made the blade rusty colored, and added dried up blood

CPOSU*
Original Source:
-Doom2
Modifications:
Removed the muzzle flash from the chaingunner's chaingun.

PLA3
Original Source:
-Mark Quinn's Skins Pack
Modifications:
None

PLA4
Original Source:
-Doyoon Kim's DOYWEAP.wad
Modifications:
Fixed the head on the firing animation, and fixed the head on the death animation
as well.

PLA2
Original Source:
-Mark Quinn's Skins Pack
Modifications:
Cut-n-pasted the second arm up there for the firing animation, and added a second
gun to the walking/pain animation. 2 1/2 hours worth of work.

PLA8
Original Source:
-Mark Quinn's Skins Pack
-Doyoon Kim's DOYWEAP.wad
Modifications:
Added the head from doyweap, added enhanced attack frames, had to make almost all the
death frames myself (with cut-n-paste).

PISR
DPST
Original Source:
-Same as pistol sprites
-Doom
Modifications:
Added a better hand sprite I used for DC1.

BUBBA0
Original Source:
-Duke Nukem 3d
Modifications:
None.

BERF
BERT
Original Source:
-William Sullivan's D2Enh.wad
-Doom2
Modifications:
Recolored the pistol (got rid of the green tint), made some small changes to the
slide action frames, had to change the hammer on a few frames as well. Added an extra
hand for the reload frames.

REVG
Original Source:
-Powerslave
-Doom2
Modifications:
Added Doom2 pistol hand, had to change the handle part pretty bad, recolored the gun
to look shiny / stainless steel. Changed the hammer for parts of the animation.

RHND
Original Source:
-Doom2
Modifications:
Not much. Had to add the small arm bits I think.

HGUNB
Original Source:
-From scratch

HGUNC
Original Source:
-Powerslave
Modifications:
-Recolored the hande, shrunk the sprite down quite a bit.

SPL*D0
Original Source:
-Doom2
Modifications:
-Just recolored and resized Doom2 POB2A0 sprite

FLR2
Original Source:
-Doom
-Previously used sprite (see FLRG)
Modifications:
-Added the second doom hand

FLARD0
FLARE0
FLARF0
Original Source:
-Previously used sprite (see FLAR)
Modifications:
-made the diagonal flare stick look better (45 degree angle), and for F0, just
 removed the flame part.

CAS7
Original Source:
-Previously used sprites (see CAS2)
Modifications:
-Added some pixels to the ends of the casing to make it look like a rifle cartridge

CAND
Original Source:
-Doom
Modifications:
-Used the flicker animation from Doom's "Eye in Symbol" decoration

FLY1
Original Source:
-From Scratch

PLSS
PLSE
Original Source:
-A very old version of the Doom64 mod Tony Lindberg and I worked on
Modifications:
-I fixed the shape of the projectile (plssa0, plssb0), and I removed a ton of
 gray pixels from the death animation.

CBRA
POL4
POL2
Original Source:
-Doom
Modifications:
-I applied the candle animation to the candelabra, and modified the head on a stick and
 skull skewers to look destroyed / destoyable.



All the rest not mentioned here are probably just used to make sure all the sprites
show up when playing Doom 1 (i.e. FBXP, POB1A0, BAL7, etc.)

======================================================================================
SOUND MODIFICATIONS
Some of these I'm not sure of (marked with a '?' or 'unknown'), because I have a 
MASSIVE collection of sounds that goes way back. Luckily I can recognize most of
them, but generic "woosh" or "tink" sounds are hard to pinpoint.


DSSKULLS : Hexen

DSFLY1 : I got the base sound from Nigel Rowands njzd2001.wad, and pasted the
DSFLY2 : individual sounds as their own files.
DSFLY3
DSFLY4
DSFLY5

DSBOOTS1 : Unknown (Hexen?)
DSBOOTS2 : Duke Nukem3d, resampled

DSDET01 : Shadow Warrior
DSDET02 : Shadow Warrior

DSSWING1 : SoF2 MP Demo
DSSWING2 : SoF2 MP Demo

DSBRETH5 : All these are modified from Doom's PLPAIN sound
DSBRETH4
DSBRETH3
DSBRETH2
DSBRETH1
DSGRUNT2
DSGRUNT1

DSTECH : Either Quake or Half-Life

DSSPLAT2 : Unknown
DSSPLAT1 : Hexen

DSDUST : RtCW (I think)

DSKILLME : Mike Gummelt's Aliens3beta

DSFIRE4 : Unreal 1 (I think)

DSFLARE2 : Unreal 1
DSFLARE1 : Unreal 1

DSLHUM3 : Probably Quake

DSTIN4 : Unreal Tournament
DSTIN3 : Unreal Tournament
DSTIN2 : Quake

DSFIRE3 : Quake portal sound embedded over DSFIRE1
DSFIRE1 : Unknown

DSIMPC1A : All from RtCW or Half-Life (most are modified)
DSIMPC1B
DSIMPC1C
DSIMPC1D
DSIMPC1E
DSIMPC1F

DSPLASMA : Unknown (Strife?)

DSBSLIDE : Counter-Strike
DSBPIST : SoF2 Multiplayer Demo

DSCOUGH1 : Powerslave (modified)
DSCOUGH2 : Powerslave (modified)
DSGURGL1 : Powerslave
DSGURGL2 : Powerslave
DSPGASP : Powerslave (modified (I think))
DSDRWN : Powerslave

DSHOLSTR : SoF (Modified from DSWEAPUP)

DSHAMMR : Soldier of Fortune
DSHAMMR2 : Modified from above sound

DSBLOOD1 : Half-Life
DSBLOOD3 : Half-Life
DSBLOOD4 : Return to Castle Wolfenstein

DSKNF1 : SoF or SoF2
DSKNF2 : Powerslave (clipped from original)
DSKNF3 : SoF or SoF2
DSKNF4 : SoF or SoF2 ??? Counter-Strike?

DSBARRL : Unknown (Hexen maybe?)

DSHEART : Duke Nukem 3d or Shadow Warrior

DSSUZI2 : Soldier of Fortune
DSSUZI3 : Soldier of Fortune
DSSUZI4 : Soldier of Fortune

DSBAY2 : AQ2?
DSSMACK : AQ2?

DSM211 : Soldier of Fortune
DSBOLT2 : Opposing Force
DSSNREL : Opposing Force

DSBAREXP : Resampled Doom sound
DSBOOM1 : Half Life
DSBOOM2 : Half Life
DSBOOM3 : Half Life
DSBOOM4 : Half Life

DSHISS : Duke Nukem 3d?
DSGAS1 : Shadow Warrior
DSGAS2 : Shadow Warrior
DSGAS3 : Shadow Warrior

DSSATCH1 : Half Life
DSSATCH2 : Half Life

DSTURR1 : Half Life
DSTURR2 : Half Life
DSTURR3 : Half Life

DSGREN2 : Kingpin
DSGREN3 : Shadow Warrior (mix of 2 seperate sounds)
DSGREN4 : Kingpin

DSMINI1 : Quake 2
DSMINI2 : Quake 2
DSMINI3 : Quake 2
DSMINI4 : Rainbow 6
DSMINI5 : Opposing Force

DSKNIFE1 : Unknown
DSKNIFE2 : Unknown
DSKNIFE3 : Unknown

DSHURT : Quake 2 ??

DSITEM1 : AQ2 or AHL
DSITEM2 : Counter-Strike (modified)
DSITEM3 : AQ2 or AHL
DSITEM4 : Soldier of Fortune

DSDBCLS : AHL?
DSDBLOAD : Unknown
DSDBOPN : AHL?
DSDSHTGN : Doom2 SSG embedded over Duke3d shotgun
DSSHOTGN : Duke Nukem 3d
DSSHTGN2 : Duke3d shotgun with cock sound embedded
DSSHOTG2 : Some unknown Half Life mod

DSRICH1 : Half Life
DSRICH2 : Half Life
DSRICH3 : Half Life

DSTHROW : Unknown

DSASSLT : Some unknown Duke Nukem 3d mod
DSM4OUT : AQ2
DSM4IN : AQ2
DSM162 : An old version of Infiltration (UT)

DSUZI1 : Shadow Warrior
DSUZI2 : Shadow Warrior
DSUZI3 : Shadow Warrior

DSSAWED3 : Doom

DSCLICK : Shadow Warrior
DSCLICK2 : An old version of Infiltration (UT)

DS1911 : Return to Castle Wolfenstein
DSPSLIDE : Return to Castle Wolfenstein (Modified)
DSPOUT : Return to Castle Wolfenstein (Modified)
DSPIN : Return to Castle Wolfenstein (Modified)
DSSILENC : Counter-Strike

DSRLAUNC : All of these are from a Doom64 sound wad on cdrom.com
DSPEPAIN
DSPESIT
DSPEDTH
DSSGTAT2
DSBGAC2
DSBGDTH4
DSBGDTH5
DSCGSACT
DSCGDTH1
DSCGPAIN
DSCGSIT1
DSCGSIT2
DSDEMPN
DSDEMACT
DSSKEATK
DSCACDT2

DSCFBALL : Opposing Force
DSCFEXPL : Opposing Force

DSSKLDTH : Quake
DSSKLPN : Quake
DSSKLACT : Quake
DSSKLSIT : Quake
DSSKLATK : Quake

DSMMDTH : All these are from Tom Clancy's Rainbow Six
DSMMPN1
DSMMPN2
DSMMPN3
DSMMACT1
DSMMACT2
DSMMACT3
DSMMSIT1
DSMMSIT2
DSFESIT1
DSFESIT2
DSFESIT3
DSFESIT4
DSFEDTH
DSFEACT1
DSFEACT2
DSFEACT3
DSFEACT4
DSFEACT5
DSFEPN1
DSFEPN2
DSFEPN3
DSFEPN4

DSSPSIT : Strife
DSSPWLK : Strife
DSSPDTH : Strife

SUICIDE : Combo Doom sounds and a Shadow Warrior sound

DSSQUISH : Shadow Warrior
DSFLESH : Duke Nukem 3d

DSKEYS : Combo Hexen Key noise and Doom powerup noise
DSKEY1 : Quake 2
DSBONUS : Hexen
DSARMOR : Hexen

DSSHELL1 : Half Life
DSSHELL2 : Half Life
DSSHELL3 : Half Life 
DSCASING : Half Life
DSCASIN2 : Modified Shadow Warrior (end part of CASIN4)
DSCASIN3 : Half Life
DSCASIN4 : Shadow Warrior

DSHGREN1 : Powerslave (worst game ever)
DSHGREN2 : Powerslave
DSHGREN3 : Powerslave

DSHEALTH : Soldier of Fortune
DSWEAPUP : Soldier of Fortune
DSWEAPU2 : Soldier of Fortune (reversed from above)

DSCLP1A : Modified this from a very old CS add-on weapon model

DSLHUM2 : Half Life
DSLHUM1 : Half Life

DSFIRE2 : Quake ??

DSBUZZ : Duke Nukem 3d
DSBUST : Duke Nukem 3d

DSGREN : Soldier of Fortune 2 MP Demo

DS40OPN : Doom2
DS40CLS : Doom2
DS40LOAD : Doom2

DSSAWGAS : All are resampled Doom sounds
DSSAWUP
DSSAWIDL
DSSAWFUL
DSSAWHIT

DSFRACK : Strife (modified)
DSSRACK : Soldier of Fortune (modified)

DSSAWED1 : SoF2 Multiplayer Demo 
DSSAWED2 : Counter-Strike (modified)

DSMOUT : Half-Life
DSMIN : Half-Life
DSMLOAD : Half-Life
DSMAGNM : AHL4 ???



==============================================================================
MISCELLANEOUS SOURCES

AIRBAR* : Used the Doom font .bmps

TITLEPIC : Some picture I found on the internet (added text)

M_DOOM : Modified Doom's M_DOOM, added text

STTNUM* : Based on guidelines from INVASIO2.WAD by Paul Fleschute

STBAR : Based on a picture I found on the Internet, with Doom stuff.
