
 DooM LEGACY
 Release v1.2, May 1998.

 Last Updated: 18-May-1998.

 Original game & sources by: Id Software.
 Additions (c)1998 by: Denis Fabrice & Boris Pereira

 Doom LEGACY web site: HTTP://www.frag.com/doomlegacy
		 mail: legacy@frag.com


 -----------------------------------------------------------------------
 CREATING LEVELS / PATCHES / EDITING AROUND DOOM LEGACY
 -----------------------------------------------------------------------

  NOTE: this was not updated since Legacy v1.12, we hope to update
  this as soon as possible, because Doom LEGACY v1.2 added a great
  support for sprites in pwads, flats in pwads, and loading of
  pwads at run-time so there is lots of goodies to be documented!


  If you have any special request or question concerning editing
  WITH DOOM LEGACY, or other Doom ports, just mail us.



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 [1] GRAPHICS
 -----------------------------------------------------------------

      There's a lot of TODO's in the graphics sub-system. Mostly
  adding support for hires textures and smoother animations.

  However, like in the original Doom2, you can modify some graphics
  resources if that please you so here's a list of some of the
  interesting resources of the Doom3.wad.

  RANKINGS : this lump is the graphic displayed at the top of the
	     deathmatch rankings table.

  RSKY1, RSKY2, RSKY3 : you may have noticed that NWT (NewWadTools)
	    doesnt want to display the new SKYS graphics...

	    That's because they're now 256x240 pixels.

	    I've included 'lumpy.exe', it converts part of a pcx
	    picture to a patch resource.

	    If like me you're a fan of Deluxe Paint, you'll have
	    to use the older DPAINT instead of DPA, to edit
	    pictures taller than 200 lines...

	    Example of use:
		- create a new sky graphics 320x240.
		  the bottom 40 lines are under the horizon and not
		  normally seen. The lines 100 to 199 are the ones
		  you see while looking straight ahead. The top lines
		  0-99 are the lines of sky you see when looking up.

		- use lumpy to create the raw resource:

		  lumpy rsky1.pcx

		  this creates 'rsky1.raw'.

		  Now uses your classic wad-editor to insert the raw
		  file in place of RSKY1,2 or 3.

		  eg: with NWT place the cursor on RSKY1, and use
		  the 'import raw to pwad' key, enter 'rsky1.raw'
		  and then 'newsky.wad' as destination wad.

   For Release 1.11 (the first release), if you wanna play with
   transparent walls, just create 2-sided walls (with open sectors
   on each side). These walls are automatically handled as
   translucent. This is of course a quick 'hack' to test the new
   translucency feature on walls. This should be implemented a
   neater way in the future... eg: using special texture names,
   or adding new bits.

   This is an example of a simple feature that requires a lot of
   work: adding a new bit to the linedefs means creating an editor
   capable of handling the new wad structures... and I'm certainly
   not going to rewrite a program as good as DCK362.

   My plan is the following: create a real-time limited editor,
   using doom sources so that you can edit while in the game,
   clicking on walls and floors to set the textures, and so on...
   yeah just like DukeNukem editor. First, you would edit the
   plan of the level using DCK or DEU, than you would use the
   real-time editor to refine the sector heights, textures, and
   ESPECIALLY the texture offsets which is a REAL PAIN to set
   in the current editors. In the automap mode, you could click
   on things, edit the parameters, and move them...

   If you are a wad author, and have some good ideas for such
   a 'real-time' editor, tell us!



 -----------------------------------------------------------------
 [2] SOUND
 -----------------------------------------------------------------

     We have not added sound features right now. Well, to be honest
  the sound quality is now much better. This is due partly to:

     - the fantastic Allegro library by Shawn Hargreaves, we use
       its sound routines,
     - some rework by Boris, to set the volume with much more
       precision at a hardware level instead of software.



 -----------------------------------------------------------------
 [3] MUSIC
 -----------------------------------------------------------------

     Doom LEGACY supports direct playing of midi files. It's not
  necessary to convert them to MUS. This is not really a feature,
  except there may be some MIDs that doesn't sound well with MUS.

  If you wanna play, just insert a .MID file as a raw resource with
  NWT, in place of any D_xxxx mus resource. And it just works.

  Doom LEGACY will recognize the MID.

