ZDoom Release History

1.16 (22 December 1998)
=======================
Bug fixes:
* No more limit on size of savegames or demos.
* Screen resolutions above 320x200 are now the proper brightness (they were
  too bright before.)
* Improved the brightness of the console font.
* Bullet puffs can show up on the floor and ceiling and not just walls.
* Missile weapons can trigger gun activation lines.
* Barrels now bounce around as much as they did in original DOOM. (They were
  too "inert" in 1.14.)
* If a demo is being recorded, quitting the game normally will save the demo
  to disk. (Previously, you had to use the stop command to do this.)

New features for players:
* Proper support for BOOM maps.
* Mouse wheel support and weapnext/weapprev commands.
* Doublebindings.
* Better analog joystick support.
* 180 degree turn command for keyboarders.
* Damage done by a rocket to its shooter is configurable and defaults to the
  original Doom behavior.
* User-configurable gender. (Even though I don't have any new player sounds,
  at least the obituaries are gender-aware. :-)
* Teamplay mode.
* New cvar to disable manual aiming of the BFG to prevent someone from
  shooting it at the floor and quickly triggering tracer damage before.
* Maps no longer need to have as many deathmatch starts as there are players
  in a deathmatch game.
* Support for Doom Legacy skins.
* Rewrote the MIDI/MUS code so that it has a working volume control.
* Many more console commands and cvars.

New features for editors:
* Proper support for BOOM maps.
* Obituaries are configurable with a .bex patch.
* Moster paths
* Colored lighting
* Fog can be applied to only part of a level instead of all of it.
* Per-sector gravity settings.
* Support for up to 256 ambient sounds (as opposed to the limit of 64 in
  earlier versions).
* Sector damage adjustable from between 0-255 points of damage.
* Changable camera views.
* The following editing features that were introduced in Hexen are also
  available in ZDoom:
  - Most line specials take arguments that modify their behavior.
  - ACS scripting.
  - Hubs.
  - Earthquakes.
  - Dormant monsters.
  - Trigger events to happen on monster deaths.
  - "Waggling" floors.
  - Pillar builders.
  - Push activation lines (walking into a wall can trigger an event).
  - Thing spawning (e.g. for traps/gifts).


1.14a (27 July 1998)
====================
Bugs fixed are:

* No more crashing about freeing a pointer without ZONEID when changing
  levels.
* Skies wider than 256 pixels are drawn correctly.
* Monsters' heights are once again the same as they were in id's original
  DOOM, so certain areas work properly again.
* Monsters shouldn't teleport into each other anymore.
* Improved support for international keyboards.
* The skill level chosen for a new game is no longer ignored if the new
  game is started while a demo is playing.

Cosmetic changes:

* No more "sv_gravity changed to...", "skill changed to...", etc. messages
  in single player games.
* Activating the player setup menu automatically stops any playing demos,
  since it doesn't work properly while they play.
* Barrels don't go flying away when exploding anymore.
* Added def_patch cvar to automatically load a DeHackEd patch each time the
  game is started.
* ZDoom save games now use the name zdoomsv?.dsg instead of doomsav?.dsg.

This version also includes some preliminary BOOM support as I started
integrating some of the BOOM source code with ZDoom:

* Medusa fix.
* Openings limit removed.
* Removed limit on switches and animations.
* Added support for BOOM-like ANIMATED and SWITCHES lumps in PWADs.
* Added support for BOOM-style scrollers (including conveyors).
* Added partial deep-water support.


1.14 (14 July 1998)
===================
Bugs fixed:
* The bunny scroller at the end of E3M8 no longer crashes the game.
* The IDKFA cheat gives the proper amount of armor again.
* Demo recording works again.
* Telefragging works again.
* Picking up the invulnerability sphere displays the correct colors now.
* DeHackEd patches containing text replacements no longer crash the game.
* Printing a string containing "%s" to the console and then changing the
  video mode will no longer crash the game.
* Chat mode finally works again.
* If MIDAS can't initialize, you can still play the game but without sound.
* Pistol and chaingun sounds no longer cut out when there are lots of
  zombie men shooting their pistols at you.
* Mouse input should no longer be so jerky under Windows NT.
* The crosshair is finally accurate for aiming.
* Autoaim is properly remembered each time you start ZDoom.
* Switches in the Ultimate Doom that aren't also in the shareware Doom
  properly change their appearance when switched.

New features:
* Players can choose their own colors and names.
  (Player setup menu is included).
* 8-player support (untested but should work).
* Miscellaneous internal code changes have been borrowed from the BOOM
  source. (This does *not* mean that ZDoom supports BOOM levels yet.)
* Cheats, chat messages, and gamestate changes are now recorded in demos.
* Single-player demos recorded with ZDoom are generally smaller than
  before.
* Quake 2-style deathmatch flags.
* Cheats (optionally) work in multiplayer games.
* Mode X is now supported under Win95, so all the machines that couldn't
  run ZDoom in 320x200 before should be able to now.
* Fewer conditions result in error messages that quit the game. (If you
  have Heretic, try this: Start ZDoom with -file heretic and go to the
  console and type "MAP E1M1".)
* Keys can repeat in the console.
* The console and chat mode now use the localized keymap set with the
  Keyboard control panel.
* Messages at the top of the screen now break along between words instead
  of in the middle of them.
* Added -config command line parameter.
* Added -fastdemo command line parameter.
* Added new screen shot command. (bound to "Print Screen" key by default)
* Added Quake-like +showscores command. (bound to "\" key by default)
* Aliases are now saved in the config file.
* Added support for multiple pitched sounds like in very old version of
  Doom. (Use the snd_pitched cvar to turn it on and off.)


1.13 (26 May 1998)
==================
* Fixed some major bugs (that crashed the game) and other lesser bugs that were
  just annoying.
* 3-D collisions for walking under and standing on other things.
* The status bar can be scaled to the full width of the screen.
* The screen mode can be selected from a menu inside the game.
* ZDoom can run in a window on the desktop.
* Better DeHackEd support. Only a few text replacements are not supported.
  Everything else works (including monster infighting which I haven't seen
  in any other port).
* New features for level designers (see editing.txt for details):
    Specification of next and secret maps on a per-map basis.
    Specify sky texture on a per-map basis.
    Use any lump in a wad as music for a map.
    Give maps a custom name without using a DeHackEd patch.
    Maps can be named anything (not just E?M? or MAP??).
    Place any messages of any length between any two maps.
    Hexen-style fog (of any color).
    Ambient sounds--either point like Quake or global like Heretic and Hexen.
    Automatic use of DeHackEd patches in PWADs.
    No more tutti-frutti for short textures of certain heights.
    zdoom.wcf file for use with WadAuthor.
* Rocket jumping. (One very important note about this: You need to be *in the
  air* when your rocket explodes for rocket jumping to work. This is different
  from Quake, and I will probably rewrite it for the next release.)
* Dynamic palette flashes.
* Supports stretching skies for freelook.
* Larger freelook range.
* Added tab-completion to the console.
* zdoom.cfg is now the name of the default configuration file since Doom
  Legacy decided to start using config.cfg.
* French language support. (Set language cvar to "french".)
* Player obituaries.
* Unlimited ammo cheat (use g_unlimitedammo cvar).


1.12 (7 April 1998)
===================
* Some visual enhancements were made such as centering the menus and 
  drawing borders around the status bar in higher resolutions.
* Console commands can now be specified on the command line.
* Removed some of DOOM's limits such as VisPlanes, VisSprites, and 2S 
  HOM.
* Rewrote some of the inner loops in assembly. (There was some assembly 
  in 1.11, but it never got used.)
* New cvars relating to mouse movement. (invertmouse, m_pitch, m_yaw, 
  etc.)
* Mouse movement doesn't get sluggish in high resolutions.
* Automap colors are customizable.
* Automap overlay and rotation are available.
* Eight crosshairs.
* Shoot up/down.
* Alt-Tab and Pause work properly on all machines now.
* The +jump command now works.
* 25% and 75% translucency levels in addition to 50%. The translucency 
  tables now get saved to disk, too, so they only need to be calculated 
  once instead of every time the game is run.
* The console font is now editable.
* Near complete support for DeHackEd patches. (Only monster infighting 
  and changing a few minor text strings are not supported.)
* Sky height and position is now fixed for high resolutions. (It still 
  wraps if you look up, but at least now if you look straight ahead, it 
  never will.)
* Weapon sprite is always drawn at the correct location. (It was being 
  drawn too low in some resolutions like 400x300.)
* New options menu, which includes a key configuration screen.
* "Stealth" monsters.
* New full-screen HUD.
* And a few other things not worth mentioning separately.


1.11 (6 March 1998) Initial Release
===================================
* Works under both Windows 95 and NT 4.0, although it works best under 
  Win95.
* Limited support for the Pause key. It works with some keyboards on 
  some machines.
* Supports any resolution compatible with your DirectDraw drivers.
* Look up/down ala Heretic.
* Translucency for selected objects.
* Has a console with most of the functionality of Quake's. The only 
  significant missing feature is Tab-completion.
* Notarget cheat.
* Command to kill all monsters in a level or yourself.
* Can play MUS, MIDI, and MOD music.
* Selected sounds are played in surround sound.
* Doors that need keys to open are highlighted on the automap.
* Automap now shows various statistics in addition to the level name.
* True keybindings. Bind any key to any command or sequence of 
  commands.
* Intermission screen can now display your stats using absolute values 
  rather than percentages.
* A new more general demo format.
