
 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


 -----------------------------------------------------------------------
 WHAT'S NEW
 -----------------------------------------------------------------------

 Release 1.2 Updated 11-May-1998:
 ================================

  Fab & Boris are back with Doom LEGACY v1.2 !

  Here's the key features:

     * Totally rewritten network, support up to 32 players.

     * Console with a bunch of useful commands and variables.

     * Support for scripts of console commands.

     * Improved the translucency, fixed the spectre translucency
       (they are very hard to see now!)

     * Fixed a *LOT* of reported problems and bugs.

     * Added a *LOT* of nice little features.


  DOOM EDITING FEATURES:

     * Supports FLATS and SPRITES in pwad, from the very old 'dmadds' pwads
       up to the latest dehacked patches using sprite renaming.

       We have tested Army of Darkness, the old Chooks and Bunny3d, ect.

     * Can replace only some frames of a sprite in a pwad.

     * Support for adding any number of new sprites.

     * Support loading pwads at run-time, example is the map command that
       can load external pwads.


 Release 1.20 Updated 19-May-98:
 ===============================

 NOTE: THIS IS NOT COMPLETE AT ALL, WE WILL DOCUMENT THE CHANGES OF
       VERSION 1.2 AS SOON AS POSSIBLE, THERE ARE MANY ONES! BUT WE
       GOTTA RELEASE..

      Engine/Game:

      *  Added the Doom Console! Enter commands and change game var-
	 iables at any time! If you are not used to it, the console
	 will allow you to be a 'Doom power user' ! We have worked
	 a lot on the console itself, and have implemented a basic
	 set of commands and variables. In the future we will be
	 able to add any kind of commands easily. Any command or
	 variable that you'd like? We are open to suggestions.

	 Check the console section for more about all the commands
	 available.

      *  Finally improved and fixed the translucency on sprites:
	 - the spectres (pink like demons) are really hard to see
	 - translucency on torches is now correct, only the flame
	   part is translucent
	 - most projectiles are now brighter : the translucency
	   used to diminish the colours intensity, now they look
	   as bright as the original game
	 - each sprite, and each frame can use a different trans-
	   lucency eg: the bullet puffs are more translucent than
	   the fireballs, the plasma bullets gets more translucent
	   as they disappear
	 - the blur sphere will make you as translucent as the
	   pink demons, which means very hard to see! So the blur
	   sphere item will probably become a strategic weapon!


      Multiplayer/Network:

      *  Totally rewritten the network code of Doom : the method
	 is now a very basic implementation of Client/Server. It uses
	 less transfer, and allow up to 32 players simultaneously.
	 Actually there is one drawback : you have to be sure that
	 the server is fast enough, and doesn't slowdown, because
	 if the server slows down, everybody in the game experience
	 the 'lag'.

      *  We have cleaned up the intermission screen with the death-
	 match scores. It displays now several kinds of rankings,
	 including the death rankings :)

	 FRAGS	: the usual frags rankings
	 BUCHOLZ: a chess scoring system: you earn more points,
	    when you frag a good player. That is, a player that
	    has a lot of frags at the end of the game. This is
	    more balanced that the original frags system, because
	    you can do less frags, but on good players, while
	    in the original system, 'newbies' players could
	    score as much frags between them. Also a good player
	    won't earn a lot of points if he goes for easy targets,
	    so he'll better choose an challenging enough target.
	    Chess players will know this system (Boris is a very
	    good chess player :)
	 INDIVIDUAL: the players are all compared 1 to 1, when a
	    player wins he earns 3 points, if they draw they each
	    get 1 point, then all the points are added and the
	    winner is the one with the more points. This was
	    suggested by Cristian Romero (romero-c@usa.net).
	    Is is not perfect, but is already interesting enough:
	    think of it more 'individual'. You have to make more frags
	    compared to each other player to earn points. So you will
	    want to go on players that you can make more frags, and
	    forget about the ones which have already too much frags
	    compared to you. Go for the victories, more than the frags.
	 DEATHS: this ranking shows the players who have died the
	    most!!

	 We will document these scoring modes better in the future.
	 Please note that this was quickly added: we can add any type
	 of scoring system provided it's interesting enough, and
	 funny :)

      *  The deathmatch rankings are now automatically displayed when
	 you are dead, until you respawn.



      Demos:

      *  When playing back a demo, it tells the name of the player
	 you are looking at when pressing F12. It is also displayed
	 white in the deathmatch rankings. When you are actually
	 playing, it is always YOUR name that is displayed white in
	 the deathmatch rankings.


      Miscellaneous:

      *  The old sky textures are stretched and displayed right. It
	 doesn't look great, but that's better than nothing.
      *  The jump key is no more repeatable. If you keep it pressed,
	 the marine will jump only once.
      *  Restored the sound caching system: if soundprecache is set
	 to false, it will not load all the sounds at startup, but
	 only when needed.
      *  Restored the original game title screen, since there is now
	 the Doom Legacy logo at the game startup screen. Phew! I'm
	 happy to see that great titlepic of Doom1 back!


      Bugfixes:

      *  Items under crushing sectors that could not be picked up is
	 fixed. A ridiculous test == should have been <=, arh!
	 Fixed the crushing ceilings that didn't crush too.
      *  The game can now be started in standard VGA 320*200 on
	 older non-vesa graphic cards.
      *  Fixed an important bug with memory usage under Windows and
	 OS2 systems, please tell is if it works under WinNT !
	 We have tested it under OS2 and it works now perfectly!
      *  Fixed Win95 asking for 'switch to DOS mode'.


      In development:

      *  Started working on hicolor : the engine will use HICOLOR
	 textures, instead of simply converting the 256color graphics
	 to hicolor.

      *  The console border graphics, and the loading screen picture
	 were done in a hurry, I have to finish them.

      *  Finish that damn water, arh! We have to make a simple editor
	 for this. The tools will be developed under Windows.




 Release 1.12 Updated 06-Mar-98:
 ===============================

      As you can see, we've taken some time to write a better docu-
      mentation, we hope you'll appreciate, and read the full doc
      before sending us reports about bugs/trouble shooting.


      Engine/Game:

      *  You can now shoot up and down, in the free look direction!
      *  You can shoot the ceiling and the floor, and see the puffs
	 of smoke.
      *  Doom didnt draw the puffs of smoke when shooting on some
	 walls in open areas, this is now fixed!
      *  Autoaim on/off. When autoaim is off, you can still use the
	 freelook to shoot up and down, but only when there's nothing
	 to aim in front of you.
      *  Crosshair preference : Off, Cross, Angle, or Point. It's drawn
	 a little translucent too.
      *  Added jump ability, key mappable in the menu of course.
      *  Can walk under and over monsters/inanimate objects.
	 All Doom things (sprites) are now collision-checked in real 3d,
	 thus things can stay on top of other things, monsters and player
	 avatar can walk/fly over stacked things and so on...
	 Eg: we've tested a 'solid corpse' feature and all the corpses
	 were stacking one on another in maps with lots of ennemies!
      *  Added transparency on other sprites, as requested : arachno,
	 barons, caco and mancubus projectiles, the lost soul, blood
	 'puffs', eye in symbol, demon (big boss) spawn fire.


      Multiplayer/Network:

      *  You can now frag with the barrels!!! For the frag artists out
	 there, now you're rewarded by your talent! Let me explain:
	 when you shoot a barrel, and then later one or more guys die
	 by the explosion of the barrels, you get the frags!!! This
	 works like dominoes too : whatever number of barrels they are,
	 they all know who caused the first explosion! Now there should
	 be a special deathmatch mode with respawning barrels :) !!!
      *  Fixed a bug that MAY have caused some 'consistancy failures'
	 with more than 4 players (the more players, the more this bug
	 happened).


      Demos:

      *  Demos now record the mouse look, change of color, change of
	 name, and the messages (talk key) when multiplayer!!
      *  Demos now record the timer, so you don't need to set -timer
	 when you playback the demo.
      *  Demos are somewhat 'compressed' and takes less space.
      *  Fixed demos not being recorded when you exited using F10 key.
      *  The 'q' key no longer ends a demo recording. Too many times
	 someones presses this key by error. Now use 'F10' to end a
	 demo (or quit from the menu).
      *  Older demos may not run well. We don't like putting a lot of
	 dirty code for the sake of backward compatibility. Especially
	 now with the mouse aiming, old demos just look crap! They're
	 always looking straight ahead! Anyway, before sending your
	 bug reports : we're trying all we can to keep the compatibilty,
	 we know a lot of old demos don't playback well now... we're
	 trying to fix that. For now, just keep your old exes to play
	 your old demos!
      *  Fixed a bug with demos not recording the right name for the
	 Deathmatch Rankings.
      *  Demos doesn't record pause now.


      New mappable controls (Setup Controls menu):

      The Setup Controls menu has been reworked. It now accepts a lot
      more combinations. eg: you can now 'Backward' and 'Use' with one
      key.

      *  Weapon Keys !!! Map your preferred weapons to easily accessible
	 keys!
      *  Deathmatch Rankings (it was stuck to 'f', now mappable)
      *  Talk key (used to be 't') now mappable.
      *  F11 : gamma key is back, I removed the key when I put the gamma
	 in the menu, but then I could have let the key. I restored it.
      *  Jump key, everybody on da plasma at map01!


      Menus keys remapped:

      *  F5 (used to be lowdetail) : since lowdetail is no more useful,
	 this key activates the Video Options menu.
      *  F7 (used to be endgame) : now calls the main Options menu.


      Miscellaneous:

      *  Added joystick support : useless but demanded... so there you
	 have it, and since we don't do it half : you have support
	 for the 'hat' plus 6 joystick buttons. Check the 'Joystick
	 Support' section for more.
      *  Removed the translucency from 2sided walls. There still need
	 to do an 'editing' support for this, so that new-made levels
	 can use it...work in progress.
      *  As requested, a '-fuzzy' parameter disables the translucency
	 and restores the old spectre 'fuzz' effect. Hey! We DO KNOW
	 that translucency is too low on the spectres (ie: too much
	 visible), but that's another problem! As we have tested, the
	 spectres look MUCH better with a high translucency than with
	 the old fuzz effect...
      *  Can now use keypad arrows in the menu, as requested.
      *  A new cheat to fly around levels, this is NOT FOR MUTLIPLAYER.
	 Don't mail us to know about it, we won't tell you!!!
      *  Added 'crunchy' sound when a sector crushes a dead corpse :)
      *  Restored the ENDOOM screen ('beg' end screen).
      *  Ctrl-C no longer interrupts the game, as requested, now use
	 Ctrl-Break to cleanly exit at any time.

      Bugfixes:

      *  Fixed autodetection of Ultimate Doom, however it stills shows
	 'Doom Registered Startup' on the title bar.
      *  Some new features like rocket trails were disabled when playing
	 back an old demo, but wasn't restored when starting a new game.
	 Fixed. (this was a problem with in-game demo sequences)
      *  Fixed the problem with people having 'detaillevel 1' in their
	 default.cfg. The game exited with an error message.
      *  Fixed the messages was offset a little in some resolutions.
      *  Fixed the config not saved when playing back or recording
	 a demo.
      *  Fixed the 'RROCK17' texture not found with Doom1/Doom Ultimate.
      *  Fixed a bug with 'french' keymap used when it should not. Now
	 use it only for the french version, so you have 'qwerty' keymap
	 when entering messages, American people happy?
      *  Some other boooring little bugs crushed with our mighty feet.


      In development:

      *  Transparent water in development (test it at map30)
	 this is unfinished and given as a 'preview shot', if you
	 like/dislike please mail us!! We think that it looks
	 much better than Quake2's transparent water. If you dont
	 think so, mail us, but then please read first the
	 following!

	 SNEAK PREVIEW HINT:

	 To see it, with Doom2, go at map30. Right now, its slower
	 than it could be so don't look at the speed, it will be
	 done a faster way later.. just wanted to do a fast preview
	 so that you can tell us what you think about it!!

	 Still to do : all kinds of sounds when walking/jumping into
	 water, new colors when underwater, different sound when
	 under water, new sprites when shooting into water and so on...

      *  Chase cam! Use the 'c' key when in '-devparm' mode to test
	 this. Remember: its just a quick addition, unfinished.
	 Anyway real cool to look at demos with this.

      *  Solid corpses : corpses stack one on another. This will be
	 implemented as a multiplayer option for fun deathmatches.

	 SNEAK PREVIEW HINT:

	 For now, you can test it with the -solidcorpse option.

	 Consider this as a quick way to see the new walk over/under
	 possibilities.

	 New problems arise in this mode, sometimes you're blocked
	 by corpses, and there should be a way to clear out the path!

      *  Better things-on-top-of-things handling : if you walk over
	 a monster and the monster moves, you should move with it.
	 That's not implemented right now: if the monster move,
	 you fall.

      *  Some kind of detection of the old skys, disabling the sky
	 from moving when mouse looking or something like that...




 Release 1.11 Updated 14-Feb-98:
 ===============================

    - Full support SVGA : can switch to any VESA2 mode with the good
      aspect ratio, can switch video mode in the menu, save video mode
      in default config
    - We have added - Transparence - , better say 'translucency', which
      replace the old 'partial invisibility' effect. A selection of
      objects are now transparent : BFG and Plasma balls, monsters fireball,
      bullet puff, ...
    - Full setup controls from the game menu, much better than 'setup',
      now you can assign any 'control' to any key/mousebutton or joybutton.
      Assign mouse and keys to anything.
    - Free look : look up and down like Heretic (mouse supported).
    - Multiplayer menu: choose your preferred color and enter your name.
      The name of the players are displayed in the deathmatch rankings,
      and also when receiving messages. You can change your color at any
      time while playing a net game (your name too)!


 Mutliplayers News
    - We have added support for 8 player. We could not test it much, but
      it seems to work fine now.
      Test it, and send us a report if it run great. Thanks.
      However you'll need a deathmatch launcher which supports more
      than 4 players... why not try our great launcher called 'Doomatic'?
    - We have added 7 'deathmatch' colors (for a total 11 colors).
    - We have added 'preferred weapons order'. However we didn't finish
      it at the time you read this, so its not configurable in the menu
      right now , but you can edit the default.cfg (hint)

 Compatibility support
    - can load demos of doom v1.9, some new additions are automatically
      disabled when playing back older demos so that they run fine.
    - Support dehacked patches : use -dehacked <filename.deh>
      If you like superweapons patches, and the like, it should work
      no problem with our support. The difference is that now you don't
      need  to patch the exe.

 Minor news
    - play demos from any directory (eg: -playdemo demos\cooldemo)
    - show player's statusbar and hear player's sounds when changing the
      viewpoint while looking at a demo (F12)
    - autorun toggle (menu)
    - mouselook toggle (menu)
    - mouselook y sensitivity (menu)
    - invert mouse for mouselook (menu)
    - Load MIDI file in wad (autodetect if is MUS or MID)
      This one is for you wad creators : just insert a MID as a raw
      file in place of a 'D_XXXX' resource and it works.
    - Some network optimisations (but run only with doomatic).

 Know bugs:
    - Yes, there's transparency on 2sided walls, but be reassured, this
      is a simple 'quicktest' feature, to see what it looks like,
      we've left it until the next version so that you can see it.
    - When a 'marine' is translucent (pickup blur sphere), it looks
      like a green marine... instead of using the player color. todo..
    - You'll have only access to 320x200 video mode, if you don't run
      a VESA2 driver (we don't support mode-X VGA 'tweaked' modes...)
      UNIVBE is recommended, you can use S3VBE20 (freeware) if you have
      an S3 card..
    - automap is not aspect ratio correct in modes like 320x400
    - the intermission screen might display garbage or even crash the game,
      when playing more than 4 players
    - if you use Doomatic : we added the name and preferred colors in
      Doomatic, at that time doom sources were not released... but now
      that we have added name and color in Doom LEGACY, these settings in
      Doomatic don't have effect
    - no win95 specific code, we might do a simple support for win95,
      eg: a setup/launcher program. If you really need something for w95,
      try to convince us!!
    - no waitvbl (no pageflipping)
