
                                  JL

                               presents

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           ## ##  ##    ##  ## ##  ##    ## ##    ## ## ## ## ##
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             #    ##    ##    #      ####     ####   ##       ##

                                                    Version 1.33

Contents:
    0. Disclaimer
    1. Introduction
    2. Requirements
    3. Installation
    4. Starting a net game
    5. Command line parameters
    6. Differences from original game
    7. Version history
    8. Licensing
    9. Special Thanks
   10. Links

*****************************************************************************
0. Disclaimer
*****************************************************************************

#include <std_disclaimer.h>

   "I do not accept responsibility for any effects, adverse or otherwise,
    that this code may have on you, your computer, your sanity, your dog,
    and anything else that you can think of. Use it at your own risk."

*****************************************************************************
1. Introduction
*****************************************************************************

    Vavoom is a source port based on the sources of Doom, Heretic, Hexen and
  "a little bit" from Quake. Supported platforms are Windows and LINUX.
  A dedicated server also can be compiled on OpenBSD and possibly on other
  UNIX systems, but this may require some changes.
    If you find any bugs, feel free to report them.

*****************************************************************************
2. Requirements
*****************************************************************************

Vavoom System Requirements:
     - Pentium processor or better
     - 32 MB RAM
     - Optional: Sound card
     - Optional: CD-ROM
     - Windows version: DirectX 9 (http://www.microsoft.com/directx)

*** IMPORTANT! ***
 Vavoom requires a floating point processor.
 Systems that do not have an FPU installed will not run Vavoom -- at all.

  To play Vavoom you need the main wad file from one of the following games:
     - Doom shareware
     - Registered Doom
     - Ultimate Doom
     - Doom 2: Hell on Earth
     - Doom 2: TNT Evilution
     - Doom 2: The Plutonia experiment
     - Heretic shareware
     - Heretic registered
     - Hexen
     - Strife shareware
     - Strife
  If you have multiple IWADs, you can use command line params -doom, -doom2,
-tnt, -plutonia, -heretic, -hexen or -strife to look for IWADs only for that
game. Hexen requires a wad file from version 1.1.

*****************************************************************************
3. Installation
*****************************************************************************

==============================================================================
3.1 Installing Windows binaries
==============================================================================

  First choose a directory, where you will place Vavoom - an existing Doom,
Heretic and/or Hexen directory or new directory. If you decide to create a
new directory, you must copy here the main game wad file. Then unarchive here
the binaries.

==============================================================================
3.2 Linux/UNIX installation
==============================================================================

In order to compile and run Vavoom under Linux, you need the following:

Compiler and tools:
    * GNU C++ Compiler, (every LINUX user must have them)
    * CMake (http://cmake.org)
Libraries:
    * zlib (http://www.zlib.net)
    * libpng (http://www.libpng.org)
    * libjpeg (http://www.ijg.org)
    * Allegro 4.0 (http://alleg.sourceforge.net)
  or
    * SDL 1.2 (http://www.libsdl.org) and SDL_mixer 1.2
      (http://www.libsdl.org/projects/SDL_mixer/).
    * OpenGL: OpenGL implementation from your video card's manufacturer
      or MESA (http://www.mesa3d.org) and X-Windows development libraries.
    * AllegroGL (http://allegrogl.sourceforge.net) if you want to use OpenGL
      with Allegro driver.
Optional:
    * OpenAL (http://www.openal.org), the source must be checked out from the
      CVS repository. You will find info on this on OpenAL website or at Creative
      developer centre (http://developer.creative.com).
    * libvorbis (http://www.vorbis.com)
    * libmad (http://www.underbit.com/products/mad/)
    * mikmod (http://mikmod.raphnet.net/)
    * FLAC (http://flac.sourceforge.net/)
    * libmodplug (http://modplug-xmms.sourceforge.net/)

  And of course the Vavoom sources.

Step by step:
-------------

  1. Unpack the Vavoom source package and change directory to it:

    tar xvjf vavoom-1.31.tar.bz2
    cd vavoom-1.31

  2. Run the CMake:

    cmake .

  Here are some CMake parameters you may want to use:

    -DCMAKE_INSTALL_PREFIX=PATH  - specify prefix of installation. Default is
                                   /usr/local
    -DWITH_ALLEGRO=Y             - use Allegro for hardware API. This is the
                                   default.
    -DWITH_SDL=Y                 - use SDL for hardware API.
    -DWITH_OPENGL=N              - compile without OpenGL support.
    -DWITH_OPENAL=Y              - compile without OpenAL support.
    -DBINDIR=PATH                - specify directory for binary files, relative
                                   to prefix. Default is bin
    -DDATADIR=PATH               - specify directory for data files, relative
                                   to prefix. Default is share/vavoom

  3. Run make in the main directory.

    make

  This will compile the Vavoom executable, utilities, progs and will build the
additional wad files.

  4. Then you install it:

    su -c "make install"

  This will install Vavoom into {prefix}.

  5. Change to Vavoom data directory and copy the main .wad file here or create
a symbolic link to it:

        cd {prefix}/share/vavoom
        cp <where-your-wad-file-is> .
   or:
        cd {prefix}/share/vavoom
        ln -s <where-your-wad-file-is> .

  Also make sure that the file/symbolic link name is in lower case.

  6. If using allegro, run the Allegro setup utility, setup your sound and music
card, save the changes and then copy allegro.cfg into Vavoom directory.

==============================================================================
3.3 Other source code compiling information for developers
==============================================================================

For Windows you need:
  Compiler and tools:
      * MinGW and MSYS (http://www.mingw.org).
  Libraries:
      * zlib (http://www.zlib.net)
      * libpng (http://www.libpng.org)
      * libjpeg (http://www.ijg.org)
      * DirectX 9 SDK (http://www.microsoft.com/directx)
      * EAX 2.0 SDK (http://developer.creative.com/).
      * OpenAL SDK (http://developer.creative.com), you must create directory
        AL in your compilers include directory and copy OpenAL include files here.
      * libvorbis (http://www.vorbis.com)
      * libmad (http://www.underbit.com/products/mad/)
      * mikmod (http://mikmod.raphnet.net/)
      * FLAC (http://flac.sourceforge.net/)
      * libmodplug (http://modplug-xmms.sourceforge.net/)

  You can also compile with MSVC 2008, you will find the workspace and project
 files in the 'msvc' subdirectory.

==============================================================================
3.4 Timidity patches
==============================================================================

 You can get Timidity patches to use with Vavoom from here:

	http://www.doomworld.com/idgames/index.php?id=13928

 or from here:

	http://www.doomworld.com/idgames/index.php?id=12527

 To allow Vavoom to use the patch files, you need to edit the timidity.cfg,
look for and replace the

	dir d:\doom\misc\patches

line to point to the directory where you unarchived the pack, then move the
timidity.cfg file to the same directory where Vavoom executable is located.

 Then make sure to enable Timidity playback in the launher or inside the
sound options menu in-game.

*****************************************************************************
4. Starting a net game
*****************************************************************************

  Vavoom supports only TCP/IP.

  The default socket port is 26000. It can be changed in the console with
the command "port <port>".

  Now network game can be launched from the main menu. It's Quake-like, so you
should not have problems with it.

  Here is a list of the most important server console variables and commands
for dedicated server operators.

Server console variables:
-------------------------

    DeathMatch          -   0 - cooperative, other - deathmatch, in Doom
                            1 - like -deathmatch param was
                            2 - -altdeath param was like - items and weapons are
                                respawning
                            3 - like 2, but monsters are respawning very fast
                                and they are attacking each other - total nightmare
    NoMonsters          -   0 - enable, 1 - disable monsters;
    TimeLimit           -   Replaces command line param -time, sets time (in
                            minutes), after which the level will automatically end,
                            0 for no limit, works only in deathmatch.
    HostName            -   Name, listed in server list and that can be used to
                            connect to this server.
    Skill               -   Game skill, 0 - very easy / 4 - nightmare

Server console commands:
------------------------

    MaxPlayers [<players>]

  Changes maximum number of players. It can only be executed when the server is
not running, for dedicated servers it's only executed on command line.

    Map <mapname>

  Shuts down the current server and spawns a new one in the specified map. As
you understand all the clients are dropped.

*****************************************************************************
5. Command line parameters
*****************************************************************************

  All the console commands can be specified at the command line by prefixing
them with the + symbol, they will be executed after executing basev/startup.vs.
  Some examples:
    +SetResolution 640 480 16
    +Exec myconfig.cfg
    +Map MAP03

Graphics
--------

-OPENGL selects OpenGL driver
-opengl

-D3D selects Direct3D driver
-d3d

-PARTICLES specifies the number of particles to use, default is 2048, but you
can't have less than 512 (i.e. you can't disable them)
-particles <count>

Sound
-----

-NOSOUND disables all sound, music and CD-Audio
-nosound

-NOSFX disables sound
-nosfx

-3DSOUND enables 3D sound, Windows version only
-3dsound

-NOMUSIC disables music
-nomusic

-NOCDAUDIO disables CD music
-nocdaudio

-CDDEV specifies CD device file, default /dev/cdrom, LINUX version only
-cddev <file>

-OPENAL enabled OpenAL driver.
-openal

Input
-----

-NOMOUSE disables mouse
-nomouse

-NOJOY disables joystick
-nojoy

Network
-------

-NOLAN disables all LAN drivers
-nolan

-NOUDP disables TCP/IP driver
-noudp

-IP specifies IP address, Windows version only
-ip <address>

-PORT sets default LAN port
-port <port>

Game selection
--------------

-DOOM look only for Doom IWAD files
-doom

-DOOM2 look only for Doom 2:Hell On Earth IWAD files
-doom2

-TNT look only for tnt.wad
-tnt

-PLUTONIA look only for plutonia.wad
-plutonia

-HERETIC look only for Heretic IWAD files
-heretic

-HEXEN look only for Hexen IWAD files
-hexen

-STRIFE look only for Strife IWAD files
-strife

Custom games and development
----------------------------

-GAME specifies custom game
-game <directory>

-DEVGAME like -game, but also sets Vavoom in development mode
-devgame <directory>

-FILE specifies additional files
-file <file1> [<file2> ...]

-IWADDIR specifies additional directories where to look for IWAD files.
-iwaddir <dir1> [<dir2> ...]

Debugging
---------

-DEBUG creates a debug file basev/debug.txt on Windows,
       ~/.vavoom/debug.txt on Unix-like systems with all the console messages.
-debug

-STARTTIME sets start time, it doesn't work in the LINUX version or
           dedicated servers
-starttime <time>

-RHIDE prints debug file to stderr
-rhide

-DEBUG_DECORATE prints additional debugging messages when loading DECORATE files.
-debug_decorate

*****************************************************************************
6. Differences from the original game
*****************************************************************************

    - Support higher (and lower ;-) resolutions.
    - 16 and 32 bit colours for all the drivers, 24 bit for OpenGL and Direct3D.
    - Polygon-based software rendering.
    - OpenGL rendering.
    - Direct3D rendering.
    - Lightmapped lighting.
    - Static light sources with sight checking (i.e. true shadows).
    - Dynamic lighting.
    - Colored lighting.
    - Specular highlights.
    - Particles.
    - Mipmapping.
    - Skyboxes.
    - Freelook.
    - Zooming.
    - Jumping.
    - Models.
    - Progs - now you can forget about DeHackEd.
    - Translucency.
    - Console. Call it with the '`' key (also known as tilde). Special keys are:
        - Tab to complete a command, press it again for the next matching command;
        - Shift + Tab for reverse order;
        - PageUp/PageDown to scroll lines up/down;
        - Separate multiple commands by separating them with semi-colon ';';
        - Up/Down for the last 16 commands history.
    - CD audio.
    - 3 crosshairs.
    - Fullscreen stats also in Doom.
    - Controls can be redefined in-game.
    - Pure client/server architecture with in-game joining.
    - Sloped floors and ceilings.
    - 3D floors.
    - Possibility to use wall textures on floors/ceilings and flats on walls.
    - Support for tall patches and scaled textures.
    - glBSP plugin.
    - glVIS plugin.
    - Support for Skyboxes
    - WAV and FLAC sounds, MP3, OGG, mod-style and game emulation music.
    - Possibility of using Timidity for MIDI and MUS playback.
    - High Resolution textures.
    - Definition of new in-game controls using KEYCONF script.
    - Custom object and weapon definitions using DECORATE script.
    - Stencil shadows.
    - A lots more.

*****************************************************************************
7. Version history
*****************************************************************************

==============================================================================
Version 1.1
==============================================================================

* Replaced immediate console command execution with command buffer (like in
 Quake).
* Replaced old message with 5 notify messages.
* Created switches script.
* All games can have extended level structure with ACS scripts.
* Reworked all sound, music and CD-audio stuff.
* Created new sound script with more info than SNDINFO, this one replaces
 builtin table of sounds.
* Fixed problem with long sound lumps.
* Added function S_PlayTillDone for Doom quit sounds.
* Windows version now supports 3D sound (if Your hardware supports it).
* No more builtin sound sequence list - now registering all sequences from
 script.
* CD now works on Windows and also on Linux (thanks to sources if Quake).
* Some other bugfixes and improvements.

==============================================================================
Version 1.2
==============================================================================

* Some structures are replaced with C++ classes, which makes coding easier.
* Functions, that takes most of the execution time (R_DrawColumn, R_DrawSpan
 and RunFunction) now are in assembler (DOS and LINUX versions only).
* Improved dehacked support. Now it handles everything, that it can. It is
 also added to makeinfo utility, which means that now you can create PROGS
 with changes of dehacked patch.
* Removed some command line params (-playdemo, -record, -width, -height, ..).
 Most of them are replaced with console commands that can be specified in
 command line by adding + before them (like in Quake).
* Some bug fixes.

==============================================================================
Version 1.3
==============================================================================

* DOS network drivers ported to DJGPP and moved into main executable.
* Fixed chat.
* Fixed multiplayer intermission.
* Totally rewrote network protocol. Added multicast server. This means that
 all client messages are sent only to server and server forwards them to
 other players. Why that's for? Whel, in the beginning, when I tried to run
 4 players on IPX, it seemed that it runs one tic per second. By adding
 -extratics situation got a little bit better, but not by much. Now 4 players
 on IPX really can play. No need to use -dup option so I decided to remove it.
 -extratics option was removed, when I added ACK mechanism.

==============================================================================
Version 1.4 BETA
==============================================================================

* Added almost all Quake network drivers.
* Client/server architecture. As You understand, this is a really BIG change.
* Removed support for old demos. New demos is not done yet :-(
* Real random numbers.
* Net game launching from console.

==============================================================================
Version 1.4
==============================================================================

* In-game joining (also in single player).
* Fixed savegames, intermission, floor texture changes, other minor bugs.

==============================================================================
Version 1.5 BETA
==============================================================================

* Replacing fixed point with floating point, in progs everything is replaced,
 in executable some drawing functions still use them because conversation from
 float to int is very expensive.
* Fixed bug with framerate bigger than 35 FPS (caused delays between input
 and actual action)
* Improved Windows keyboard input
* I hope that I fixed problem with sound in Windows version
* Added screen resolution menu
* Server's mobj baseline is now saved in save game

==============================================================================
Version 1.5
==============================================================================

* Dedicated server application.
* Multiplayer menus.
* Fixed some bugs in DOS/LINUX prog execution asm.
* Changed network protocol.

==============================================================================
Version 1.5.1
==============================================================================

* Some changes to compile it on OpenBSD

==============================================================================
Version 1.6
==============================================================================

* Added vectors, are used a lots.
* Splited progs into 2 parts - server progs and client progs.
* In a lots of places time is measured in seconds, not tics. Speed now is in
 pixels per second.
* Quake style key bindings.
* Angles are handled by client.
* Togglable mouse look, lookspring
* Client position is sent using floats, no more screen jiggle.

==============================================================================
Version 1.666 BETA 1
==============================================================================

* New polygon based software renderer
* Wider look range
* Tilted death view.
* Skyboxes
* 16 bit colours
* Early OpenGL rendering
* Added builtins for retrieving texture/flat num from name. To use them open
 file builtins.c in directory common and in section of common builtins add
 the following lines:

    extern int CheckTextureNumForName(string name);
    extern int TextureNumForName(string name);
    extern int CheckFlatNumForName(string name);
    extern int FlatNumForName(string name);

  If texture or flat is not found, Check... functions returns -1, but
 functions without Check will abort program with error message.

==============================================================================
Version 1.666 BETA 2
==============================================================================

* Disabled testing of lighting effects, in Hexen MAP01 it took 62% of
 execution time.
* Support for different sprite types.
* For key bindings added command for key-up event. This allows such commands
 as "bind PADDIVIDE "fov 45" "fov 90"".
* Fixed drawing of translucent sprites
* Fixed Z-buffering.
* Fixed translated sprites.
* Fully functional OpenGL driver, selectable from command line.

==============================================================================
Version 1.666
==============================================================================

* Direct3D rendering, also selectable from command line.
* Basic support for decals. Not available yet.
* OpenGL driver for DOS version ;-).
* Fixed crashing in clipping because of roundoffs.
* Fixed crashing when starting a net game.
* Puffs are correctly spawned on floors and ceilings.
* Reworked menus.
* New demos.

==============================================================================
Version 1.7 BETA 1
==============================================================================

* Removed dehacked support from engine. Will not come back. ;-(
* Sloped floors and ceilings. ;-)
* Most of the timing is in seconds.
* Switched from mobjinfo table to object spawn functions. You can easily add
 new object params.
* Partialy redesigned VavoomC compiler. The new features are:
    - pointers to pointers;
    - indirect function calls;
    - C++ style structure inheritance;
    - special type for vectors, operators with vectors;
    - support for Borland preprocessor;
    - varargs for builtin printing functions.
* Partially moved menus to progs. In one of the next betas I will move the
 rest of the menu code and also intermission and finale.
* Level identification by name.
* Sprite name list is sent from server. Disabled character cast in Doom 2
 finale. Client doesnt need server progs anymore.
* Testing support for Strife.
* Possibility to use wall textures on floors/ceilings and flats on walls.
* Reworked memory manager to have less memory leaks.
* Translucent walls.
* Terrain type script.
* Center messages.
* Translation tables loaded from wad file.
* Correct player colours.

==============================================================================
Version 1.7 BETA 2
==============================================================================

* In Doom/Doom2 walking over/under other things.
* 3D floors!
* Translucent floors.
* Palette colour shifts. Currently used only for contents but soon all PLAYPAL
 entries will be replaced with colour shifts.
* Underwater effect.
* Increased anims limit for retail Strife.
* Config not saved on error.

==============================================================================
Version 1.7 BETA 3
==============================================================================

* Removed limitation for switches.
* In compiler possibility to define multi-dimensional arrays and structures.
* Use Hexen map format as default, for old format do internal translation.
 Tried to do this compatible with ZDoom, maps converted with zwadconv runs
 fine.

==============================================================================
Version 1.7 BETA 4
==============================================================================

* New OpenGL driver for LINUX.
* Scanline world drawing.
* Improved performance of OpenGL and Direct3D drivers. Removed all stuff that
 slows it down.
* Fixed Hexen hubs, made them available for all games. Cluster 0 is treated as
 "no cluster", all maps in it are treated as in different clusters.

==============================================================================
Version 1.7 BETA 5
==============================================================================

* Finished moving menus to progs.
* Moved intermissions and finales to progs.
* Translucent crosshair (cvar croshair_trans in range 0-100)

==============================================================================
Version 1.7
==============================================================================

* Dynamic lighting.
* Draw entire polygon, not by splitting into triangles, faster.
* Lighting of sprites in data level, even more faster.
* Other bug fixes and improvements.
* In glBSP fixed polyobj finding.
* A different algorithm for glVIS, more precise, but slower.

==============================================================================
Version 1.8
==============================================================================

* Optimized glVIS utility, now it's faster.
* Network message functions in progs. For nonrecognized server commands
 engine calls progs function to handle it. In other words you can extend
 network protocol.
* Particles.
* Lightmapped lighting.
* Mipmapping.
* Sorted edge rasterization.
* Static light sources.
* 32 bpp colours.
* Colored lighting.
* Console alias saved in config.
* Progs virtual machine now allocates local vars from progs stack.

==============================================================================
Version 1.9
==============================================================================

* Support for md2 models.
* Some renaming, game data directory now is called basev and VavoomC files
 now haves extension vc.
* Translucent 3D floors.
* Mipmapping for OpenGL and Direct3D
* Multitexture support in OpenGL.
* Automap works in OpenGL and Direct3D
* Configurable automap colours.
* Reworked filesystem. Now Vavoom uses a filesystem similar to Quake.
* Some client/server improvements.
* Up to 8 sounds per entity.

==============================================================================
Version 1.10
==============================================================================

* glBSP plugin.
* glVIS plugin.
* Windowed mode for Windows OpenGL version.
* vcc now haves a built-in preprocessor, no need for external compiler
 anymore.
* Made VavoomC language object-oriented. All the basic features: classes and
 methods (currently all methods are virtual), as well as support for class
 references (not yet used in actual code).
* Support for all format TGA model skins.
* Some new extensions to the MAPINFO script (see vavmref.txt).
* Added skybox script.
* Floatification of angles - now represented as floats and measured in
 degrees.
* glVIS now also builds REJECT data (if GL-nodes are in wad file, not in gwa).
* Gamma controls for OpenGL and Direct3D.
* Specular highlights.

==============================================================================
Version 1.11
==============================================================================

* A lots of work on progs - references, defaultproperties (replaces C++ style
 constructors in previous version), dynamic type casting, fixed some bugs and
 more.
* Script code patching - somewhat faster.
* Some fixes for net games.
* Added Skulltag bots.
* Removed some limitations.
* Most of the Hexen action specials are now available in all games.

==============================================================================
Version 1.11.1
==============================================================================

* Fixed some serious bugs.
* SDL port for Linux.

==============================================================================
Version 1.11.2
==============================================================================

* Fixed "slow motion" bug.
* Fixed a bug in Direct3D driver that caused system to lock up.
* Fixed a bug that allowed you to play Hexen only with fighter.
* Fixed some small bugs in Heretic and Hexen status bars.
* Fixed 32-bit software rendering in Windows version.
* In Windows version added support for 16 joystick buttons.
* Improved DirectSound3D settings.
* Some other little bug fixes and improvements.

==============================================================================
Version 1.12
==============================================================================

* Support for DeepSea tall patches.
* Support for scaled textures (like in ZDoom).
* Support for EDGE 3D floors.
* Line-to-line teleporters.
* Linedef special for translucent lines.

VavoomC:
* Removed support for uint type.
* Removed support for C-style type casting, use dynamic cast instead.
* New type - name: The name of an item in Vavoom (such as the name of a
 function, state, class, etc). Names are stored as a 16-bit index into the
 global name table.
* New type - bool. It's implemented as a bitfield. That means that in structs
 and classes a list of sequential bool properties will be merged into a single
 32 bit integer so it's a good idea to group them together.
* Changed states syntax. Function pointer replaced with state code.
* Some other changes.

==============================================================================
Version 1.13
==============================================================================

* EAX Support.
* Slightly improved Strife support.
* A working version of the DDF to VavoomC converter.

==============================================================================
Version 1.14
==============================================================================

* Fixed a bug in Doom that crashed with static light objects.
* Some fixes in level loading code.
* A slight improvement on flickering in single player.
* Fixed join game menu.
* Switched to floating-point time.
* Added OpenAL driver.
* Updated models.

==============================================================================
Version 1.15 BETA 1
==============================================================================

* 2 pass scripts compiling has been partially implemented.
* VavoomC now has new, UnrealScript-like, class definition style.
* Fixed some problems with huge maps.
* Fixed screenshots.
* Slope creation with vertex heights.
* ZDoom's sloping specials.
* Support for coloured sector light.
* Configurable entity limit.
* Support for old aspect ratio (console variable old_aspect).

==============================================================================
Version 1.15
==============================================================================

* Fully switched to UnrealScript like class definition style.
* Network game fixes.

==============================================================================
Version 1.15.1
==============================================================================

* Moving 3D floors.
* Greatly improved Strife support: implemented many line specials, fully
 working conversations, inventory system and more.
* In OpenGL and Direct3D drivers added a fix for overflow problem.
* Secret level info saved in a savegame.
* A fix for "feet in ground" problem (console vars r_fix_sprite_offsets and
 r_sprite_fix_delta).

==============================================================================
Version 1.15.2
==============================================================================

* Several bug fixes, improved Strife support.

==============================================================================
Version 1.15.3
==============================================================================

* Windowed mode for all Windows renderers.
* Mouse wheel support.
* Improved old sky rendering.
* Added SDL patches (with some modifications).
* Updated to latest glBSP version.
* Added support for version 3.0 GL-Nodes in engine and glVIS.
* Even more improved Strife support.
* Several other small bug fixes.

==============================================================================
Version 1.16
==============================================================================

* Fully working Strife support.
* Implemented all sector specials in all games.
* Support for hi-res texture replacements.
* Added support for enhanced ACS script lumps. Several extended pcodes are
 still missing.

==============================================================================
Version 1.16.1
==============================================================================

* Fixed several serious bugs.

==============================================================================
Version 1.17
==============================================================================

* Reorganized line specials. Almost all existing line specials are now
 available in all games. Also added a lots of new ones.
* Partial support of Boom level editing features.
* OpenGL driver using AllegroGL library for Linux.
* Improved fullscreen stats.
* Fixed multiple Strife bugs and made some other improvements.
* Saving a network game.

==============================================================================
Version 1.18
==============================================================================

* autoconf's configure script.
* Updated models.
* New texture manager.
* Added support for overloaded textures.
* Support for PNG files in WAD file.
* More complete Boom support.
* Basic network packet compression.
* Other small fixes.

==============================================================================
Version 1.19
==============================================================================

* Replaced DirectMusic driver with new driver that uses MMSystem.
* Added support for WAV and FLACC format samples.
* Added support for Vorbis, MP3, FLACC and tracker module format music.
* Midi emulation with Timidity.
* Parsing of all MAPINFO, SNDINFO and SNDSEQ scripts.
* Added support for version 5 GL nodes.
* Added support for SNDINFO and SNDSEQ extensions.
* Renamed sounds to ZDoom names.

==============================================================================
Version 1.19.1
==============================================================================

* Fixed multiple bugs (some were quite serious).

==============================================================================
Version 1.20
==============================================================================

* Implemented support for modular progs, a lots of other changes in compiler
 and in VavoomC language.
* A lots of changes and improvements in the core of the engine.
* Ported to FreeBSD, Solaris 10, BeOS and Darwin (PowerPC).
* In UNIX systems savegames, config files and some gwa files are stored in home
 directory.
* Fixed anisotropic texture filtering in OpenGL.
* Fixed multiple bugs in Strife.
* Fixed doublesky.
* Fixed two network vulnerabilities.
* Added lighting effects to Strife.
* Implemented previous / next weapon commands.

==============================================================================
Version 1.21
==============================================================================

* A lots of work to make it work on 64-bit systems.
* Removed old zone memory allocator, now uses standard libc methods.
* Many changes to the internal architecture.
* Added support for TGA high-resolution textures.
* Improvements to monster behaviour, physics and automap.
* Build system improvements, changed installation procedure on Unix systems.
* Implemented support for specification of additional directories where to look
 for IWAD files.
* Fixed usage of sound sequences in all games.
* Added support for dynamic strings in VavoomC.
* Changed default virtual screen resolution to 640x480.
* Use Timidity on Unix systems by default.

==============================================================================
Version 1.21.1
==============================================================================

* Fixed crash in glVIS.
* Fixed crash when traveling to already visited map.

==============================================================================
Version 1.21.2
==============================================================================

* Fixed problem with latest version of glBSP.
* Some fixes for 64-bit systems.
* Changed build system to use automake.
* Fixed empty spaces in status bar.
* Fixed problem with DoomBuilder config file for Heretic.
* Fixed DeHackEd support.
* Fixed Windows MIDI driver to use MIDI device selected in control panel and
 to properly set music volume.

==============================================================================
Version 1.22
==============================================================================

* Added support for PK3 (ZIP) files.
* Rewrote most of the vcc, added code optimisations.
* Changed directory for high-resolution textures to hirestex.
* Added support for many MAPINFO extensions.
* Added support for latest SNDSEQ extensions.
* Added placeable ambient sound and sound sequence objects.
* Added support for language scripts.
* Added support for ANIMDEFS extensions (except camera textures).
* Some improvements in network protocol.

==============================================================================
Version 1.22.1
==============================================================================

* Implemented switching to windowed mode on run-time.
* Implemented support for custom episode definitions in MAPINFO.
* Added support for HI_START/HI_END high resolution textures and HIERSTEX
 scripts.
* Implemented support for JPEG textures.
* Changed old aspect ratio to be on by default.
* Implemented simpler support for skybox replacements of the normal sky.
* Implemented propper support for enhanced music files.
* Added console variables to disable hi-res textures and external music.
* Updated ACS support.
* Some rendering improvements.
* Fixed many bugs.

==============================================================================
Version 1.23
==============================================================================

* Implemented support for model definition files.
* Added dehacked support to the engine.
* Implemented support for TARRAIN script.
* Implemented support for LOADACS script.
* Rewrote the whole game network protocol.
* Fixed wrong wad markers for high-resolution textures.
* Implemented switching of the game language.
* Added some new features to the VavoomC language such as restricted class
 types, access of default values of an object or class, C# style properties.
* Multiple bug fixes.

==============================================================================
Version 1.23.1
==============================================================================

* Implemented support for fog effects.
* Multiple bug fixes.

==============================================================================
Version 1.24
==============================================================================

* Added some new features to the VavoomC language such as byte types, dynamic
 arrays, iterators, non-native static methods.
* Some improvements in network update.
* Added support for EDGE's sprites with 16 rotations.
* Added internal blockmap builder, similar to Boom. For levels without blockmap
 it will be generated automaticly.
* Implemented support for ZDoom's compressed GL nodes.
* Added support for texture offsets in PNG textures.
* Added support for ZDoom's sloping thing types.

==============================================================================
Version 1.25
==============================================================================

* Merged a lots of common progs code.
* New style state definitions.
* Implemented a new inventory system.
* Rewrote graphical launcher using wxWidgets, now available on Linux.
* Added support for LOCKDEFS script.
* Updated glBSP to the latest version.
* Fixed many bugs, other improvements.

==============================================================================
Version 1.26
==============================================================================

* Rewrote most of the menu system, added very basic support for mouse.
* Implemented support for FON1 and FON2 format fonts, coloured text, FONTDEFS
 and TEXTCOLO scripts.
* Use glBSP to build nodes internally (if needed). Building of GWA files is
 now optional.
* Implemented support for ACS HUD messages.
* Added support for additive translucency.
* Added stealth Doom monsters.
* Implemented support for camera textures.
* Implemented support for ambient sounds defined in SNDINFO using $ambient
 command.
* Added support for swimable Boom water.
* Implemented support for padding, scaling, rotating and aligning sector floors
 and ceilings.
* Implemented particle fountains and sparks.
* Implemented support for monster patrol points.
* Added support for TITLEMAP.
* Initial DECORATE support. Old style decorations, projectiles and pickups
 work fine, support for actor definitions is very limited, many simple objects
 will work but anything more complex won't.
* Implemented support for custom player colours.
* Implemented support for many (around 25) line specials.
* Implemented most of the missing ACS commands.
* Impemented scripted marines.
* Fixed many bugs, other small things.

==============================================================================
Version 1.27
==============================================================================

* Dropped DOS support.
* Switched to CMake build system.
* Fully working DECORATE support.
* Effect definitions usinf VFXDEFS script.
* Added sprite renaming that allows use of actors from other games by just
 providing needed states without worying about conflicting names.
* Added better check for things from registered version being used in shareware
 version of the IWAD.
* Added support for obituaries.
* Added support for generic freeze death.
* Partial support for KEYCONF scripts.
* Implemented sector action triggers.
* Added invisible bridges.
* Implemented ACS fade effects.
* Switched Direct3D renderer to use DirectX 9.
* Fixed screen colour of invulnerability powerups.
* Many bug fixes.

==============================================================================
Version 1.27.1
==============================================================================

* A lots of bug fixes.

==============================================================================
Version 1.28
==============================================================================

* Implemented support for many line specials and extended flags.
* Added support for multiple different skies in a level.
* Added support for advanced skyboxes and sector stacks.
* Added support for mirrors and reflective floors and ceilings.
* Added support for additive translucency for 3D floors.
* Added secret trigger and hate target classes.
* Implemented many of the missing MAPINFO properties.
* Added separate texture offsets for top, middle and bottom wall textures.
* Implement support for custom skill definitions.
* Implemented support for UDMF format maps.

==============================================================================
Version 1.29
==============================================================================

* Added support for Vavoom master server.
* Improvements to model skin support.
* Fixed monster infighting.
* Fixed net game getting stuck when a packet sent from client is lost.
* Added support for intermission background scripts.
* Added support for mouse controllable menu controls.
* Added support for all finale types in all games.
* Added support for DeHackEd exlosion style for rockets.
* Added support for different blood colours.
* Added support for voodoo dolls.
* Most of the actor classes moved to DECORATE.
* Added support for model frame interpolation.
* Added support for compiling progs in the engine, progs now are in source
 form in PK3 file.

==============================================================================
Version 1.30
==============================================================================

* Improved speed of DECORATE parser.
* Some gameplay speed optimisations.
* Some improvements to networking.
* Fixed demo recording in single player.
* Added suppport for maps with more than 32k sidedefs.
* Added support for maps that don't have node lumps present at all.
* Added support for most of the new ACS commands, additions of new features
 to the existing ones.
* Added support for "return" ACS script type.
* Added "allowprotction" flag to terrain types.
* Morph system enhancements.
* Added support for text format texture definition scripts.
* Many bug fixes and improvements.

==============================================================================
Version 1.31
==============================================================================

* Added support for writing screenshots in PNG and JPG formats.
* Auto-aim can be turned off.
* Implemented saving of the game into a single file.
* Added basic model frame interpolation.
* Support for basic parsing of GLDEFS variants.
* Implemented multiple missing DECORATE features.
* Many bug fixes.

==============================================================================
Version 1.32
==============================================================================

* Added advanced renderer which is able to do Doom 3 style shadows. OpenGL
 version only.
* If available, use GLSL shaders for all OpenGL rendering.
* Multiple bug fixes.

==============================================================================
Version 1.33
==============================================================================

* Removed software renderer.
* Inventory bar for the Doom statusbar.
* Improvements to DECORATE.
* Multiple bug fixes

*****************************************************************************
8. Licensing
*****************************************************************************

    Vavoom is distributed under terms of GNU General Public Licence.

*****************************************************************************
9. Special Thanks
*****************************************************************************

id Software /   These are the people who developed Doom and Quake, they later
John            released source code for Both.
Carmack

Raven           Developers of Heretic and Hexen. They also realeased source
Software        code for both.

Rogue           Developers of Strife.
Entertainment

Francisco       Second developer of the Vavoom engine, provides mainly bugfixing
Ortega          and enhancements to the current code.
(Firebrand)

Jim Flynn
Stan Gula
Ty Halderman    Main authors of the BOOM sourceport, which Vavoom utilizes some
Lee Killough    features from.
Rand Phares
Team TNT

James Haley
(Quasar)
Christoph
Oelckers
(Graf Zahl)     Main developers of the UDMF map format.
Pascal
vd Heiden
(CodeImp)

Randy Heit      Developer of the ZDoom sourceport, which Vavoom uses features
                from.

Rachael
Alexanderson
(Eruanna)	Webmaster and administrator of the DRD Team SVN Builds, which host
Nigel Rowand    Vavoom SVN builds.
(Enjay)

*****************************************************************************
10. Links
*****************************************************************************

  The Vavoom homepage:
    http://vavoom-engine.com/

  Vavoom forums:
    http://vavoom-engine.com/forums/

  Vavoom wiki:
    http://vavoom-engine.com/wiki/

  The Vavoom SourceForge project page:
    http://sourceforge.net/projects/vavoom/

  The Vavoom SVN Builds:
    http://svn.drdteam.org/

  The homepage for glBSP:
    http://glbsp.sourceforge.net/

  The homepage for glVIS:
    http://vavoom-engine.com/glvis.php

  The BOOM homepage:
    http://www.teamtnt.com/boompubl/boom2.htm

  The ZDoom homepage:
    http://zdoom.org/

  The home of ID-Software:
    http://www.idsoftware.com/

  The home of Raven Software:
    http://www.ravensoft.com/

  The home of Rogue Entertainment:
    http://www.rogue-ent.com/

  Doom related pages:
    http://www.doomworld.com/
    http://www.new-doom.com/
    http://www.classicdoom.com/
    http://www.drdteam.org/
    http://doom.wikia.com/

  Raven games related page:
    http://www.ravengames.com/
    http://www.ravenforums.com/
    http://www.ravencomunity.com/
    http://www.ravenclans.com/
    http://www.raven-games.com/

  Korax' Heritage:
    http://www.korax-heritage.com/

  All questions, bug reports, etc. should be posted on the Vavoom Engine forums:
    http://vavoom-engine.com/forums/
  or sent to:
    vavoom@vavoom-engine.com


Have a lots of fun!

Janis Legzdinsh
