
                                  JL

                               presents

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

                                                  Version 1.23.1

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. 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 DOS, 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 7 (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 DOS/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, GNU make (every LINUX user must have them)
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/)

  And of course the Vavoom sources.

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

  1. Unpack the Vavoom source package:

    tar xvjf vavoom-1.22.tar.bz2

  If you got the zip file instead of tarball then you must run fixunix.sh to
convert text files to UNIX format:

    ./fixunix.sh

  2. Run the configure script:

    ./configure

  Here are some configure parameters you may want to use:

    --prefix=PATH       - specify prefix of installation. Default is /usr/local
    --with-allegro      - use Allegro for hardware API. This is the default.
    --with-sdl          - use SDL for hardware API.
    --without-opengl    - compile without OpenGL support.
    --without-openal    - compile without OpenAL support.

  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}/games/Vavoom.

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

        cd {prefix}/games/Vavoom
        cp <where-your-wad-file-is> .
   or:
        cd {prefix}/games/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 DOS you need
  Compiler and tools:
      * DJGPP (http://www.delorie.com/djgpp) with gcc, make and bash
  Libraries:
      * zlib (http://www.zlib.net)
      * libpng (http://www.libpng.org)
      * libjpeg (http://www.ijg.org)
      * Allegro 4.0 (http://alleg.sourceforge.net) and later.
      * OpenGL version: MESA (http://www.mesa3d.org) and Allegro driver for
    MESA (http://www.geocities.com/SiliconValley/7259/)

For Windows you need:
  Compiler and tools:
      * MinGW and MSYS (http://www.mingw.org).
  or:
      * Microsoft Visual C++ 2005.
      * DJGPP (http://www.delorie.com/djgpp) - used to compile asm files.
  Libraries:
      * zlib (http://www.zlib.net)
      * libpng (http://www.libpng.org)
      * libjpeg (http://www.ijg.org)
      * DirectX 7 SDK (http://www.microsoft.com/directx), already included
    in Builder but some headers needed by DirectMusic are missing. In Allegro
    website (http://alleg.sourceforge.net) you will find a minimal version of
    DirectX 7 SDK.
      * 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/)

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

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

  First about drivers. The DOS version supports IPX, Beame & Whiteside TCP/IP
and MPATH TCP/IP drivers. MPATH driver needs a launcher, the one from Quake
works fine (because the drivers are taken from Quake sources). Serial driver
is not fixed (if you need this, please let me know or otherwise I will not
fix it).

The Windows version supports Winsock TCP/IP and Winsock IPX driers. The Linux
version only has the TCP/IP driver.

  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 was param -deathmatch
                            2 - like was -altdeath - 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>

-SURFCACHESIZE specifies the size of surface cache memory, in kilobytes
-surfcachesize <size>

Sound
-----

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

-NOSFX disables sound
-nosfx

-NO3DSOUND disables 3D sound, use original mode, Windows version only
-no3dsound

-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>

-NOIPX disables IPX driver
-noipx

-MPATH enables MPATH TCP/IP driver, DOS version only
-mpath

-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 DOS and Windows,
~/.vavoom/debug.txt on Unix-like systems with all the console messages.
-debug

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

-RHIDE prints debug file to stderr, in the DOS version Sys_Error exits with
call frame traceback
-rhide

*****************************************************************************
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;
        - 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.
    - WAV and FLAC sounds, MP3, OGG and mod-style music.
    - 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.

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

    Vavoom is distributed under terms of GNU General Public Licence.

*****************************************************************************
9. Links
*****************************************************************************

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

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

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

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

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

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

  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.doomcenter.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://www.vavoom-engine.com/forums/
  or sent to:
    vavoom@vavoom-engine.com


Have a lots of fun!

Janis Legzdinsh
