DOOM IT YOURSELF 3.4
====================




For general information on how to update see the previous UpdateM*-files.


IMPORTANT NOTE RE PATCH:
------------------------

In case you're using GNU patch (there is a port by Darren Salt) you have to
modify the files rep_patch and rep_updt contained in this directory. In both
files you have to change the sequence reading ``patch -s ...'' with
``patch -s -l ...'' (ignore whitespace). GNU patch should work fine then.





NEWS:
-----

- Fixed clipping bugs in plotters.
- Fixed sound-bug in E?M8 levels (sound could be _way_ too loud in these).
- Sky now resampled too in resampling mode.
- visplanes only take up as much memory as required for the actual resolution
  used, not the maximum resolution.
- visplanes and drawsegs are no longer static but can be extended dynamically.
  That means that as long as enough memory for bigger structures can be claimed
  everything will be OK (including e.g. Boom WADs). If too little memory is free
  you'll get odd redraws but no aborts.
- Maximize Z_Zone memory on startup with binary search up to a granularity of
  64k. Incremented maximum Z_Zone size to 16MB (heck, why not... ?)
- Optionally the Z_Zone can be replaced by calls to the native memory subsystem,
  i.e. malloc/free, by compiling c.z_zone with NATIVE_MEMORY_ALLOCATION defined.
  HOWEVER this system doesn't behave well at all if it's running out of memory,
  so its use is only recommended on Unix systems. As far as performance goes
  the real Z_Zone should perform a lot better; the only reason why I did this
  horrible hack was to be able to hunt down memory errors in Z_Zone blocks
  using Purify on Solaris. So courtesy of NATIVE_MEMORY_ALLOCATION there are
  now a couple less bugs in the code; but don't play around with this anyway,
  I only documented it for completeness.
- Fixed fixpoint arithmetic on RISC OS: it now behaves exactly like on other
  platforms, so the demos work OK (and are enabled even when they're from an
  older version). Demos from Ultimate Doom and Doom ][ all work; most demos
  in add-on WADs work too but some of them go wrong after about 5-10 minutes
  (the second one in Eternal III, one in Memento Mori II, ...). The reason for
  this is not the fixpoint-arithmetic, however: they go wrong in exactly the
  same way using the original fixpoint code too and I verified this by comparing
  the output of each and every fixpoint-operation and they were identical.
  Looks like the problems always occur when the player gets stuck to enemies,
  most of all Lost Souls, or maybe Lost Souls in particular are using a slightly
  different strategy. If anybody can fix this, I'd really appreciate it with
  regard to the Hell Revealed demos.
  NB: this means that demos you recorded with older versions of DIY will no
  longer work with DIY3.4. OTOH, they should work OK on other platforms and
  netgames with non-DIY executables should work fine too.
- Fixed add-on demos: when you specify a pathname as argument to -playdemo (i.e.
  contains a '$' or a ':') the demo isn't looked for in Doom:Demos but at the
  absolute path given. Recorded demos are still stored in Doom:Demos, though;
  since you can always copy them somewhere else this shouldn't be a problem.
- Added atexit handler for improved security.
- Sound now handled via voice generators by default, so you don't need the
  DigitalRenderer module any more. That should be a first and important step
  towards concurrent other sounds (music etc). If you're using my DIY frontend
  you should get the latest version (1.13) which doesn't have the DigitalRenderer
  rmensures hard-coded anymore so the module isn't even loaded anymore.
  You can still use the DigitalRenderer module by commenting SOUND_USE_VOICES
  in c.i_sound.
- Fixed potential problem in decompression code.
- Optional transparency for explosions, plasma, ... by Darren Salt. I added
  the 16bpp and 32bpp resampling plotters. Transparency is switched on when
  the macro USE_TRANSPARENCY is defined at compile-time. New targets for this
  in the Makefile are hight, truet and resamplet. Transparency is not implemented
  for 8bpp.
  For engines compiled with USE_TRANSPARENCY defined you can switch transparency
  on or off at run-time using the new cheat ``dstrans''.
- Added a cheat ``adfight'' for toggling monster-infighting mode (formerly only
  available through a dehacked script). In case you're unfamiliar with the
  concept: this makes monsters like imps, barons and yes, even Cyberdemons,
  fight their own kind.

  








LICENSE:
--------

This license only applies to "Doom It Yourself". For the original Doom
sources see DOOMLIC.TXT in the doom.zip archive.

This release is Freeware. You may copy it freely as long as NO PART OF
IT IS CHANGED and there's no commercial interest. You are not allowed to
spread modified versions; if you want changes to be included in the official
release submit them to me.
This release comes with NO WARRANTY. I will not be held responsible for
any kind of problems resulting from the use of this program, be it data
loss, computer crashes, sleepless nights or running amuck with a chainsaw.
Use it entirely at your own risk.








Andreas Dehmel, 04-Jul-99.




Contact:
--------

	Andreas Dehmel
	Am Schorn 18
	82327 Tutzing
	Germany
	dehmel@forwiss.tu-muenchen.de
