

           ****  R I S E N 3 D V220-35 Updated 14/Novemer/2021 ****

         *** formatted for use with Notepad - Lucida Console font ***

          ********** Website: http://risen3d.drdteam.org/ **********


 =============================================================================
  RISEN3D CONDITIONS OF USE
 =============================================================================

  THE RISEN3D SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS
  OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
  OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
  IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
  INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
  NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
  DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
  THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
  THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

  The author has taken all reasonable precautions to ensure that the RISEN3D 
  software and all previous variants is suitable for running with the Windows
  operating system.  V220 has been tested with MicroSoft; Windows XP, Windows
  Vista, Windows7 and Windows10.

  Note that the latest release of Risen3D always supplants those that have
  gone before and we have no policy of providing links to previous versions.
 
  The source code for Risen3D is available from the Risen3D website released 
  under the GNU General Public License (GPL).

  Under the conditions of the GPL the source can be freely distributed. In
  order to ensure the integrity of the files then, where specifically
  requiring the complete Risen3D source, it is advisable to download it from
  the Risen3D website. This is advisory only and does not seek to limit the
  rights given under the GPL.


  Also see 'LICENCE.txt' and 'ZDBSP LICENSE.txt' in the R3D_Docs.

  If you are not willing to accept the above conditions in their entirety
  then do not install the software or, if already installed, then please
  delete the software and any copies of the software from your system.

  Trade marks; Windows(TM) Copyright (C) Microsoft Corporation.



 <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<


 =============================================================================
 
 FINAL RELEASE v2.2.0-35 14/November/2021

 =============================================================================

 Requires; Win98/win2k/XP/Vista[32/64], Windows7[32/64], Windows8, or
           Windows10 and at least DX8.

 Please note: when updating Risen3D any analysis files that were previously
              generated may be rebuilt.

              New users should be aware that nodes and analysis file
              building with large maps can take some time. This only
              happens when first run as any node file that takes more
              than one second to build or analysis file that takes more
              than three are stored allowing the start-up delay when next
              run to be minimised.

              Although several options will be shown for window sizing
              within the in game Control Panel/Video menu it is best to
              run in Fullscreen mode and to use, if the monitor is not
              a crt type, the monitor's default resolution (which should
              also be the desktop resolution).

 GENERAL NOTES

 1) Do not tick Run this program as an administrator in properties else
    a 'User Account' window will be spawned each time R3D is started.
    Some legacy programs require this setting to be ticked in order to run,
    R3D does not.

 2) R3D is developed on a machine with modest hardware but it has been
    noticed that on later/faster machines using Win10 that flashing
    can occur when running in windowed mode. Most games today do not
    offer this as an option and only run in fullscreen mode. It would
    seem that video drivers are optimised for fullscreen mode as no
    flashing occurs using this. As such it is best to run R3D in the
    default fullscreen mode where using Win10.

 IMPORTANT NOTICE:
    Due to significant changes that have had to be made previous savegames
    are no longer supported.

    All Risen3D scripted maps have been revised for use with v35 and a
    new map which uses changes in v35, Doomsday Rocket, has been added.

    As such we would advise existing users of v34 or lower that a new,
    clean install is undertaken by;

    1) Renaming your existing Risen3D folder to, say, Risen3Dold.
    2) Installing the new version.
    3) Moving the risen3D.cfg file from Risen3Dold to Risen3D.
    4) Moving the existing R3DGames folder from Risen3Dold to the
       new Risen3D folder.
    5) Reinstalling all model packs from our site.
    6) If wanted download and install scripted games as required.
    7) Hawkwind's addon pack can now be installed.
    8) Run the newly installed Launcher and delete all savegames.
    9) Delete the Risen3Dold folder.


 CHANGES:

 1) GL4 nodes, built using r3dglbsp, is now supported by internal side
    unpacking code. The advantage is that where, previously, GL5 nodes
    were used it is now possible to unpack sides without affecting the
    internal analysis code or proprietory 3D side definitions.

    This allows maps like Intercep2 map28 or Remnant map01 to have glow
    and analysis applied which was previously unsupported with GL5 nodes.

    Note that this has nothing to do with the nodes shipped with a wad as
    these are ignored and are rebuilt internally. In practice Risen3D
    only needs the THINGS, LINEDEFS, SIDEDEFS, VERTEXES and SECTOR lumps.
    The SEGS, SSECTORS, NODES, REJECT and BLOCKMAP lumps are ignored.

 2) Hangs caused by zero length lines in maps with packed sidedefs fixed.
    This is rare to find and should not happen but with some map editors
    does happen. Although previously checked for with standard map defin-
    itions, where it is more common, with packed sides this fault could
    fly under the radar.

 3) Various fixes have been made including adding MBF support. These include the
    original beta states and things, and the friendly flag for things ( bitfield type 128 ).
    This means that wads, made to run with MBF that were previously unsupported can now be run.
    E.g. Valiant (2015), DOTB_RC3.WAD, (2018) Eviternity.wad (2019).

 4) Heightsec errors fixed. E.g. Criticality wad can now be run without
    rendering errors.

 5) Wall scrolling bug fixed with some maps fixed (e.g. PC_CP map31)
    and sky scrolling is now better supported (both vertically and
    horizontally). Maps such as Adonis_map31 are now rendered
    correctly.

 6) Special 38 (which calls EV_DoFloor with lowerFloorToLowest) had no
    effect if the sector was already at the lowest floor. In this case the
    highest floor surrounding needs to be substituted and now is.
    An example exists in bge2.wad E2M7 with line 894 that is tagged to S184.

 7) Fix added to prevent archvile fire attacking where unsighted but in
    the same sector. (E.g. Cchest3 map05).

 8) Elevator fix made (e.g. Cchest3 map24 with sector 51).

 9) Channels are now set to 64 or 128. 128 should be used but 64 is
    allowed if there is a problem with early sound cards. None, however,
    have been found that require this.

10) Fault causing 3D sound to occasionally 'screech' fixed.

    NOTE: to enable 3D sound please see R3D_Docs\Help\R3D_Sound.txt

11) 5.1 (3D) surround sound now plays correctly.

12) In model mode gun smoke can now be selected.

13) SKEL missile puffs now correctly drawn including smoke trails both in
    standard doom and with CFX/models. The two types of trail, depending on
    whether they are homing or not, are also made more obvious.

14) Problem fixed where Vsync with some Intel chips had to be set manually
    in the Control Panel after starting Risen3D despite having been
    previously set and stored in the cfg file.

15) State sequence error corrected with the punch states. This now means
    the punch looks smoother.

16) The internal control panel UI has been tidied up with settings either
    shown or, where applicable, not shown in line with the settings chosen
    in the launcher or imposed by scripted maps.

17) Scripted map support has been extended by doubling the available range
    of scripted map spots and the addition of further scripted keywords.

18) There are also many other changes made to deal with doom effects. A
    good example of one is with Valve/Valiant.wad map28 with its rather
    attractive platforms composed of lines rising from floors.

19) Risen3D cannot render two different skies simultaneously but code has
    been added to allow better rendering where sky changes are used but
    where only one is visible such as with Valve/Valiant.wad map31.



 // --------------------------------------------------------------------------

UPDATES for v220-34 (November 2018) over v220-33:

 This is just v33 with a couple of changes to satisfy the requirements of
 the game map Last Warrior.

 1)  Scripted map lines type 8113 when crossed by the player wake monsters
     up but previously firing at them would do the same. This has now been
     suppressed.

 2)  No infighting has been extended with scripted maps to stop any in-
     fighting between enemy types defined in a list.


 // --------------------------------------------------------------------------

UPDATES for v220-33 over v220-32:

  1) Texture offsets fixed (affected, in particular but not uniquely,
     hc20.wad).

  2) Texture clamping with lores Doom alpha textures extended to get rid of
     artefacts at the edges of textures (e.g. the STOP signs in hc20 map02).

  3) Texture clamping that could cause a black line along the top of a masked
     texture fixed (e.g. with FIREBLU1 in Roger Ritenour's wad Earth map01
     but there are many other examples).

  4) Textures in fake sectors that should not be drawn fixed.

  5) Textures in fake sectors that should be drawn, but were not, fixed.
     (e.g. with the suspended cages in Sunlust map31 in the starting area).

  6) Fake sectors that have the the same floor and ceiling heights of tagged
     sectors are no longer ignored as these may have been added to apply a
     filter (e.g. COD map03).

  7) Rare cases where glow can cause ugly rendering problems (such as with
     PAR map06 Sector 900) are now dealt with using an external definition.

  8) Unwanted drawing of mid textures with a heightless backsector fixed.

  9) Rare analysis bug that could cause an error tracked down and fixed.

 10) Rare run time bug that could cause an error tracked down and fixed.

 11) Issue where hires textures were being applied even though the no hires
     boxes were not ticked resolved.

 12) Rendering issue when starting in a fake sector until moving fixed
     (e.g. Herian2 map27).

 13) Dyn lights beinge turned off when loading a savegame fixed.

 14) Lighting of player weapon models revised as these were not having any
     additional light added if the sector lighting was over 140.

 15) Bug in easy mode fixed where, if player could attain a health level of
     1 then he/she became immortal!

 16) Bullet puffs were not always drawn on 3D floors when firing at certain
     angles and line of sight blocking could previously fail (although an
     enemy's shot would be blocked). This has been fixed.

 17) Line of sight blocking with 3D swing/sliding doors was, previously,
     not sufficiently reliable.

 18) Strange sprite joggling behaviour fixed where the viewing direction
     was at exactly 0 or 180 degrees.

 19) Development error that caused an exit with cchest2 map29 fixed.

 20) Bug that crept in at some point that treated something as solid when
     it should not have done. An example was with the dehacked Things ren-
     dering as'rain' in Elysion.wad meaning the player was blocked when it
     should not have been.

 21) When using -dehdebug the wrong sound lump name was being displayed.
     R3D now reformats DEHACKED scripts before sending it to the inbuilt
     reader. Should -dehdebug be used then the reformatted file is
     printed to Risen3D.out so that errors can be easily tracked back to
     the reported line numbers. Note that R3D only has partial support
     for DEHACKED. A good text editing program exists which can be freely
     downloaded called Programmers File Editor where line numbers can be
     displayed next to each line if required.

 22) If spawning a file on exit then Risen3D previously remained active
     until the file was closed. This has now been fixed. Despite this
     DeeP still thinks R3D is active if the file is not closed and throws
     a wobbler. Be warned.

 Added;

 1) CAPS LOCK can now be bound to an event. By default it is used to toggle
    run/walk. The key can be changed or just removed if not wanted using the
    doom controls panel 4 (ESC/OPTIONS/CONTROLS...). Note: to remove a key
    just press ENTER and then press the same key that is already shown as
    bound. Ths will then delete it. If no key is shown then the action will
    be unbound. The ability to set RUN on or off remains in the gameplay
    panel. This may be useful where CAPS LOCK is bound to toggle this if you
    want to sync it so that run mode is on if the CAPS LOCK led is lit for
    example. The gameplay option has also been retained as a fall-back
    setting if no binding is set.

 2) Although reverb (3D sound) could only be enabled if using a Creative
    soundcard from the Audigy2 on and where installing Creative's
    surrogate dsound.dll in the Risen3D\bin folder it now transpires that
    this can be used with some, or all, non-creative sound chips. See;

    https://community.pcgamingwiki.com/files/file/28-creative-alchemy-universal/
    https://community.pcgamingwiki.com/files/download/367-eax-unified/

    It has been found, however, that strange sound breakup can occur if
    going into pause mode or if the player teleports in a map. This can
    be fixed by putting -rtekcm on the global command line.

 3) Water translucency and hi-res textures can now be applied in basic
    doom mode to aid those with slower PC's that find BDM helps with frame
    speeds to not have to forego these.


 UI Control Panel changes;

 1) Frame cap rate that can be selected increased to 333 fps. (User request).
    The values are what they are as they are determined by a counter that is
    accurate to 1ms. Thus 333, for example, is 1000/3. Note that higher
    values can only be attained with simple maps as the game, with 333fps
    set for example, has just 3 mS to scan all thinkers and then render a
    frame (amongst other functions).

 2) Zbias can be changed to better suit types of graphics card used. This is
    needed when applying glow or dyn lights. See R3D_TroubleShoot.txt in the
    help folder. To suit all maps that may be encountered then the default
    of .00100 should be fine. To help with this then masked textures with
    unseemly numbers of high rows of transparent pixels now have these
    trimmed. A software renderer does not care but these are all registered
    with an OGL renderer as lights or other textures in general (but not in
    doom ports) may need to be drawn on these areas of the texture. In a
    doom port then these pixels are not wanted, take up valuable fast gra-
    phics memory and are generally a first class nuisance. One texture en-
    countered had only 6 rows of visible pixels, all contiguous, in a tex-
    ture comprising 128 rows. Madness - one wonders how some of these tex-
    ture creation tools are designed.

    The previous zbias applied was .00220 and this has been retained as
    the upper limit of adjustment. It is by dealing with unwanted rows of
    transparent pixels and some other small changes that it has now been
    possible to reduce this to .00100

 3) Glow can be turned off for blood, slime and water to satisfy purists
    who consider that only nukage and lava should glow.

 4) Turning an option OFF now masks any related sub-options.


 Function updates;

 1) Edit mode can now be used to edit texture x,y offsets with R3D slopes
    and 3D structures. In addition if -lean is put on the global command
    line then the map will be saved with empty SEGS, SSECTORS, NODES,
    REJECT and BLOCKMAP lumps although the labels are retained. In
    addition all GL_ lumps together with their labels are removed. None
    of these are needed by Risen3D so this can reduce the size of a wad
    substantially for distribution purposes. The labels retained also
    allow a map to be loaded using a standard editor as they also do not
    need the information stored in these lumps but generally complain if
    the labels are missing. Should the empty lump labels also be removed
    then Risen3D will still load the wad however.

 2) Slope functionality has now been extended. This is described more in
    R3DSlopesTest.txt which will be found in R3DTEST along with the
    R3DSlopesTest.wad where examples of the extended functionality can be
    seen. The old version - SlopesTest.wad - should be deleted.

 3) Planes now block sight which fixes odd behaviour in Requiem map31 (in
    all ports as is caused by creative map design beyond what Doom can
    normally accomodate) where approaching the drop down area caused an
    unseen enemy in S23 to fire on the player. Missiles can also be used
    from the lower level (with the teleport) when firing at Things in S23.
    Previously only bullets could be used which appeared as somewhat odd
    given the secret area has a plasma gun. This change applies to all maps
    with concealing planes but does not affect floating enemies as maps are
    often designed to make these appear through false floors or ceilings.
    This only works if enemies in concealed sectors are all marked DEAF
    (as is already the case in Requiem map31 and usually is in other maps).

 4) Masked flats used with 3D floors can now be scaled and offset indepen-
    dently in the x and y directions allowing them to be adjusted to fit.
    Two examples can be found in the updated R3Ddemo184_06.wad on the bridge
    leading from the lift tower to the upper door and on the bridge in the
    arena with a dome. How this can be done is described in the
    R3D_Structures.txt. For those who complained about no exit being pro-
    vided (the object was to demo what can be done with 3D lines and flats
    rather than provide a playable game) then running with monsters
    enabled and killing the CyberDemon will terminate the map.

 5) 3D ladder line functionality has been substantially improved. The
    player now cannot pass through lines or ceilings when on a ladder that
    would be expected to block movement. See R3DLadderTest.wad in the
    usual R3DTEST folder.


 Scripted keywords added;

 1) DAMAGEFACTOR_TO_PLAYER - allows damage modification to player by an
    enemy based on its ID rather than its type giving more flexibility.

 2) JUMPKILL - allows a small enemy to be killed by jumping or stepping
    down onto it.

 3) OCCLUDEWITHSECTORS - allows lines in a sector or sectors to have
    occlusion applied which is useful with rooms having model roofs
    where the walls do not extend to the ceiling.

 4) PISTOLHEADDAMAGE - allows an enemy (via its ID) to be killed with a
    single shot, between specified limits, using the pistol. Useful if
    wanting, for example, a head shot to kill an enemy. It also makes
    for the pistol being a more useful weapon rather than just being
    abandoned once another weapon has been gained.

 Further information for use can be found in SCP_DEFN_Header.txt in the
 R3D_Docs\Editing\ folder.


 Miscellaneous;

 1) Some R3D_xx files have been updated to deal with a few issues found in
    a handful of maps spread across various wads.

 2) Missing textures in fake water sectors when translucency is applied that
    should be drawn but were not are now dealt with (where authors had not
    defined a texture through any not normally being seen e.g. with Herian2
    map27 or at the end of Epic map02).

 3) Support for COD sector specials 18, 19 and line specials 274 and 275
    have been added. These can be used generally and are listed at the end
    of Risen3D\R3D_Docs\Editing\R3D_Types.txt.


 === OTHER ===

    If using Win10 and mouse lag or messages getting cropped at the top
    of the window is a problem then look in R3D_TroubleShoot.txt to see
    how these problems can be fixed.

 === REMINDER ===

    On installing the update the original test map R3Ddemo184_06.wad will
    be updated to demo the new scale and offset feature used with masked
    flats. A new R3DSlopesTest.wad will be installed to demo the upgrade
    to the types of slopes now supported. The old SlopesTest.wad should be
    deleted. In addition a new demo file R3DLadderTest.wad will also be
    found showing how ladders can be used and how to create a ladder that
    can be climbed on both sides by superimposing a textured ladder line
    on another with no texture applied. All of these wads are placed in the
    R3DTEST folder.



// --------------------------------------------------------------------------

UPDATES for v220-32 over v220-31:

 Bug fixes;

 1) Secret levels for Doom (ExM9 maps) were being bypassed.
 2) Doors were not crushing monsters.

 Note 1) and/or 2) may have been fixed if you downloaded a v220-31 version
 dated later than the 14th December. These changes are now included and
 annotated as v220-32 in the source.

 Changes;

 1) Maps with no nodes can be run. Lutz's d2hs.wad was released with no
    bsp nodes for map24 which, with previous versions of Risen3D, would
    prevent it from being run. They were not needed as R3D always builds
    nodes but previously their absence was taken to be a wad error.

 2) R3D_xx files have been ammended to run with btsx_e1a which has now,
    finally, been released. Unfortunately the map wad was named btsx_e1a
    instead of the expected btsx_e1 hence the changes made. If you have
    already downloaded the wad and renamed the map wad to btsx_e1 then
    please rename it back again. The entries in these files allow the
    maps to be run with models and splash/steps floor sound effects.
    Remember that to enable this you must untick 'Basic Doom Mode' in the
    Launcher and tick, under Models, 'Force Model override'. Models must,
    of course, have been downloaded and installed.

 Links;
 https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/dhs-lutz
 https://www.doomworld.com/idgames/levels/doom2/megawads/btsx_e1


// --------------------------------------------------------------------------


UPDATES for v220-31 over v220-30:

 Please note: when updating Risen3D any analysis files that were previously
              stored will be rebuilt.

 Bug fixes;

 1) If a fake sector's water floor was under a 3D floor then, when viewed
    from above with water translucency disabled, it was still rendered as
    translucent.

 2) If sloped sectors were beneath a faked sector's water floor and the view
    point was above the faked floor then the fake sector's light level was
    not being applied to the slopes when using translucency.

 3) Things type 5000 should have spawned light on the ceiling if the spawn
    angle was set to East. This had got broken somewhere along the line.

 4) An issue with scripted maps' saved settings could lead, when starting
    another savegame with a different map, to dynlights remaining off.
    To overcome this then any map with 5000 type Things now has dynlights
    turned on by default.

 5) Line 0 was being ignored when setting the blockmap. This was previously
    missed since it is rare to have line 0 set with vtxs where one vertex
    alone sets one of the map's limits.

 6) When firing a model rocket the drawing of it is delayed to prevent the
    player's view being inside the rocket. Previously the z-distance was
    not being taken into account meaning that when firing upwards then a
    brief flash, in the player's face, of the rocket's fins would be seen.

 7) When running forward and firing a missile it is now spawned in front of
    the player not behind (as has always been the case with Doom).

 8) If standing close to an R3D blocking line when firing missiles then,
     previously, these would pass straight through.

 9) The automap now doesn't show lines flagged 'invisible' with cheat levels
    less than 2. Note that when selecting the drawing of floor textures that
    these will also not be drawn, unless cheating, where bordering lines
    flagged invisible.

 10) Vertical 'Caco' movement smoothing has been improved.

 11) A Doom bug where the y-offset of masked texture patches was added to
     the map y-offset is now emulated. Mainly benefits older megawads such
     as Eternall.wad dated 1997. Note: if downloading eternal.zip just
     extract ETERNALL.WAD and use it as is. Ignore the INSTALL.txt. Only
     the wad as it stands, unmodified, will be correctly supported by R3D.

 12) Gibbed SKULLS now don't radiate head particles and the gibbed carcass
     is removed. This normally only happened when they were crushed by a
     lift.

 13) A long standing bug with Things being crushed by a rising floor has
     been fixed where the carcass would be left hanging in space if the
     floor was then lowered.

 14) When in fly mode but on the ground footsteps sounds had been
     suppressed but not the jump down sound.

 15) Spurious splash sounds could previously occur when walking or jumping
     on lines that offset the player above water flats.

 16) In a water sector dead models were supposed to float to the surface
     but this did not work if corpsefade was disabled. This has now been
     changed. It is now the case that gibbed Things are prevented from
     floating up and monsters with a height greater than 56 (e.g. reven-
     ants, fatsos, cyberdemons and so on) and if the depth of water is less
     than or equal to 64 map units. In all other cases Things will float up
     to the surface when killed and will not be faded out irrespective of
     any corpse fade value set.

 17) Previously trying to warp during an infine script or update could
     cause an endless loop to be entered. Trying this now will just
     give a 'warp failed' message.

 18) 3D lines and plats used for lifts have been completely reworked. A
     demo map for these will be found in R3DTEST named 3D_Lifts_Check.wad.
     The testmap R3Ddemo184_06.wad has been revised to accomodate a
     change to the method that, in cases other than the demo lift in this
     map which is otherwise unchanged, allows for more flexibility.

 19) Global external hi-res textures were not being applied with 3D line
     textures or 3D alpha floor textures.

 20) Display items with a scripted map in the hud were not being recorded
     with a savegame. This meant that although a key, for example, was
     owned by the player (and was useable) there may have been no
     indication of this in the hud.

 21) Line special 218 support has been added. Somehow got missed back in
     the day.

 22) A scripted MODELRESET bug (sort of) was found. 79xx Things with no
     77xx info Thing could cause a crash where omitted even if having no
     specific function.

     A demo map has been added in the \R3DGames\R3DTEST\gwads\ folder
     named modelreset_demo.wad. This map would have crashed previous
     versions of R3D although it would have worked if types 7701 and 7702
     were added despite not being required. As this demo shows they are
     now not needed.

 23) Previously the program could fail to respond after alt-tabbing.

     NOTE: prior to the major update to Win10 in January 2016 then,
     when in FULLSCREEN mode, a Win10 bug prevented the window of a
     function alt-tabbed to from being displayed. It is best to either
     update Win10 if not having already done so or avoid using ALT-TAB
     when in fullscreen mode until doing so.


 Changes;

 1) Dynlight 5000's are now always spawned irrespective of the game's
    difficulty settings. The settings are now used to set the colour.
 
    Since a 5000 type would previously have been set easy+normal+hard,
    given it would always have had to be spawned, then it will continue
    to render as white as before meaning the change is backward compatible.
    Changing the mix now changes the colour and as long as one is set it
    will be spawned (if none are set it will be ignored).

    See R3D_types.txt for all details for dynlights plus newly extended
    types 5500 to 5505 and the demo map R3D_dynlights_demo.wad in the
    Risen3D\R3DGames\R3DTEST\gwads\ folder.

    Note: for the extended functions to work a T15509 must be in the map.
    See Risen3D\R3D_Docs\Editing\R3D_Types.txt

 2) If a 3D line has a lower, hi-res masked texture then it allows bullets
    to pass through. This behaviour can now be changed to block bullets.
    See the updated R3D_Structures.txt. Unmasked textures will always block
    everything as before.

 3) Previously if the player was crushed by a 3D flat ceiling then its view
    point (unsurprisingly) would end up in the space between the ceiling and
    the floor above. As such a red screen is now rendered should the player
    expire under a 3D flats lift when the ceiling is at the floor's height.

 4) Missiles spawned by enemies now have the z separation taken into account
    in order to ensure that their speed remains constant. Previously, as in
    the case of the Doom engine, high spawned missiles would move up/down far
    too quickly in the z direction relative to their target. This also led
    to Things' missiles hitting the floor they were standing on.

 5) Self inflicted damage is not reduced in easy mode. This is because some
    maps use suicide to get to the next level and have assumed that the
    player is not using easy mode. In these cases, previously, it could be
    impossible to exit when using easy mode.

 6) Monsters can now be spawned using 16xxx spots that act normally and are
    now unspawned if using the -nomonsters switch. Previously they would
    not only have always been spawned but also would have remained fixed to
    their spawn position (mainly because the intention was not to include
    enemies). As such this can now be used to spawn Things on 3D flats or
    at a specific height (e.g. Caco's) without having to use a referencing
    3D line or using standard lines with missing textures.

 7) Pipebombs or grenades were not being primed until hitting the floor
    so bouncing one off a wall and then hitting an enemy meant it would
    then not explode. This has been changed so that hitting a wall as well
    as the floor will now prime them.

 8) Flats derived from wall textures that are not 64 square are now
    correctly drawn in the automap.

 9) The degree of missile light applied to floor and walls whilst travelling
    has been increased. Rendering the light can now be optioned in Control
    Panel/Lighting where a new button 'Enable Missile Light' will be found.
    Note that plasma and spider bullets do not cast light when moving.

 10) Three new buttons have been added that can be selected in
     Control Panel/Lighting;

       'Torch light', 'Vertex distance' and 'Non-Linear'

     See R3D_Docs\Help\R3D_Brightness.txt for more information on how to
     best use these switches. An example would be when running Deadall's
     epic2 map26 where selecting 'Torch light' and 'Non-Linear' gives
     better results in the large opening area.

     Torch light can also be toggled on/off using the 't' key. Note that
     maps with 'tricks' may not work as expected when torchlight is en-
     abled as this function, although being made generally available, has
     really been incorporated for use with maps designed to use it.
     As such R3D maps (wads having an SCP_DEFN or SCP_ZOFF lump) will
     have already been optimised by the author and neither the buttons nor
     the 't' key will be active or selectable with these map types.

 11) Where a game has custom.hires entries then these will be loaded
     irrespective of whether hires textures/patches or skyboxes have
     been ticked in the Launcher. Thus custom directories are treated
     in the same way as if the textures are embedded in the wad.

 12) All joystick parms are now all in the default Doom setup i.e.
     ESC-OPTIONS-INPUT OPTIONS... If you have one fitted but use the
     mouse then it should be disabled in this menu (or deselected in
     the Launcher).


 Additions;

 1) Along with torchlight (see changes above) flashing/strobing/coloured
    dynamic light sources have been added using doom edit numbers 5500 to
    5505. See R3D_types.txt.

 2) Things using map type numbers 17000 to 17099 can be used in conjunc-
    tion with an SCP_ZOFF script to change the speed of elevators.
    See the SCP_ZOFF_Header.txt in Risen3D\R3D_Docs\Editing.

 3) To help explain how 3D floors can be created a wad has been added to
    the R3DTest\gwads\ folder: Nesting3DfloorsExample.wad. In the same
    folder is an accompanying text file.

 4) To help explain how 3D lifts can be created a wad has been added to
    the R3DTest\gwads\ folder: 3D_Lifts_Check.wad. In the same folder
    is an accompanying text file.

 5) Some new SCP_ZOFF keywords have been added that can be used outside
    of a scripted map. The new keywords are SETLINETRIGGERSOUND,
    SETLINESOUNDOFF, SETELEVSPEED, SETELEVSPEEDHEIGHT, SETPSEUDOFAKE and
    LIGHTSCHEME. See the SCP_ZOFF_Header.txt.

    The PSEUDOFAKE keyword, for example, allows a floor to both remain
    unchanged and, if required, to rise through a fake floor level
    neither of whch are possible with the usual fake special 242.

    The extensions also allow for some mapping features to be added with-
    out having to use more formalised scripting.  

 6) New types 1800x have been added for use with teleport trigger lines
    to allow light setting changes or making a trigger line exclude
    monsters. See the R3D_Types.txt.

 7) If using an NVidia GTX 1080 card then set Aggressive flush in the
    Control Panel (F4 - Graphics) to YES.

 8) Scripted maps always light models using the default sector light.
    If you want floorlight to light the models when using line special
    213 then put the keyword USEFLOORSECTORLIGHT in the script.

 9) A new file has been added - R3D_PresetVars - that is used for
    compatibility changes with pwads. This has extensive entries to
    allow better compatibility with Aaliens.wad dated 17 July 2016.
    Note that savegames made with this pwad prior to v220-31 may
    override corrections applied using this file.


 Note: R3D line maps expect a jump power of 9. This is so 3D ladders
       that start above the ground can be jumped onto, for example,
       whilst being high enough off the ground to be able to walk
       beneath without blocking movement.

       If a Thing 15504 exists in a map then jump power is set automat-
       ically and cannot be changed from a menu. This does not, however,
       affect the default settings made for standard maps. It can also
       be overridden by a scripted map definition.

 The following files have been added or updated or ammended;

 R3D_Docs\Editing\
       EDITING_ERRORS.txt
       R3D_Ambients.txt
       R3D_FakeSectors.txt
       R3D_ModelScript.txt
       R3D_MusInfo.txt
       R3D_Structures.txt
       R3D_Types.txt
       Reserved_names.txt
       SCP_DEFN_Header.txt
       SCP_ZOFF_Header.txt

 R3D_Docs\help\
       R3D_Brightness.txt
       R3D_CmdLine.txt

 GPU notes;

   If using an ATI Radeon card its monitoring program can crash when
   ALT_TAB'ing out. Since this has no useful function as far as can be
   seen then just closing it in the crash window is all that is needed
   as following this everything then carries on as normal.

   Note also that you can get hesitations or severe slowdowns with
   models when using an ATI card (such as the HD4850 512M) which is
   strange given that none of these problems were encountered with
   a cheap Samsung laptop (EP300E5A) which uses an inexpensive Intel
   graphics chip. 

   NVidia GTX 700 and higher cards.
   Nvidia's support for XP is on the wane because of XP's 32bit limit
   preventing memory access within the range needed. With the GTX 750ti
   2MB card, for example, an entry level card at the time of writing,
   memory lockups have been encountered when running R3D requiring a
   hard reset. This does not happen with Win7 64bit and on. Please
   also not point 7) under 'additions' above.

// --------------------------------------------------------------------------


 UPDATE for v220-30 over v220-29:

 1) Fixed bug introduced in v220-29 where a missing upper texture may
    not have had a flat texture substituted.



 UPDATES for v220-29 over v220-28:

 1) Using the 'kill' command in the console now unfreezes the game.

 2) Bug fixed that could cause the wrong lighting value to be applied to
    a sprite or model in a heightsec sector.

 3) False glow planes being generated with slopes when viewed underwater
    are now not drawn.

 4) Bug fixed in teleport code that prevented an object placed directly on
    a teleport line in a scroll sector from being teleported to the line's
    tagged sector. This has only just been discovered as it is rare.

 5) Very occasionally it was found that a line to line teleport could fail.
    No fault with the code could be found so the code responsible has now
    been marked not to be optimised by the compiler. Since doing this the
    fault cannot be replicated with v220-29.

 6) Dead Things now only float to the surface of fake sectors that have
    water flats set. Note that this only happens when using a value of
    1 to 9 with corpse fade.

 7) Long standing bug with sky rendering that has only just come to light
    has been fixed. It is unlikely that any wad run to date would have
    been affected.

 8) The rendering code has been modified to prevent a replacement missing
    texture being drawn where it is possible that a valid lower texture
    could be drawn that takes the same position (vanishingly rare).

 9) An error in R3D_modify has been fixed with this release. This pre-
    viously meant that some files that should have had one type of nodes
    build used another, less compliant, type. For these files it may be
    found that savegames made with v220-28 no longer work as now, when
    re-run, the nodes will be built differently.

    The files that would have been adversely affected are:

    cchest4   map14,   crudream map11,   dubai_up map01,   dv       map05
    HR        map07,   intercep map28,   mm       map15,   mohu1    map01
    mohu2     map01,   ndcp     map27,   pl1024   map31,   planisf2 map01
    sacrament map13,   sid      map02,   songs    map01,   sunder   map10
    sunder    map14,   urbanFR  map01,   vrack3   map01,   youdig   map01

 9) A map fault where a line cannot be crossed preventing a walkover action
    has been removed as a hard-wired fix and is now defined externally.

 SUPPLEMENTARY

    There exists a total conversion for Doom and Doom2 called Freedoom.
    The idea is that this exploits a loophole in the original ID license
    that allows Freedoom to be run without having to have an ID IWAD.
    Since it is beyond comprehension that any Risen3D user would not
    already have the ID IWADS then this is somewhat academic. Our
    advice would be to run these with another port but since we do get
    users asking whether they can be run in Risen3D then the following
    applies;

    Support for freedoom1.wad and freedoom2.wad added. Note that R3D does
    not support these wads directly but converts them to a pwad which,
    given the original ID iwads will still have to be loaded, means that
    they can be run using R3D's Doom/Doom2 models. This allows compliance
    with ID's original licensing agreement. Should you want to run the
    freedoom iwads directly without also having to load an ID iwad then
    check the freedoom documentation for those ports that allow this.

    Note also that the information in the freedoom documentation about re-
    naming the freedoom wad names or running with the -iwad switch does not
    apply to Risen3D. Attempting this will just cause R3D to abort with an
    error message.


 UPDATES for v220-28 over v220-27:

 1) Following a forum request dropping the console now suspends any game
    that may be in progress until raised again. If the previous behaviour
    is wanted then use SHIFT + the console key. If the warp command is
    used then the game is unfrozen automatically.

 2) Smoothing with movement in the vertical axis (e.g. when enemies are
    walking up or down slopes in R3D maps) has been improved.

 3) On rare occasions cacos could 'vibrate' up and down when stationary
    in certain circumstances. Although difficult to either emulate or
    track down it is believed that this has now been fixed.

 4) A small rendering error was spotted with S540 in btsx_e1 map12 that
    had previously been missed. This was caused by an analysis error
    that has now been fixed.

 5) Tested with btsx_e2_b2 with support files updated to work with
    btsx_e2a.

 6) Scripted push objects bug fixed.


 UPDATES for v220-27 over v220-26:

 1) fixes bug that caused an error code exit when saving a wad on exiting
    edit mode. The wad itself was unaffected and changes were stored OK.
    The problem was with an update being made to the nodes file to prevent
    the edit nodes having to be built again.

 2) it was found that an analyser change for skies was not being stored to
    the analysis file. This was rare as in almost all maps that needed the
    change the analysis was fast enough to mean no file was created which
    in turn meant it was of no consequence. Nevertheless this has now been
    fixed.

 3) weird Doom logic in sky sectors that was not being emulated caused an
    offset error that has now been fixed. An example was with the lower
    textures on the lines in SiD map01 S391.

 4) Some minor analysis changes made. For example L1391 in Didy's Beluga
    (the door blocking access to the chainsaw) is now rendered correctly.
    This is a rare case of where an alpha tex is used as an upper texture
    which should not be vertically clamped.

 5) The DEHACKED reader has been modified to tolerate embedded zeroes.
    An old game was found, hunt.wad, that had one of these in it's deh
    file that was stopping any of the characters following it from being
    read. This is vanishingly rare as the sort of simple text editor that
    would be used to create a deh file does not normally allow such a
    character to be inserted.


 UPDATES for v220-26 over v220-25:

 1) fixes a bug with the midi player that could previously cause a crash
    when changing the midi file being played for another (e.g. when
    restarting or ending a game or loading a savegame). This bug was
    first introduced in v220-13 but through being rare and difficult
    to reproduce has not been tracked down until now. 

 2) fixes a bug in the automap when using reveal 3 where the locked door
    lines could be drawn using the wrong line number.

 3) Some map analysis changes have been made.


 NOTES:
    Some savegames may be incompatible if made with a version prior to
    v220-25.

    Due to recent texture compression problems with more recent graphics
    cards the option to enable text compression with the launcher has
    been removed (v220-23 on).


 See  RELEASE HISTORY at end for previous changes.



 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>


 =============================================================================
 ***********************                        ******************************
 ***********************     CRITICAL NOTES     ******************************
 ***********************                        ******************************
 =============================================================================

 If you have an issue installing/running a game then please first look in the
 CustomPWADS.txt in the help folder. This can easily be accessed using the'?'
 button near the top right hand corner of the Launcher's window.

 SOUND IN GENERAL:

     To get reverb effects then ensure that 3D Sound is ticked in the
     Launcher. (Also see SOUND and 3D SOUND with VISTA further down).


 VIDEO IN GENERAL:

     If running scripted model maps then you ideally should be using a
     graphics card with a minimum of 256Mb of on board graphics RAM.
     Using a card with less than this can cause rendering delays as
     the card has to dump textures already loaded to make space for any
     needed.  At least ensure with such cards that texture compression
     is enabled in the Launcher under the Graphics tab.


 LCD FLAT PANEL DISPLAYS:

     If using a flat panel (LCD) screen do not assume that the highest
     FPS settings are the best.  In some cases these are not true values
     but simulated and are only useful when dealing with static image
     applications. If tearing is seen despite the FPS counter showing
     that the rate is being supported with VSync enabled then try an
     alternative option showing a lower FPS setting.

     E.g. If the list in control panel shows all having a rate of 60
          with a few only stating 75 then it is almost certain that
          the panel will only run at 60fps and a resolution using this
          value should be selected.

     If the panel has sharpening set then turn it off.  All attempts
     by a panel's manufacturer to add improvements in software beyond
     the panel's physical capabilities have been found to degrade the
     image or cause ghosting when running games.

     If Risen3D reports a max resolution of 1920 x 1080 but the image
     looks distorted then it usually means that the true resolution is
     less than this. This can happen where an inferior display system
     has been frigged to try to display HD images. If this is the case
     then the true width and height can be forced by using the
     user_ds switch on the Launcher's command line. E.g.;

     -user_ds 1680 1050


 AMD/ATI RADEON:

     A number of problems have been reported with AMD/ATI Radeon cards.
     This is not limited to Risen3D.

     Should you have problems with "texture fighting" affecting dynamic
     lighting then it would seem that the only solution is to use an NVidia
     card or update to a later Radeon card (HD 46xx or later have tested
     out OK).

     The reason is probably because the card has only got a 16bit z-buffer
     even where a 24bit z-buffer is reported. It would seem, in these
     cases, that although ATI's GPU chip will support a 24 bit depth that
     the card's manufacturer has skimped on fitting the required memory
     in order to cut costs. 

     It is recommended that the ATI Catalyst Control Centre settings are not
     touched and if you have done so then open it and reset everything to
     factory defaults. Touching anything in the Catalyst Control Centre was
     found, on the author's system Version 2009.0702.1239.20840, to cause
     problems. In particular monitor settings can get badly screwed up by
     this utility replacing the monitor manufacturer's own recommended
     settings with values that were inappropriate for the monitor in use.


     ---------------------------

  XP: ensure you have updated to at least service pack 3.


  VISTA/WINDOWS7:


   VIDEO:

     With Vista, selecting the optimum video drivers can be something of a
     lottery although things are now settling down. (NOTE: this was the
     case when this was first written, shortly after the release of Vista,
     so, by now, there are unlikely to be any issues. This was not a fault
     with the OS but was caused by peripheral equipment manufacturers
     being behind the curve with their drivers as MS rushed Vista out
     prematurely through feeling the need to compete with the MAC).

     The NVidia Vista Forceware driver v175.16 runs OK whereas frame rates
     can be considerably lower using some previous versions. So just be 
     prepared to experiment with drivers for optimum performance. 

     Whether it be NVidia or ATI never fiddle with the gamma, brightness
     or colour values outside of Risen3D. In fact making any adjustments in
     R3D should only be done as a last resort. Shifting these away from the
     defaults does no more than compress the dynamic range available which
     will prevent getting the best picture quality. If you have not set up
     your monitor correctly then no amount of adjustment made in software
     can correct this.

     If your monitor's contrast ratio is limited you may find that dark
     areas of a map are too dark. To help with this Risen3D has a light
     compression function which, when applied, only alters the possible
     range of brightness in a way that's more compatible with the Doom
     game than the brightness slider itself. (See Light Compress in the
     LIGHTING section of CONTROL PANEL which can be brought up, when
     running Risen3D, with either the F4 or F11 key). Try first with a
     value of 40 and then adjust around this value to get the best
     compromise with your monitor.


   SOUND and 3D SOUND:

     3D sound With Vista/Windows7 requires a Creative Audigy (2 or 4 series)
     or X-Fi sound card and you will need to use the Creative Alchemy
     modification to get reverb to work. The limitation is that this is only
     possible with the Audigy2/4 or X-Fi cards. This has been caused by
     Microsoft removing some key software that was present up to and
     including XP from Vista/Windows7 (the Hardware Abstraction Layer) for
     reasons of security. Note that Windows7 XP emulation does not fix
     the ommission of the HAL layer.

     Fixes are available for both Vista and Windows7. Installing the mod is
     straightforward. Go to;

       http://connect.creativelabs.com/alchemy

     to download the mod.  When run select 'add unspecified game' and tell
     it to install files to the Risen3D\bin folder.  This will add two
     files - dsound.dll and dsound.ini.

     Alternatively see our website for full details of how to download
     and install Creative's Alchemy mod.

     Following this sound and 3D sound effects should play correctly.

     NOTE: if using a dual-boot setup running XP and Vista that both access
           the same Risen3D directory then implementing the Alchemy mod
           with Vista will mean Risen3D will not work in XP.  If deciding
           to use XP to run Risen3D after installing the Alchemy changes
           with Vista then move the dsound.dll and dsound.ini files
           (which are installed by the Alchemy patch) from Risen3D\bin
           to a backup folder. This way they can be moved back again if
           needed.

           At the time of writing (23rd June 2014) we have been informed
           that new Creative cards now ship with all the files required.

     ---------------------------


 =============================================================================
  DOOM IWADS
 =============================================================================

 Risen3D expects that a valid iD commercial iwad is used.  Since all ports
 are based on the original iD code then it is encumbent upon port authors
 to ensure that the original iD checking code remains active.

 Commercial iwads are available at a nominal charge.  Ensure the latest
 versions are employed (final updates were made in 1995).  If you have an
 earlier version then it can be updated free of charge.  See the Risen3D
 site for a link to the updates.

 Risen3D will work with the shareware iwad which has the first episode of
 Doom. If you are new to Doom and do not have an iwad then you can down-
 load the shareware version (doom1.wad) from our website. This will allow
 you to get a flavour of what Doom is all about. Note that to run wads
 authored for Doom (such as those linked to under Games on our website)
 you will need the registered version of Doom (Doom.wad) and/or the
 commercial version of Doom2. Scripted maps require Doom2 for example.

 The Doom iwads are available for a nominal charge from either of;

 www.idsoftware.com or www.steampowered.com


 Most packs available contain the Doom.wad, Doom2.wad, TNT.wad and
 Plutonia.wad. This represents the complete iwad set needed to run
 all of the original iwads released to run with the Doom engine.

 Note that a player wad that has been authored independantly (pwad)
 depend on a specific iwad being present.  So one authored for use with
 the doom.wad will require that this is present.  It will not run with
 the doom2.wad and so on. Most pwads, however, are authored for use with
 the Doom2.wad although there are several that require the doom.wad,
 plutonia.wad or tnt.wad instead.

 IMPORTANT: In 2012 Zenimax (formerly Bethesda Codeworks) bought iD
 Software and have released a free version of the Doom2 game. Note
 the word 'version'. It has had one type of enemy removed which is
 often required with pwads. As such this is not supported by Risen3D
 as it would cause more trouble than it's worth. Please just buy the
 original iwads as stated above.


 =============================================================================
  AUTHOR's NOTE
 =============================================================================

 The Risen3D team comprises -------------------------------

 Abbs		- Risen3D Site Maintenance and Launcher.
		- Core model design and model maintenance.
		- Map design.

 G.M. Jackson	- Risen3D code modifications.
		  E.g.	adding mbf extensions, slopes,
			model scripting etc.

 Sitters	- Graphics, map and model design.


 The team neither makes any charge nor receives or requires any remuneration
 for the use of the software. It is done by all members as a hobby.

 The Risen3D code uses Doomsday v1.7.8, by Jaakko Kernen, as its base.

 DoomsDay has always been developed independently of Risen3D and Risen3D,
 other than using DoomsDay v1.7.8 as its base which was released in 2006,
 has been developed entirely independantly since then. DoomsDay was
 originally chosen as the base because in 2001 it was the outstanding
 OpenGL port and, latterly, was the first to add workable, externally im-
 portable, replacement hi-res texture support and model and particle support.

 It was DoomsDay that spurred many into developing models and hi-res texture
 replacements. Had DoomsDay not provided a platform for these much of this
 stuff would probably not exist today. The greatest regret for me is that
 JK's extremely powerful XG extensions were not taken up by the Doom comm-
 unity. This was largely due to no-one wanting to develop a map editor that
 supported them. As such I dropped the XG support from R3D some years ago.

 Risen3D also incorporates MBF extensions contained in the BOOM v2.01
 source. The MBF extensions mainly allow for extended platform and door
 support and were pretty trivial to add. The fake sector stuff posed the
 main problem. The exemplary problem, however, is in supporting the more
 complex maps as rendering in OGL is incompatible with software rendering
 for which Doom was designed. This means that maps designed for use with
 Doom will never be OGL compatible when released and R3D has to do a good
 deal of work making it so prior to rendering. This also requires a special
 nodes builder which, thankfully, others had already designed (i.e. glbsp
 and zdbsp).

 The nodes are now built internally on a per map basis using a slightly
 modified earlier version of glbsp v205 by Andrew Apted. Support for special
 fx and gNd4 nodes was initially added by both myself and Jack Vermeulen.
 The version of glbsp shipped does not support gnd5 nodes which are needed
 by very large maps.

 gNd5 is supported by Risen3D but is only built by a modified version
 of zdbsp which is substituted automatically as required. The version of
 zdbsp used was 1.17 and was written by Randy Heit.

 The modified versions of glbsp and zdbsp are embedded and do not need to
 (and should not) be built externally. The nodes shipped with pwads are
 normally rebuilt with any gl nodes being ignored as these are always
 built by Risen3D. Pwads remain unchanged in all cases unless using
 edit mode.

 R3D also has partial support for MAPINFO extensions, ANIMDEF and SNDINFO
 lumps based on the ZDoom123beta33-src Note that in the zdoom.txt accom-
 panying the source it is stated as being ZDOOM v1.22 December 12, 1999
 so you can tell they've been around for some time! These represent useful
 extensions, added by Randy Heit, which became popular with authors and
 are, therefore, often found in pwads. As such thanks must go to RH for
 devising these useful extensions.


 Specific features proprietory to Risen3D are;

     a) map analysis and error reporting,
     b) 3D line and floor types,
     c) slope types (note: not ZDoom compatible),
     d) model scripting and associated functions.

 The code I have added to R3D is based entirely on the Doom engine and,
 apart from Doom ports I have credited as providing code or ideas, any
 R3D specific extensions are entirely of my own making using code that
 has been created from scratch.


 =============================================================================
   INSTALLATION
 =============================================================================

 Following installation the Risen3D Launcher will be activated which has
 been specifically designed as a front end and comes bundled as part of the
 distribution.


   **************************************************************************
   *  Updating Risen3D is only possible if the latest previous version      *
   *  is installed  and working correctly.                                  *
   *                                                                        *
   *  If this is not the case then a new, clean install must be made.       *
   *  A file has been written (see website for details) explaining how      *
   *  to migrate existing games (from your renamed c:\Risen3D_old to the    *
   *  new c:\Risen3D) once the latest version has been installed.           *
   *                                                                        *
   **************************************************************************

   ---------------------------

 A complete distribution is available from the Risen3D site.  If this was
 downloaded then install by running the relevant .exe and following the
 instructions.

 A highly featured Launcher for R3D v220 has been written by Abbs which
 will both install and launch files.

 If you wish to use batch files/short cuts then these can be created using
 the Launcher.

 ------------------------------------
 
 For notes on pwad compatibility see the CustomWADS.txt in the R3D_Docs
 folder.


 =============================================================================
    COMPLIANT IWADS LOCATION
 =============================================================================

 Detecting IWADS and setting up locations is taken care of by the Launcher
 but the following gives an additional overview which may be of help should
 you experience problems with loading an iwad (e.g. doom.wad, doom2.wad).


 It's worth putting your IWADs (i.e. doom.wad, doom2.wad, plutonia.wad etc.)
 in one of the following locations as this makes for easy command line
 settings.  The directories are referred to as being COMPLIANT directories.

 Let us assume you are using c:\Risen3D for the game directory then;

   c:\Risen3D
   c:\Risen3D\iwads
   c:\Risen3D\data
   c:\Risen3D\data\r3d

 are all compliant directories.

 Risen3D will also look for ..\iwads directory, i.e. one above the Risen3D
 directory.  In the above example this would be c:\iwads 

 If you have put everything in a games directory, say on drive d:, then
 the following would all be compliant directories;
 
   d:\games\Risen3D
   d:\games\Risen3D\iwads
   d:\games\Risen3D\data
   d:\games\Risen3D\data\r3d
   d:\games\iwads


 Risen3D can access your Iwads directories automatically if you have setup
 the environment DOOMWADDIR variable.  This means you can put your iwads
 into whatever directory you like.

 Let's say you have put your iwads in e:\gamesStuff\DoomIwads\. To allow
 Risen3D to automatically access them then;

 For Win2K and XP .... 

   Open My Computer/Properties/Advanced/Environment Variables and
   add, for example, the following:

	Variable DOOMWADDIR Value e:\gamesStuff\DoomIwads


 For Win98 and ME ....

   Put the following in c:\autoexec.bat:
 
	SET DOOMWADDIR=e:\gamesStuff\DoomIwads

 If your path has a name with a space then enclose the whole path
 in double quotes.  If the path is d:\odd stuff\iwads then use;

	SET DOOMWADDIR="d:\odd stuff\iwads"


 Having set the DOOMWADDIR variable then reboot for it to take effect.


 NOTE: $DOOMWADDIR is also recognised.  If both exist this takes precedence.


 =============================================================================
   HI-RES TEXTURES
 =============================================================================

 The hi-res texture packs placed on our server contain high resolution
 replacement textures for the lower resolution originals. Using these will
 give the benefit of seeing much more detail on walls and floors. Note that
 custom textures in a pwad will not be replaced. These are purely re-
 placements for the original doom, doom2, plutonia and tnt textures.

 These packs are occassionally updated. If you have downloaded these in the
 past then check to see if more recent versions are available.


 =============================================================================
  ANALYSIS FILES
 =============================================================================

 Analysis files are stored at map load time if the analysis time takes
 longer than 3 seconds.  This means that when next loading the map the
 stored file will be read for speed.

 Any existing analyser files will be rebuilt, when running a map where
 one was previously built, following upgrading.

 Running in edit mode will cause any existing analysis file to be deleted.
 Whilst in this mode no analysis files are created.


 =============================================================================
  DEMO WADS
 =============================================================================

 A demo wad, R3Ddemo184_06.wad, is included with the distribution.

 This demonstrates the use of 3D lines, Slopes, Alpha Flats and
 map music changes.  Its main purpose is to demo 3D lines.  To climb
 ladders then some have to be jumped at to get on them.  Ensure jumping
 is enabled in ESC/OPTIONS/GAMEPLAY.  To get on the ladder just run
 towards it and, whilst doing so, use the jump key.

 As of v220-33 a further two wads are provided; R3DLadderTest.wad to demo
 ladders and R3DSlopesTest.wad to demo slopes.

 NOTE: the last two wads do not have an exit as they are not designed to
       be game maps. They are designed purely to demo R3D extensions.

 To run any of these wads use the Launcher and look for the Folder R3DTest.
 Note: the old version - SlopesTest.wad - should be deleted.

 =============================================================================
  USER GAME DIRECTORIES		UDIR
 =============================================================================

 NOTE: the Launcher normally deals with installing files from zips
 but for those who want to do it manually then the following describes
 how to set up user directores which can be read by the Launcher.

 User directories work with games placed in their own directories created
 in the Risen3D/R3DGames.

  This takes two forms;

  =============================================================
  a) USING THE GWADS FOLDER NAME
  =============================================================

  Put a mix of pwads in a directory in R3DGames called, say,
  mypwads\gwads.  To do this create the directory mypwads in
  the R3DGames directory.  Then create R3DGames\mypwads\gwads.

  Any one of the pwads (in \gwads) can then be individually
  called using the Launcher. This will only work if all the
  resources are included in the pwad. It will not work if a
  game needs several files loaded at the same time (deh, bex
  or patch wads for example). For these a pwads folder
  should be used.

  =============================================================
  b) USING THE PWADS FOLDER NAME
  =============================================================

  For a single game put all the required files (wad and deh)
  in their own directory.

  Take, as an example, AllHell.

  Create a directory, say, called AllHell in R3DGames.
  Create the folder R3DGames\Allhell\pwads.
  Put Allhell.wad, ahflats.wad, Ahlevels.wad, Ahmus.wad
  and allhell.deh in the pwads directory. Note: All the
  other files can be ignored but you might want to include
  the readme.txt for reference.

  Now, using the Launcher, select the Allhell directory in
  the left hand pane. The Ahlevels.wad should be shown in
  the middle pane. Click on this and maps should be shown
  in the right hand pane. Note that selecting the other wads
  will mean no maps are shown. This is because they are just
  resource wads. Always select the wad where maps are shown.
  All the required wads will be automatically loaded when the
  Launcher's PLAY button is pressed meaning the user does not
  have to worry about these.

  For games having patch wads, like AV, Risen3D automatically
  loads the wads in the correct order. Patch wads are those
  that contain a level (so will display a map) but have to
  be loaded after the main wad.


 =============================================================================
  RELEASE HISTORY
 =============================================================================


	V1.0.5  (Revision 01) first released - Oct 14 2003
	V1.5.17 (Numbering scheme changed)   - Nov 15 2003
	V1.6.00 (Revision 00) first released - May 21 2004
	V1.7.00 (Revision 00) first released - Aug 2005
	V1.8.01 (Revision 00) first released - Dec 2005
	V2.0.00 (Revision 00) first released - Feb 2006
	V2.1.00 (build 60)    first released - Jun 2006
	V2.1.00 (build 62)    first released - Oct 2006

V2.2.00 - Pre-release test version 20/May/2008

	 v220 represents 18 months work and the number of changes
	 that have been made over V2.1.00 are too great to list.

	 Suffice it to say that v220 now has more comprehensive map
	 analysis, extended scripting support and better sound.  It
	 has also been judged to be extremely stable by testers over
	 many months of testing during development and as a result
	 it has been moved out of beta status.

V2.2.01 - Official release 14/Jun/2008

	changes over V2.2.00 in order of importance;
	1) Music volume adjustment fixed for Vista
	2) Bug with replacement pwad textures not having a hi-res
	   substitution suppressed fixed.
	3) Fix for thing getting stuck in wall adjoining slope.
	4) Now works with the NVidia driver 'threaded optimisation'
	   whether set to Auto, OFF or ON. This means this setting
	   does not now need to be changed.
	5) Some analyser tweaks.
	6) 'Banding' with older graphics cards (e.g. GeForce4) fixed.
	7) MBF scroll carry bug fixed.  The old method can still be
	   invoked by putting -c_carryfix_off on the global command
	   line.

	V2.2.02 - Update 17/Jun/2008

	changes over V2.2.01 in order of importance;
	1) Scroll carry mod did not work as required in some instances.
	   This has now been sorted out.
	2) Stepping up into a hanging sprite could trap the player
	   in rare circumstances.  Now fixed.
	3) A barrel blocking another barrel being teleported will now
           be stomped whether a boss exists or not.
	4) Spawned ceiling height in fake sector changed to owner.


V2.2.03 - Update 08/Dec/2008

	Changes over v2.2.02

	1) Wide screen monitor support has been added.  As part of
	   the changes the windows resolution list is now used to
	   give a list of options for the user to select.  As such
	   when first run the default will use the user's current
	   desktop settings.  This can be changed by going into
	   the Risen3D Control Panel and selecting the Video tab.
	   To get a CUSTOM window setting then first set a windowed
	   mode and then ALT-TAB out.  The window can now be moved
	   or the borders dragged to set a preferred custom window.
	   These changes will then be seen under the CUSTOM option
	   allowing it to be set as the default.

	2) Field of View (FOV)
	   As part of the changes in 1) the FOV is now automatically
	   set depending on the width height ratio selected for a
	   a window mode or depending on the user's monitor resolution
	   when setting a fullscreen mode.  The default seed FOV is
	   95 degress but this can be changed if required (select
	   Control Panel Video).  The actual FOV is then calculated
	   from the seed FOV depending on the type of screen set.

	3) Setting gamma, brightness and contrast are now all
	   done using the graphic card's functions.  This means the
	   old method of setting gamma has been scrapped and it is
	   now not necessary to wait for textures to be reloaded
	   when changing gamma.  The F11 key will now take the
	   user directly to the Control Panel Video options.

	   NOTE: to get the best image then the contrast, gamma and
	   brightness should be left at the default values.  If
           using a CRT monitor then directly changing the monitor
	   settings is the best course of action.  The settings
	   available in Risen3D should only be changed from their
	   optimum values as a last resort.

	4) False water floors in faked sectors can be rendered
	   translucent.  Introduced for scripted maps it will also
	   work with the majority of standard maps.  As such it can
	   be optioned in Control Panel for use with standard maps
	   including setting the preferred degree of translucency.

	5) Outside fog.  Risen3D has been able to render fog over
	   the entire map for some time but has not supported fog
           where it is only to be rendered in sky sectors. Examples
	   are Herian2 maps 07 and 19.  The need for outside fog
	   rendering is set as a MAPINFO option. In addition any
	   map can have outside fog enabled by using the console
	   command when running a map;

	   fog set outside

	   This is also useful in judging whether fog will work
	   sensibly with certain map constructions if wanting to
	   design a map using outside fog.

	6) Support for sky boxes has been added.

	7) Falling damage for the player has been included.  To
	   set/unset use ESC/OPTIONS/GAMEPLAY.

	8) Underwater damage has been included.  To enable you
	   must be in model mode and waterdynamics must be ON.
	   In this state underwater damage is always active.

	9) Order of line rendering with masked or translucent types
	   has been improved.

	10) Support for halos has been removed. This was done only
	    after a good deal of soul searching. The reason was down
	    to the amount of processing required to determine
	    whether a halo should be occluded or not.  This was just
	    too great to justify the overhead.  Although it could be
	    tolerated in simple maps, with complex maps the overhead
	    could easily reduce the framerate by up to 40%.

	11) In v220-2 a doom bug that caused the extra punch power
	    gained after picking up a berserk pack was never reset.
	    Some pwads, however, relied on this bug. For this reason
	    the bug can be re-enabled in ESC/OPTIONS/GAMEPLAY.

	12) Various bugs have been fixed.


v2.2.04 - Official release  23/Jul/2009

	SAVEGAMES : Unfortunately some changes have had to be made
	            which make previous savegames incompatible.


	New features;
        -------------

	1) Footstep sounds added. This can be enabled/disabled from
	   the console (F4 brings up the Audio console page).

	2) Blood now rendered on 3D floors and slopes.

	3) Scrolling floors/ceilings/walls now smoothed.

	4) TGA sky texture sets can be used (See help\skytga.txt)

	5) Rocket smoke now aligned if trajectory is tilted.

	6) Cyberdemon rockets fired at the correct height.

	7) Berzerk pack now fades whilst in use rather than being at
	   a constant level.

	8) falling damage, underwater damage and berzerk bug now
	   all optioned from OPTIONS-GAMEPLAY

	9) Water resistance added when wading through shallow water.

	10) Walkover generalised crushing ceilings are now supported.
	    These (for reasons unknown) are not supported in the MBF
	    code.

	11) Attack lighting revised and support for litskins added.
	    Litskins are offset by 4 from the skin index for the
	    current frame. The state is identified where a litskin
	    shift is required by setting the flag st_litskin in the
	    ded.  E.g. Flags = "st_litskin". Note this applies only
	    to models - the flag is ignored with sprites.

	12) Pickup flash suppressed when underwater.

	13) The true type Arial font is now used to print messages dis-
	    played by scripted maps to the centre of the screen to ensure
	    quality and correct sizing for any window dimension used.

	14) Analysis changes. Helps, for example, with pwads;
	    nightomb.wad, ctrl-cen.wad, uac-op11

	15) Particle code optimisation.

	16) When in pause mode sprites, models and particles are now
	    rendered.

	17) MAPINFO R3D specific keywords added (used with identifier
	    R3Dtype) carrystatsover, newmapfog

	18) Risen3D now halts if too many patches are missing and
	    requests whether the user wants to continue.

	19) New script keywords added (See SCP_DEFN_Header.txt);
	    SETFLATSREVERB_FAKE, CUSTOMPUNCHVARS, ACTIVATE,
	    TRANSFERTRIGGER, BERSERKBUG, FALLINGDAMAGE,
	    TGASKYTEXTURE, LINKKEY

	20) Sound code reworked.

	    Sounds are now played at their true rate plus memory
	    usage is improved through not resampling 11025Hz sound
	    files up to 44100.  This also means all options to do
	    with rates and bits have been removed and no longer
	    need to be set from the Launcher. Note that (very) old
	    sound cards which cannot handle rates of 44100Hz are
            no longer supported.

 	    DSound now also works better in Vista (plus see under
	    VISTA: further down)

        21) Control Panel has been revised.

	22) Scripted model maps now only run with models - no sprites
	    are allowed. Trying to load sprites with an R3D scripted
	    map will cause Risen3D to exit with an error message.

	23) give c console cheat added.
            Gives ammo, armour, weapons and backpack ammo amounts.

        24) 3D line teleportation has been further extended so that
            Actors that do not overlap vertically will now be tele-
            ported.

        25) Player deceleration slider added (range 0 to 10).
 
            A setting of 8 is more in keeping with modern games,
            giving the perception of far less input lag for users
            more used to playing with this type of response.

            The slider has a range of settings allowing the user
            to select behaviour they find most acceptable.

            This slider can be found at the top of the Control
            Panel Input page (F4 or F11 goes direct to the Control
            Panel or use ESC/OPTIONS/CONTROL PANEL and then select
            the "Input" button).

            Note: standard Doom deceleration (the minimum slider
                  setting) is set by default when first run. Any
                  changed setting will be used when next starting
                  Risen3D.


	Bug fixes;
        ----------

	1) Two spurious but rare problems have been separately tracked
           down that could lead to Risen3D reporting an access violation
           error and then exiting.

	2) In certain cases Things could not be killed using bullets if
	   standing on a ledge above the player if the player was near to
	   the ledge.

	3) Wall and floor particle and light textures not rendering
	   correctly in combination.

	4) Sprite viewalign error.

	5) Water splashes with translucent water rendered at the wrong
	   height.

	6) Particles not being seen when viewed through translucent water.

	7) Drawing of unwanted water walls in translucent water.

	8) Fly mode problem in fake sectors when in edit mode.

	9) Window resolution can now be changed when ALT-TAB'ing
	   (and then dragging) from the titlepage, console, stats
	   or menu.

	10) The FOV (Field Of View) should have changed immediately when
            adjusting the base fov in Control Panel but previously the
            game had to be restarted for it to take effect.

	11) script reader problem with 0xa 0xd line feed sequence.

	12) an Under/over teleport thing operational inconsistency.

	13) Incorrect floor speeds were being applied when using
	    specials;

	    129, 130, 131, 132  raiseFloorTurbo and
	     36,  70,  71,  98  turboLower

	14) A general ceiling special was not working correctly.
	    This bug goes way back but had never been spotted as
	    the special in question is rarely employed and the
            bug is also in the original MBF code.

	15) Various issues with exittext etc. when a map ended.

            NOTE: if not wanting the Risen3D end stats screen
		  when playing a pwad put -c_noR3Dstats in the
		  Launcher's Global Custom Options box. This
		  command is ignored with a scripted map, however.

	16) An OGL problem when using a map with skywalls and slopes
	    and/or fog.

	17) Problems preventing the loading of plutonia2 (pl2.wad)
	    and iostepis.wad.

	18) Movement code revised and extended. This fixes actors
	    getting stuck in other actors or Things and prevents
	    small, fast moving projectiles from passing through
	    walls (e.g. in mapgame.wad when using the dehacked
            chaingun).

        19) Invalid switch operation through blocking walls. An example
            was in Eternall map28 where switches behind glass panels
            could be operated before the panels were shot out.



	Other
	-----

	1) R3D now works with pk_doom_sfx.wad. To make it easy then
	   copy it to Risen3D\Data and then place the following on
	   the global command line;
 
	   -data pk_doom_sfx.wad
 
	   This ensures it is loaded at the correct point to prevent
           custom sounds being replaced.

	   The wad is available from;
	   http://www.perkristian.net/game_doom-sfx.shtml

	   Note that if the name is changed, should the author provide
	   updates, then it is only necessary to use the name of any down-
	   loaded wad (i.e. it does not have to be pk_doom_sfx.wad).


v2.2.05 - Official release 20/Dec/2009

        Note that accompanying the release of v220-5 you can now
        download from our site completely new, detailed replacement
        model sets designed by Sitters and Abbs.

        NOTE: Updating to Risen3D V2.2.05 is only possible if v2.2.04
              is installed and working correctly.  If you have yet to
              update to v2.2.04 then you should carry out a completely
              new install of v220-5.

        If you have an ATI Radeon Graphics card then see AMD/ATI RADEON
        further on in the CRITICAL NOTES section.


 UPDATES/CHANGES for v220-5 over 220-4:


  *********** MBF/TEXTURE SUPPORT;

        1) Vertically scrolling sky support added. E.g. as used in map05
           and map06 of hg.wad (Hell Ground) newly released, at the time
           of writing, by Deadall.

        2) Skies are now drawn flipped left right where required.

        3) True scaling used for rendering png sky textures. This means
           three scaling types are used; true (for pngs), adjusted for
           Doom textures or stretched which is applied automatically with
           sky textures sized 240h x 512w or 256h x 1024w. In line with
           this, support for the -sky240 switch has been removed along
           with the stretch sky option in the Control Panel.

        4) Skycap support added for png sky textures.

        5) Hi-res textures stored in a pwad between HI_START and HI_END
           markers are now recognised.

        6) Support added for the TRANSLUCENT bit mnemonic used in DEHACKED.

        7) Checks added to allow textures to be loaded even where they
           fail to meet the doom specs. This has had to be added as ZDoom
           allows this. In order that a map author knows a mistake has
           been made non-compliant wad entries are printed to Risen3D.out


  *********** SCRIPTED MAP SUPPORT;

        1) Water floor modulation. See the SETWATERVARS keyword in
           SCP_DEFN_Header.txt which has been extended to take further
           parameters.

           Updated versions of Genetic Disaster, CruelDeath and Hell on
           Egypt are also available using this feature from our server.

        2) Things can be made to rotate in the vertical plane using a new
           script keyword ROTATEM. Full x, y, z rotation was not added
           because dynamic lighting  requires a good deal of calculation
           to be done for each frame outside of the GPU. If it wasn't for
           this then supporting rotation in any axis in any combination
           would have been trivial. Examples have been put in an updated
           version of Genetic Disaster (available from our website).

           Note that because this is not set in the model def that
           where using different rotations for the same model only one
           original model is required, not one for each type of rotation.
           The model's standard orientation still applies as set in a map
           editor.

        3) Dummy floors covering sunken sectors can be set using the new
           DUMMYHIGHFLOORSEC keyword. This will also work when the sector
           references a fake sector.


  *********** CHANGES IN GENERAL;

     +smoothing

        1) The chainsaw now swings smoothly when the player is running.

        2) Missiles in flight are now drawn smoothly.

        3) Things are now rendered smoothly on scrolling floors. A good
           example is with PAR-LUTZ E1M4.

        4) Things on moving sloped plats are now z-smoothed.

     +dehacked/bex/mapinfo/interpic;

        5) If a custom interpic is present then this is used in place of the
           titlepic when displaying end stats.

        6) If finishing a custom Doom2/Plutonia/TNT pwad then the cast list
           is run. If a MAPINFO script exists then this means that the
           EndGameC command is now supported. The EndGame command just
           causes the end stats to be drawn.

        7) Background flats in bex dehacked files are now applied.

        8) R3D stats are now only used with scripted maps. A pwad will still
           terminate on its end map, however. If the user wants to progress
           to the next iwad map then -c_nextmap should be added to the
           Launcher's Global Custom Options.

        9) DEHACKED scripts authored using wordpad which adds an 0xd 0xa line
           feed sequence as opposed to notepad's 0xa sequence now supported.

     +user options;

       10) Intensity of player pickup and damage flash can now be separately
           adjusted by the user to their own preference (CONTROL PANEL/
           LIGHTInG).

       11) The automap can now be zoomed out one further level. The keys
           used for options (displayed by pressing h when the automap is
           active) have been changed so as to not grab map move keys in
           the range a,c,d,s,w,x used by keyboard players.

       12) FPS ON-OFF setting is now saved in line with other control panel
           options (CONTROL PANEL/VIDEO).

       13) The degree of doppler shift can be reduced with 3D sounds using
           the command audio-doppler n where n is a floating point number
           between 0 (no shift) and 1 (default shift). The value is saved.

       14) Sounds flagged to indicate that a random frequency shift should
           be applied can be overridden using the command audio-pitch n
           where n = 0 (no shift) or 1 (use shift). The state is saved.

    +pre-cacheing additions (prevents stalling);

       15) Model cacheing now includes death phase.

       16) Hi-res masked animated textures used in TNT are now pre-cached.

    +engine changes;

       17) The berzerk red filter now flashes when time left gets low.

       18) Missiles now fly between sky sectors with differently adjusted
           sky heights without being blocked. Sky sectors are often author-
           ed as inverted steps to limit a floating Thing's upper movement.
           To the viewer, however, it looks as if the sky is of uniform
           height and that floating monsters are 'suspended'. Missiles
           were removed, previously, when hitting the sky ceiling they were
           in although, in the case mentioned, it looked as if they were
           lower than the visible ceiling. They will now pass through the
           low ceiling if heading towards an adjacent sector with a higher
           ceiling.

       19) Support for stairs build where an untagged trigger line is used
           backing the first tagged step has been added.

       20) Move code revised to prevent Things getting stuck in other Things
           when rising or falling or where falling from a great height
           onto another Thing.

       21) Things killed now do not slide along lines.

       22) It is now possible for the player to climb out of water onto a
           Thing. Previously only walls would cause auto swim up when
           pressing against them.

       23) Eliminating 'Stickiness' with line sliding (or wall walking as
           it's also called) has been improved. This is where the player is
           pressed against a wall while movement is still being applied and
           is made to slide along it rather than staying immobile.


    +appearance;

       24) Plasma now drawn being emitted from the plasma gun's muzzle.

       25) Model flames near to walls are now rendered upright to prevent
           clipping. They are normally canted so that they can be seen
           from above.

       26) The candelabra and arms outstretched models (both the blocking
           and non-blocking types) are now auto-aligned if next to a line
           so they are not partly buried in a wall. This was done because
           a corresponding sprite for these types, which is rendered like
           a cardboard cut-out, is always turned to face the player making
           its starting angle in the map irrelevant. A model, however,
           does not rotate to face the viewer so the map angle, if not set
           to take models into account, has to be determined.

       27) Certain texture types are now clamped to their edge to improve
           appearance when rendered.

       28) Where a monitor has a ratio of greater than 4:3 or one of 5:4
           and where the maximum resolution is being used then an option
           to switch to 4:3 has been added (CONTROL PANEL/VIDEO). If
           applied the image is centred and borders are drawn black,
           (left-right with a widescreen monitor or top-bottom with a
           5:4 monitor).

           When setting a 4:3 aspect ratio with a widescreen monitor the FOV
           (Field of View) is automatically adjusted. As such less will be
           seen to the left and right as one would expect.

       29) In general the FOV is automatically adjusted to the monitor in
           use. To understand this imagine a monitor where you could adjust
           the sides. As they are pulled apart or pushed together the image
           aspect ratio would not appear to be changed, only what can be seen
           left to right. Thus if changing to a widescreen monitor then more
           would be seen to the left and right with the same FOV setting
           rather than the image being expanded to fit.

           NOTE: it may be better to set the default to 90 degrees with
                 a wide screen monitor (CONTROL PANEL/VIDEO).
                 Any change to this setting is saved.

     +misc;

       30) Doom sound files that have had their length truncated by poor
           conversion tools are now handled.


       31) Some users have reported a small mouse lag when VSync is enabled.
           This can be fixed by turning VSync off.

           It is normally best to enable VSync as it prevents vertical tearing
           (by synching the monitor with the video card's frame buffer) and,
           most importantly, helps prevents over-stressing the CPU and GPU.

           To help strike a balance Risen3D v220-5 now caps the frame rate at
           around 200fps if VSync is turned off.


  *********** BUG FIXES;

        1) Several bugs that could cause v220-4 to exit with an error message
           have been tracked down and squashed. One related to savegames.

           If a savegame made with v220-4 is loaded with v220-5 and Risen3D
           exits with the message;

           Incompatible savegame
           tc_door: bad line number

           then this meant that previously the savegame could have crashed
           the engine.

        2) Fixed fault that prevented the yellow skull key from teleporting
           in Didy's Sinedie map01.

        3) Fixed anomaly that could cause the boss brain to take too much
           damage with exploding barrels.

        4) Fixed fault that allowed unlinked Things to move.

        5) Sloped hi wall textures, where the line is split by a gl node, are
           now aligned correctly.

        6) Fixed fault that prevented DEHACKED strings from being set in some
           instances.

        7) Fixed problem where rendered sizes were unchanged following
           changing the screen size when not running the game.

        8) Fixed error with General stair build when the ignore texture change
           flag was set. Somewhat bizzarely this only happened when Basic Doom
           Mode was unticked in the Launcher.

        9) Fixed bug that prevented a red flash showing when the player's hit.
 
       10) Fixed bug that prevented multi-sector phased lighting from working.

       11) Boss cube bug fixed that prevented cubes being spawned in some cases.

       12) Unclipped Boss cubes now travel directly in 3D from the source to
           the destination.

       13) Fixed a rendering error that could prevent a texture being rendered
           under certain (rare) circumstances.

       14) Fixed a rendering error that could cause a lower texture to bleed
           into a midtexture should the side have a lower texture set that was
           not needed.  For this reason the fault was rare.

       15) Some analysis anomalies have been fixed and the analysis functionality
           has been extended.

       16) Task switching in window mode (using ALT-TAB or ALT-ESC) now works
           reliably.

       17) Splash now works with an elevated trick water floor based on missing
           lower side textures.

       18) Problem with floating monsters getting stuck in walls fixed.

       19) Discovered that the random number generation was not working which,
           most notably amongst other things, meant that an enemy always
           turned in the same direction when alerted.

       20) Errant behaviour of pickups that span sectors other than those they
           are in has been fixed. The rule is that where a pickup is spawned and
           has not been moved that it will stay 'glued' to its starting sector.

       21) Corpses now drop off ledges rather than sliding along the edge or just
           staying suspended in mid air.

       22) Enemy missiles are now aimed at the player's chest and the problem
           where an elevated CyberDemon's missiles (for example) pass over the
           player's head has been fixed.

       23) 3D blocking fences height has been extended to prevent Things on
           3D steps from being able to step up onto an adjacent lower line.

       24) When the player closed a door that had not timed out the door open
           sound rather than the door close sound was played.

       25) If a plat used the sfx_stnmov sound but was later retriggered as a
           type that did not use this sound then, previously, the sfx_stnmov
           sound was still played.

       26) The torch count was not being cleared when a map was loaded which
           could eventually lead to torch dyn-light being disabled when
           progressing through maps.

       27) Sector specials 10 and 14 were only being drawn in their starting
           positions.

       28) One frame delay before Things being drawn when starting a new map
           has been fixed.

       29) One second delay before scrolling textures were smoothed has been
           has been fixed.

       30) Problem that could cause a Thing to be resurrected inside of its
           resurrector or another Thing nearby has been fixed. The problem
           would previously occur with Nightmare respawn or the Archvile.

       31) Fixed bug that would cause R3D to exit with an error if the
           skytga command was used without a following tga texture reference.

       32) The teleport landing check code has been revised as this could
           fail in cerain cases.

       33) The light level code has been revised as the floor flat lighting
           was being used with actors instead of the sector lighting.


v2.2.06 Official release 20/Apr/2010

 This has been released to fix some issues flagged following the release
 of 220-5.

 NOTE: due to changes savegames made with v220-5 cannot be used.

       Users with Audigy2 or X-Fi sound cards should install the Alchemy
       fix from Creative labs if using Vista or Win7. See our website for
       more details.


 1)   It was found that the tc_door error had not been fixed as
      claimed for v220-5. This prevented save games, created whilst
      a door was still active, from reloading.

 2)   In response to comments made regarding Risen3D v220-5, v220-6 has
      been designed to work closely with the R3DLauncher.

      The Launcher itself has been completely rewritten to allow ease
      of use even for those with no previous experience of running Doom.

      As part of this process nodes are now built on a per map basis
      to remove any necessity for the Launcher or the user to have
      to intervene. Note that if any build takes longer than one
      second then it will be stored to allow faster launching when
      next run. This has had the further advantage that maps that
      previously had node build errors (e.g. Doom2 map29 or hg map01)
      now render correctly.

      In addition the original pwad itself is not modified making the
      use of r3dbak files redundant. XXX.bak files are now only created
      if editing a map (see point 7 below).

      r3dbak files and redundant gwa files created with v220-5 are dealt
      with automatically by the Launcher, so do not worry about having
      to manually restore r3dbak files or the deletion of gwa files.

 3)   Following the release of v220-5 it was reported that if a user
      had a crt monitor and had manually set a frequency higher than
      any registered that Risen3D could not be started. Since Risen3D
      attempts to ensure that hardware is not sent parameters beyond
      its registered specification then it now finds the highest
      registered frequency below any unregistered value the user has
      manually set and uses that instead.

      Note: This only applies to older CRT monitors where the user has
            both failed to install the manufacturer's original inf file
            and then subsequently lost it. If you are sufficiently
            expert then you can create your own monitor.inf with the
            necessary specifications. The better option is to see if
            the correct inf file is available from the manufacturer's
            web site and install that.

 4)   Following changes to the berserk timing it was pointed out that
      the Doom bug that prevents reversion back to the normal punch
      power, once the effect has timed out, has been used by many
      map authors, especially where designed with minimal ammo.

      Although it was previously possible to enable the default Doom
      behaviour it seems this was not clear. As such allowing the
      punch power to revert back to normal has been removed where
      using standard wads. It can, however, be scripted with a
      Risen3D scripted map.

      In line with this the berserk "red-mist" effect now fades out
      as in Doom.

 5)   Time to corpse fade can now only be set using the Launcher,
      the internal command to do this has been removed.

      Fading a corpse out is standard behaviour when using models
      as it lessens rendering load but it is also liked by many users
      with sprites as it removes the clutter of corpses.

      NOTE: If the timeout is set to 0 then no fade will take place.

 6)   If models are not installed then "models must be loaded"
      messages which terminate Risen3D should now not occur.
      This could happen with v220-5 but was unintended.
      Unfortunately it got missed in testing.

      Risen3D supports models but it should not insist (nor ever
      should have insisted) they are used unless loading a Risen3D
      scripted model map (for obvious reasons).

      If you want to retain all sprites following the installation
      of models but wish to retain weapon particle effects then
      untick 'Basic Doom Mode' and, with 'Advanced options' ticked,
      select Models and tick the 'All models' box in the Disable
      models section. Alternatively you can just select the model
      groups where sprites are preferred.
      
      Note: Ticking Basic Doom mode turns off all models, lighting
      effects, particle generation etc. and if this is used or if
      models are not installed then the relevant boxes are greyed
      out in the Launcher.

      If loading a Risen3D scripted model map then it's not necessary
      to change any Launcher settings as the Launcher sends the
      correct switches automatically. These maps are available from
      our site. Models must be installed of course. If you want to
      see Abb's famous exploding imps (thanks to YouTube) then
      these can be found in Genetic Disaster.

 7)   If using edit mode then changes will be stored directly to
      the pwad if possible (See R3D_TexOffsetEdit.txt). If not
      possible (either with an iwad or a map with packed sides) then
      the changes made will still be printed to 'edit.out' as before.

      Note that when in edit mode no pruning is done to ensure that
      sector and line numbers remain unchanged. This may mean that
      rendering errors occur that are not present when running
      in normal mode. This is because the analysis code expects all
      vertexes to be merged and this is only done when nodes are
      built for normal use. The type of nodes built is completely
      automated so the user does not need to intervene. If following
      editing edit mode is turned off then the correct type of
      nodes build will be built even if the edit mode nodes were
      stored.

 8)   Usual analysis tweaks plus some other esoteric fixes.


v2.2.07 Official release 30/Jun/2010

UPDATES for v220-7 over 220-6:

 NOTE: some changes have been made to verify nodes builds which will mean
       previous savegames may be rejected. Some nodes builds and all analysis
       files will be rebuilt.

       In the Launcher, under options, are two buttons marked 'Delete all
       previous built nodes' and 'Delete all saved games'. If updating
       these can be used to clear out nodes and savegames made with v220-6.

       If keeping savegames then also note that some errors that have been
       fixed may still re-appear with a previous savegame.

 Changes over v220-6;

 1)   A code review found three logical errors that have now been fixed
      that could have caused an access violation. Because this was highly
      unlikely to occur in practice these errors were never invoked.

 2)   A bug that would have caused a crash with a single subsector map
      has been dealt with (this was highly unlikely to happen in practice
      of course).

 3)   An analysis error introduced in v220-6 had not been found during
      testing. An example was found after release with Cchest3 map31
      that prevented being able to run it.

 4)   Although texture offsets were saved they were not being applied
      with scrollers. This previously meant that textures used with
      scrollers would not be correctly positioned following loading
      a savegame.

 5)   There could have been a save game issue caused following a map being
      edited. Savegames are now rejected if their time stamp precedes the
      map's. In order to fix this, together with other changes, previous
      savegames may not be compatible with v220-7.

 6)   Fixed problem where a wad with a DD_DEFN lump with modified text
      strings would cause a crash if also loading a DEHACKED lump with
      string modifiers.

 7)   Further errors with dehacked strings have been addressed.

 8)   Pass-thru trigger error fixed. E.g Eternal III map28 L4764 and
      L4768 could previously be activated without the neccessary keys.

 9)   A change has been made to differentiate gun trigger lines between
      standard doom and R3D scripted maps. See NOTE at the end of
      R3D_ModelScript.txt for an explanation of the change made.

 10)  An error which has gone unspotted since v220-3 adversely
      affected Doom2 Map05 Sector 107.

 11)  The analysis code has been partly revised. Some examples of maps
      which have benefited are;

     a) Herian2 map29 - elevated walkway.
     b) Roger Ritenour's Phobos map04 sector 179 and 180
     c) Three rendering issues in Icarus.wad map01;
        i  - S322,S344
        ii - S154,S156,S158
        iii- skywall issue.
     d) ballsr3d.wad - skywall not being drawn at end.
     e) mapgame.wad map01 sector 7 and 57
     f) substituting unwanted missing textures with certain line types
        (e.g. lines in sector 361 etc. in PL2.wad map12)
     g) Dripfeed.wad map01 sector 295 and sector 456.
     h) COD map06 sector 124.
     i) Beluga.wad map01 sectors 168, 169 and 739.
     j) Blocking error with L4242 in AV map11, trigger problem in
        AV map15, blocking error in AV map23 and rendering error in
        AV map27 sector 690.
     k) Requiem map06 sector 130.
     l) Rendering issue and logical door issue in talosl.wad map03.
     m) An exit line to secret sector if crossed in map32 where no
        map33 exists restarts map32 to emulate Doom2 behaviour. This
        is extremely rare and the only known example is in talosl.wad
        map32.
     n) Strain10 map07 exit gate error introduced in v220-6.
     o) Elysion sliding door rendering glitch when open.
     p) Espi's SiD.wad can now be run with Risen3D with all doom2
        rendering tricks now fully supported.

 Map errors detected and fixed (these are reported to Risen3D.out and the
 console as an aid to map authors). Examples are;

 1)   Line 5126 in Cchest2 map06 is a gun triggered line that could not be
      activated because it should be tagged. R3D fixes this by assigning
      a new tag at load time.

 2)   hc20.wad map03 sector 192. Line specials of 114 are invalid with a
      MBF specific port (they may be valid in ZDoom) and R3D fixes this
      by changing them to type 117.


v2.2.08 Official release 14/Aug/2010

UPDATES for v220-8 over 220-7:

 v220-8 is a service release that addresses the following;

 1)   Jerkiness in windows mode fixed. Mainly affected ATI Radeon cards.

 2)   Fixes problem with punch and chainsaw. Previously something lower
      than the player's viewheight could be punched. This is now only
      possible if looking down. Similarly for targets that are higher;
      in this case the player will need to look up. Where targets are
      out of reach then no punch sound is played. The prevailing text
      also applies for the chainsaw.

 3)   Fixes some issues with the way Caco's behaved.

 4)   Fixes rendered position of commander keen sprite (model was OK).

 5)   Fixes a couple of texture clamping issues.

 6)   Fixes failure of S20 and S35 to fall in Doom E1M5 when monsters
      were enabled.

 7)   Analyser changes to fix problems recently introduced.

      Some examples;

       a) Lines in AV map19 S188.
       b) Cchest2 map05 S159.
       c) Slopes in ChillerCastle's graveyard.

 8)   Bullet puff errors fixed;

       a) jumping to top of a wall.
       b) failure to be drawn with some 3D lines.
       c) bullet puff on 3D floors improved plus ricochet added.
       d) Ricochets now only spawned with pistol and chaingun.

 9)  Blood splat errors fixed.

 10) Doom finale changes;

       a) text can now be shortcut with the use key (in line with the
          Doom2 finale).
       b) Black lines with Doom patches on mapxx backgrounds removed
          (i.e. if running in 'basic Doom mode' or where not using
           hi-res patches).


v2.2.09 Official release 18/Dec/2010

 NOTE: There is an unresolved fault when using the HD48xx range of cards
       from ATI. This affects screen shots or the image shown in Control
       Panel/Video when in windows mode. The HD58xx cards, when tested,
       worked without any problems and no problems have been reported
       with NVidia cards.

UPDATES for v220-9 over 220-8:

 1)   When using models simplified versions are substituted if the distance
      exceeds 1000. This helps speed up demanding maps when using models. The
      default models (standard and/or Sitters) will need to be re-installed
      to take advantage of this (available from our site).

 2)   Some issues with maps using missing textures to force the drawing of
      infill flats has been addressed. This allows, for example, the latest
      Deadall pwad, Epic2, to be run without (any known) rendering errors.
      It also fixes some issues with other pwads that have not been
      addressed in the past.

 3)   Texture blending has been changed which improves the rendering of
      masked textures and also prevents alpha occlusion with models.

 4)   BFG missiles are now projected in front of the player when first
      fired and plasma missile explosions are now displayed if fired
      directly against a wall.

 5)   Some speed-up code has been added that helps with certain types of
      map (depends on design). Helps in particular with Sunder map10. It
      can also help with maps where subsector occlusion can be quickly
      determined.

 6)   Analysis has been speeded up. In a few cases the speedup can be
      quite dramatic (e.g. Sunder map05). Note that all files are rebuilt
      in any event when installing an updated version of R3D. In all cases
      analysis files are stored if analysis takes longer than 3 seconds.

 7)   Lighting has been revised.

 8)   Entries in music lists which do no start with a drive letter are now
      assumed to be relative to the ..\Risen3D\ folder in use and will have
      this path prepended. This allows the Risen3D folder to be migrated
      to another drive without requiring having to redo music lists that
      reference files stored in a Risen3D child directory.

 9)   Things can now have their orientations modified by the use of lists
      which, if present, are read at start up. This is useful to set the
      correct angle for models that replace sprites that normally only yaw.
      (These type of sprites only have a single rotation and are always
      turned to face the viewer, unlike models, making their spawn angle
      irrelevant).

      Special thanks go to Prophet for both suggesting the idea and doing
      the work compiling the three thd iwad lists currently included in
      the distro. (The plutonia list is still being compiled but will be
      made available for download when completed).

      Prophet's thd's are located in the Data\thd\iwad\ folder.

      The same can be done for pwads but will need to be put in a separate
      pwad folder (Data\thd\pwad\).

 10)  A problem has been identified that, in rare circumstances, could
      cause Risen3D to exit with an error.

 11)  Various other minor issues have been addressed.


v2.2.0-10 Official release 19/May/2011

 Please note: when updating Risen3D any analysis files that were previously
              stored will be rebuilt. Nodes files built with v220-9 will
              remain unaffected.

              Savegames previously made for ctrl-cen.wad and AV.wad map11
              will not be useable due to changes made with building nodes
              for these maps.

UPDATES for v220-10 over 220-9:

 1)   Code changes introduced in v220-9 meant that some analysis require-
      ments were not being met. E.g infill flats on bridge near start
      of Requiem map13 - but this is just one example amongst many. This
      has now been fixed.

 2)   The analysis code has been further extended to deal with previously
      ignored map tricks. E.g. as used in scrchhet.wad.

 3)   Rendering of doom alpha textures (walls and sprites) modified to get
      rid of fuzzy edges. In the case of sprites this is optioned in
      the in-game control panel under Textures (as some may prefer the
      previous way these were drawn).

 4)   Rendering problems with some recently released pwads have been
      addressed.

 5)   Distortion in the automap fixed. This mainly occurred in fullscreen
      mode when the monitor's max resolution was not being selected.

 6)   The in game console switch 'game-fastmonsters' has been removed as
      no-one seemed to know it was available. Instead putting -fast on
      the Launcher's global command line is used instead.

 7)   Lighting specials now applied with infill flats.	

 8)   Player weapon lighting has been revised.

 9)   Dating errors with pwads can now be fixed in R3D. Beluga, for example,
      is dated, inside its zip, as January 2012. This meant that saved
      games could not be used as they would pre-date the pwad. The user is
      now given the option of changing an incorrect pwad's date, where in
      advance of the current date, back to the current date.

 10)  Various bugs fixed including some that could cause, in rare circum-
      stances, the Risen3D error handler to force an exit.

 11)  Resolved problem, when not using fullscreen, with screen save images
      or the image shown in Control panel Video being garbled when using
      an ATI HD48xx card.

UPDATES for v220-12 over 220-10 (please also see updates for v220-11
              that follows):

 1)          Doom bug emulated that prevents fall through into a lower
             sector defined with parallel horizontal/vertical lines
             32 map units apart. This could theoretically happen in
             Doom and this remains true in Risen3D but the chance of
             it happening is extremely remote which is why it never
             appeared to be a problem in Doom and why map authors
             were unaware that it could happen.

 2)          -user_ds max_width max_height

             New switch added for users with laptops that have a display
             that is smaller than the maximum reported by the inbuilt
             inf file. This happens where the manufacturer is trying to
             allow the display of 1920 x 1080 when the display's max
             true resolution is less than this. An example has been
             reported on a system where the max res was 1680 x 1050
             but R3D was reporting that it was 1920 x 1080. This throws
             the internal Risen3D code which sets up the screen para-
             meters. Where this is the case then using the switch on the
             Launcher's Command Line will fix the problem. E.g. with the
             case given;

               -user_ds 1680 1050

             R3D expects that the values sent are the monitor's true max
             display pel dimensions but no check is made on this other
             than comparing them with a list entry. The acceptance or
             rejection of the values set can be checked by inspecting
             Risen3D.out. To view this click the top right hand button
             in  the Launcher next to the query button.

 3)          Ded desync flag added for scripted maps; st_desync.

 4)          Ommission of operation of Linedef special type 10 fixed.


v2.2.0-12 Official release 01/Oct/2011

UPDATES for v220-11 over 220-10:	(NOTE v220-11 was not released)

 1)          Fixes problem with WoS.wad map05 and savegame issue with
             the R3D scripted map Return to Lost City.
 2)          Skull state error fixed.
 3)          Map pre-analysis both ammended and further extended.


v2.2.0-13 15/Mar/2012

UPDATES for v220-13 over v220-12:

 1)   Sound updated to use latest FMOD.
      Support for inter music in sound lists added.

      NOTE: FMOD is used to play ogg, mp3, s3m, it and xm music. Risen3D
      uses it's own sound effects code and midi player. The columes are
      separately adjustable forfmod/midi but only the relevant one is
      shown in Control Panel/Audio at any one time.

      In XP/Vista the current volume/speaker volume is taken as the max
      volume. As such these must be adjusted to suit. To help with this
      then music will continue to play when ALT-TAB'ing out of Risen3D
      whilst in the Control Panel.

      Support for playing CDROM's has been removed. If wanting to do
      this then use Window's Media Player (or any other CDROM player) and
      turn music off in R3D's Launcher. You can ALT-TAB or ALT-ESC out to
      get access to the player if needed whilst in game.

      NOTE: when in game F4 will bring up the Control Panel. The focus
            will be the Audio panel.

      Please also read the R3D_MIDI.txt file in R3D_Docs/Help

 2)   The -ogp switch has been removed.
      All external music is now defined using play lists selectable in the
      Launcher which has also been extensively revised. The main ones are
      now generated automatically. See the Launcher's help for explanation
      on how to set up music lists.
      
 3)   Analysis code extended.
      Will now run new maps without rendering errors e.g.;
      Joshy       : surge.wad
      Lainos      : o34s.wad     (Object "34": Sonar)
      valkiriforce: etrnyour.wad (Eternally Yours)

 4)   Dehacked support extended.
      Will now run Deadall's latest game - VG.wad (Voodoo Guns).

 5)   If not wanting to use Vsync in order to improve mouse response, frame
      rates can now be capped by the user in the range 100 to 200 fps.
      Note: it is always best to set this as low as possible.
      (In game go to Control Panel/Video).

      NOTE: when in game SHIFT-ESC will bring up the Control Panel. The
            focus will be the last panel selected.

 6)   Several bugs fixed.

 7)   Some changes have been made for savegames. Rather than prevent the
      loading of previous savegames these are still allowed. In some
      cases spectres may not be drawn correctly. This will have to be
      accepted as a trade off for allowing old savegame support.

V220-14 01/May/2012

UPDATES for v220-14 over v220-13:

 1) MUS to midi conversion error fixed.

 2) Problem with player jump code fixed.

 3) Problem with bullet collision under 3D flats fixed.

 4) Problem with range overflow with bullet hitscan fixed.


V220-15 08/Jun/2012

UPDATES for v220-15 over v220-14:

 1) Default now uses desktop resolution as the fullscreen value. This is to
    overcome some driver issues where they like to interfere with the
    monitor.inf providing oversize (and therefore invalid) settings. This
    assumes that most users will be using their monitor's true max resolution
    for their desktop. It is important that Risen3D knows a monitor's true
    resolution else field of view calculations cannot be determined.

 2) Automap revised as various inconsistencies had crept in with the way lines
    were displayed. Floor textures can now, optionally, also be displayed.
    In the automap (use the TAB key to bring it up) F1 toggles floor texture
    drawing. Press 'H' in the automap to see all the options.

 3) Problem with light not being rendered on adopted sector fixed
    (e.g. Herian2 map28 from pickups T303. T304)

 4) LOOKSPRING setting ignored if mouse look is permanently set. Previously
    setting both led to jerky movement. This prevents having to set LOOKSPRING
    to NO if setting MOUSELOOK to YES. Note that autoaim is permanently
    disabled if using mouse look. The only time autoaim is active is if the
    player is looking straight ahead with MOUSELOOK OFF. Thus if a key has
    been set to mouselook only whilst depressed (rather than having it
    permanently enabled) then if autoaim is wanted when released (at which
    point it stays looking at the last angle set) it is best to set LOOKSPRING
    to ON as this guarantees the player will be set to look straight ahead as
    soon as the player is moved.

 5) Previously When autoaim was active (see 4) the BFG was not working as
    expected.

 6) Scripted map LINKPICKUP inconsistency with a savegame fixed.

 7) New scripted keyword added PICKUPDEFAULTS to allow eight additional Things
    to be defined (doomednum in range 7692 to 7699) as pickups (4 armour,
    4 health).

 8) DED entry error fixed that caused the wrong skin to be drawn for the
    Spectre when killed.

 9) Spectre fade out fixed at 1 se on death to prevent rendering anomalies.

 10) Where a map exit is forced by teleport stomping a boss then a delay of
     60 tics is applied before exiting.

 11) Freedoom ultimate now supported but only, in the case of Risen3D, if the
     user possesses the retail doom.wad. Problem installing Freedoom-IWAD has
     also been fixed. To install either then look in the CustomPWADS.txt in
     the help folder. This can easily be accessed using the'?' button near
     the top right hand corner of the Launcher's window.

 12) Some map analysis changes have been made to cope with invalid map
     constructions that looked OK (but weren't) with software rendering and
     low screen resolutions (e.g. Icarus map14 S23, S25, S28, S32, S186 and
     S201).

 13) Fixed problem playing midi in Didy's beluga.wad. This was caused by some
     lower channels being allocated for text only preventing channels higher
     than 16 being played and is the only known case. Previously channels were
     limited to 16 as some midi's use 1-16 and then 17-32 to allow for more
     than one midi instrument to be used with external midi ports. To filter
     out secondary instrument tracks the number supported had been limited to
     16 which caused the beluga problem. Since all midi players are equally
     affected (including the Windows media player) then this is not a Risen3D
     issue. It only means that referencing any such midi in a playlist is not
     a good idea unless the user has multiple midi instruments, external midi
     ports and knows how to configure them.

v2.2.0-16 12/Oct/2012

UPDATES for v220-16 over v220-15:

 1) Analysis changes made to accomodate various issues.

    Risen3D is now Cchest4.wad friendly! Especially with rendering issues
    with map14, map21 and the exit problem with map31.

    Sacrament.wad maps 7, 8 and 10 are also now rendered correctly.

    If on starting Sacrament map10 you are informed that 4 textures are
    missing then either update to the latest version of the wad (where
    this has been fixed) or just press 'Yes' to continue as the issue is
    fairly benign (especially if you want to be able to continue to use
    any existing savegames).

 2) Doom bug re-instated that allows, for example, the player to hit enemies
    in Requiem map31 S23 whilst in the area bounded by S31.

 3) Falling damage had got broken and has now been fixed. If unwanted
    check this has not been accidentally switched on (ESC/OPTIONS/GAMEPLAY)
    as the player can now receive damage or even be killed on falling.

 4) In a few cases occlusion was occuring when not wanted. Several maps from
    different wads were affected by this.
    E.g. ZoF.wad "Zones of Fear" map32 (S347 to S349).

 5) Problem with alternating WIMAP# and patches WIA##### between custom and
    hi-res textures fixed. E.g. DTWID.wad "DOOM The Way Id Did".

 6) Support added for "resetinventory" in the ZDOOM MAPINFO compatibility
    code.

 7) If using the old doom style status bar then both keys are now drawn, if
    owned, in their respective key boxes. The use of hi-res patches is
    recommended as the standard doom textures look even worse when both
    are rendered together.

 8) Long standing error with strobe effect fixed. Sector specials 12
    and 13 were reversed.

 9) Bullets fired upwards to fake ceiling now spawn a bullet puff on the
    true ceiling; not the fake ceiling.

 10) New code added to block pickups that are totally occluded behind
     closed doors or walls. This aids with map construction such as with
     the blue armour in NDCP2 map04 or the wall blocking the red keycard
     in hc20 map02.

     A map author would reasonably expect this behaviour, especially in the
     two examples mentioned, but the Doom engine ignores walls between the
     pickup and the player for the sake of expediency. Note that normal
     behaviour is maintained such as being able to get a pickup if
     obscured by a midtexture or through a line set to block.

 11) Hacked to overcome problem with Deadall's "VooDoo Guns" where picking
     up the dehacked BFG played the "Good, bad, I'm the guy with the gun"
     sound but failed to give the player the gun. The fix is backward
     savegame compatible as long as the gun in the savegame has not been
     picked up.

 12) The console command 'map-cheat-counter' revamped. Setting this to 1
     will cause secrets/pickups/kills with number found and number that
     exist to be displayed in the automap's right top hand panel.

 13) Size of mark spots on automap increased.

 14) Automap background key changed from 'i' to 'u'. This is to prevent the
     background type changing if using the iddt cheat whilst in the automap.
     An additional selection has been added when cycling with the 'u' key
     which is a solid light fawn background. A full description of automap
     colours used with lines etc. can be found in R3D_Docs\Help\

 15) Modified to allow loading of the new Freedoom ultimate release. Note
     that the installation rules set out in freedoomInstall.txt MUST be
     followed. This file is located in the R3D_Docs\Help\ folder.

     Note: all R3D_Doc files are accessable using the Launcher.

 16) Player can now start with bubbles being generated if in a sector with
     its own fake sector without water flats, but where using WATERMAP,
     (e.g. configured to look like a tunnel filled with water) and where
     attached to a fake sector using both WATERMAP and fake water flats
     from which it inherits the normal water dynamics effect.

 17) Ability to add splash sound effect but with no splash rendered added
     for 'black' animated flats.

 18) On rare occasions R3D could hang when initialising the sound code. It
     is believed that this has now been fixed.

 19) Rare problem that led to incorrect hi-res scaling fixed caused by an
     author replacing one IWAD patch textures with another.

 20) Risen3D prevented loading of a map that exceeded the block limits
     on which aspects of the code depend (hitscan and clipping). This
     is now allowed but only if the user agrees, through a nag screen
     being spawned, to accept the possibility of problems. What is not
     understood is that although a map can theoretically have a width
     and/or height of 512 blocks that the actual limits should not exceed
     256 in either the x or y direction. The map can be placed within
     the area available for editing at any point because the offsets
     used in the code are made relative to the lower x,y mapunit values. 

v2.2.0-17 24/Oct/2012 (v16 service release)

UPDATES for v220-17 over v220-16:

 1) GL message window used to overcome problem with Vista/Win7 where the
    MS function MessageBox() ignores the uppermost flag if a fullscreen
    GL window is being used.

 2) User reported rendering error with nerve.wad map04 S714 fixed.

 3) As requested by users automap markpoints are now stored to a savegame.
    This is backward savegame compatible. Any previous savegames will just
    cause any markpoints set to be cleared. Note that in v220-15 markpoints
    were not being cleared (which was a bug fixed in v220-16 as a new map
    would have them set to the positions of a previous map which is of no
    use) but it gave the impression that they were being saved should the
    user have loaded a savegame for the same map. In fact Risen3D, until
    now, has never saved markpoints.

 4) User can now run a wad with an oversize block map (e.g. planisf2.wad)
    but a warning window is first shown pointing out that hitscan or
    rendering errors could occur.

 5) Some analysis errors fixed that slipped through the net.


 UPDATES for v220-18 over v220-17:

 1) Analysis code revised to support btsx_e1.wad (ver f) available
    from http://essel.spork-chan.net/wasd/btsx_e1_099f.zip
    NOTE: wasd is not a typo!
 
    If you already have ver e and want to continue using this for
    savegame reasons then v220-18 also supports this version.

 2) Doom episodes limit increased to allow support for DTWID-LE.wad
    available from http://ionline.vectec.net/doom/DTWID-LE.zip. The
    wad has six episodes. This wad can now be played when starting
    from new.

    To enable this the following additional changes were made;

    a) now supports ExMy where y equals 0 if x > 1. Hence E5M0,
       for example, is allowed.

    b) Limited support for Eternity EMAPINFO script lump added.
       This was used in DTWID-LE to define boss death exits. 

 3) Distance darkening now uses a clamped sine type function which gives
    results closer to that seen when using the original Doom engine. The
    previous linear function is still applied with R3D scripted maps as
    this would be what they were originally authored to use and, as such,
    remains the case. Distance darkening with sky sectors is, however, no
    longer applied to flats.

 4) 2048 wide sky testures are now supported.

 5) GL message window could fail in rare circumstances. An example would
    be when asked to load a corrupt texture included in a wad which would
    cause an exit with an error report.

 6) Memory leak fixed when changing between maps.


 UPDATES for v220-19 over v220-18:

 1) New script reverb keyword added plus revisions to script reader.
    For all scripting declarations see SCP_DEFN_Header.txt in
    Risen3D\Docs\Editing. Note that all Docs\ files can be directly
    accessed using the Launcher (top right hand button marked '?').

 2) Some analysis revisions added.

 3) Actually in v220-18 but ommitted from list: bug fixed that affected
    dropped pickups in game but which worked when restoring a savegame.
    Previously the pickup was only accessible if walking directly over it.

 4) Memory overwrite bug fixed with error strings.

 NOTE: v220-17 can be directly updated to v220-19 without first having
       to update to v220-18


UPDATES for v220-20 over v220-19:

 1) A user reported on the forum that changing the midi volume
    affected the sfx volume. This fault is rare and despite Risen3D
    having been tested with many types of sound chips and cards this fault
    has never been encountered (and therefore cannot be diagnosed). It
    appears to be caused when using a low cost, defeatured sound card.
 
    There are two things that can be tried;

    a)  Put -useFMODs on the Launcher's command line to force fmod to
        use a software mixer specifically for use with defeatured sound
        cards or, if this does not correct the problem,

    b)  put -FMODmidi on the Launcher's command line to force fmod
        to play midi files instead of Risen3D's internal midi sequencer.
        Note that fmod's midi player (versions up to 00044403 have been
        tried) does not always give the best results. Compare between
        the two using Doom E1M5's mus file to hear the difference. This
        has nothing to do with Risen3D and is solely an fmod problem.
        Note that no midi device selection will be shown in Risen3D's
        Control Panel AUDIO when using fmod to play midis.

 2) Now does not prevent list being displayed to select a midi device in
    the control panel if a bad device is selected (such as Creative's
    SoundFont). This previously prevented a valid device being selected
    (unless using a more obscure global command line option).

 3) Bug fixed when changing fullscreen window sizes from a lower to a
    higher resolution.

 4) Analysis error in the v220-19 service release that affected heDRoX,
    as reported on the forum, fixed. This bug also affected CruelDeath.

 5) Various general analysis updates added.

UPDATES for v220-21 over v220-20:

 1) Now accepts hi-res png or jpg textures not placed between markers. E.g.
    Hedrox2.wad. Note that best practice is to include these types of tex-
    tures between either TX_START and TX_END or HI_START and HI_END markers.

 2) Palette changes now taken into account to suppress hi-res texture or
    model replacement. In the main it is recommnded that Basic Doom Mode
    is used with wads having significant palette changes (such as
    stardate20x6.wad by Ribbicks). Note that if using models etc. with a
    wad of this type that Force Model Override should not be ticked
    in the Launcher on the Models page.

 3) Some early wads duplicated all the iwad sprites in their pwad. This
    would normally prevent any models being used (as models are normally
    inhibited if sprites have been changed). This can be overridden by
    placing -nodup on the Launcher's command line.

 4) Bug fix where wrong floor light was being used for a sprite/model.

 5) Added ability to push objects using the USE key. Things must be defined
    as pushable in the relevant def entry by adding to the the flags2 flag
    entry mf2_pushable.
    Also see PUSH_SOUND in the SCP_DEFN_Header.txt

 6) Added THINGOFFSET keyword for scripted maps. See SCP_DEFN_Header.txt.

 7) Some analysis fixes made.


UPDATES for v220-22 over v220-21:

 1)  Menu fixes for pwads with changed graphics (whether high or low res.).
     This, previously, was only partially supported. In addition a 'READ
     THIS!' option was wrongly included which messed up alignment where
     backing graphics were used. Some examples of pwads where menu graphics
     are now correctly displayed are hr2final, Icarus, vg and btsx_e1. Note
     that individual custom graphic characters are not supported with
     LOAD and SAVE slots, for example, to allow the continued use of the
     standard, default hi-res replacements.

 2)  When loading a savegame for the current game then any music that is
     playing will continue to play without interruption and will not be
     restarted. This has been added following requests from users.

 3)  Floor carry with very small scroll values is now applied. Although an
     MBF/Boom revision this originally left the default Doom code unmodifed
     which kills any slow movement. This, for example, affected the rate of
     progress at the start of maps like Deadall's hg.wad map06 meaning it
     could take an age to 'fall through the sky'.

 4)  Automap revisions include the ability to see single key doors and all
     keys (in line with some other ports) and also a new cheat to show all
     subsectors and to jump to the automap cursor, which can help with map
     development and design issues. (see R3D_docs/help/R3D_AutoMap.txt)

 5)  Ceiling light levels viewed through a fake sector's ceiling when
     using translucency were not drawn using the correct light level.

 6)  HUD weapon lighting was not being adjusted when under a fake floor.

 7)  IWAD textures used with 3D lines were not having hi-tex replacements
     assigned.

 8)  Detail textures are no longer applied to custom textures as they often
     do not suit. If map authors using custom textures wanted to also provide
     custom detail textures to work with them, then, although not currently
     supported, this could be accomodated. One detail texture can be used
     with several textures which means that each custom texture does not
     require its own specific detail texture, so the overhead of providing a
     set to work with a group of custom textures is not as onerous as it
     might at first seem.

     An author may want to consider this as one of the set of detail textures
     already provided could already suit a new custom texture. This would
     mean, in the main, only having to create a definition file to link a
     detail texure to a custom texture. Detail textures can provide an
     effective and efficient way of adding to the overall look when using
     lo-res custom textures that have no hi-res replacement.

     If an author was minded to do this then he/she should contact us so
     that R3D can be modified to add the necessary support. It currently
     only supports the existing def file for use with iwad textures.

 9)  Wall texture scaling was being rounded to an integer causing unwanted
     edge artefacts.

 10) An overflow fault existed in the clipper (affected planisf2.wad).

 11) A teleport issue caused when a tpman's centre is placed on a line
     with different front and back sectors addressed. This can cause the
     wrong subsector to be returned by P_PointInSubsector(). Although now
     dealt with it remains bad map design practice to do this which un-
     doubtedly explains why cases of this are vanishingly rare. It would
     only have worked originally through Doom's node builder causing the
     50:50 chance of selection to serendipitously return the ssec needed.

 12) Rendering bug fixed that could cause a texture to be wrongly sized.
     This was rare and the only known example was the switch with the
     SW1EXIT texture in 10sector map 25. Since the error happened inter-
     mittently and never with a saved game after the switch had been
     exposed the fault had previously slipped through the net.

 13) New scripted keyword PLAYERVIEWHEIGHT added to allow the player's
     view height to be adjusted. (See revised SCP_DEFN_Header.txt). This
     has not been made available for use with standard doom maps as it
     never seems to be required with these. If anyone knows any different
     then please let us know (maybe a dehacked map we've not seen or one
     where we are unaware that the viewheight has been changed).

 14) Some major changes have been made to the analysis code. This both
     addresses some previously minor issues that, until now, were left
     'as is' and some major issues found with pwads currently in
     development (i.e. yet to be released).


UPDATES for v220-23 over v220-22:
 
 1) Scripted keywords CHECKU79LIST and USED79LIST added.
    Gives ability to create a list of 79xx/69xx things that must be
    activated or killed before another can be operated.
    See R3D_Docs\Editing\SCP_DEFN_Header.txt

 2) Support for custom detail.wad. Where a user has created his own
    detail.wad and detail.ded but does not want these to be suppressed
    with pwad textures a new folder in Data\Dtex can be created into which
    the replacement custom detail wad and ded can be placed. It is then
    only necessary to put -dtex name, where "name" is the name of the
    new folder on the launcher's command line. The existing detail.wad
    and ded will then be ignored and only those in "name" loaded.

 3) All tex compression removed as this was causing problems with some
    cards and/or their drivers. It seems this is now "old hat" and it
    would appear that this is not being properly tested by graphic cards'
    software designers for backward compatibility.

    If only an old card is being used with less than 256Mb of memory then
    it is best that hi-res textures/patches are not used.

 4) Fixes a bug when in S176 area of Doom E1M2 (when switch was hit then
    the whole area was enveloped by a falling floor).

 5) Fixes a bug that could lead to R3D exiting with a PROGRAM ERROR REND
    message. This occurred, for example, with MementoMori map06 if near
    S69. The bug was present in more recent versions but has only now
    come to light.

 6) Deals with issue in uacjail.wad (pickup is now allowed through
    a textureless blocking wall).
 
UPDATES for v220-24 (28th February) over v220-23:

 1) When using autoaim then a Thing is rejected that cannot be seen due
    to it being below the player. This prevents rockets, for example,
    apparently exploding in the player's face when it has actually hit
    the floor due to something below (or above) being near a vertical
    drop-off. Note that if the top of the Thing is visible then
    ordinance could hit the floor if its diameter causes it to catch
    the lip of an edge. Player beware.

 2) Problem with hud lighting in sectors with light levels over 150 fixed.
    Previously there was no further model brightening above 59% of the
    maximum possible.

 3) Hi-res game specific custom textures stored in custom.hires were not
    being loaded in basic doom mode.

 4) Various analysis fixes including ones for ur_final.wad maps 16 and 17.

 5) Problems could occur when using hi-res patches with the rendering in
    game of one of the two armour sprites frames (green and/or blue).

 ADDED in Updated (20th March)

 6) Synced strobe was unsynced. Bug's been there forever but has not
    been spotted until now. Note: saved games made prior to this
    release will still have the bug.

 7) When rendering sprites some decoration types that have a true radius
    significantly greater than the blocking radius would, previously,
    not have been drawn when the blocking radius was occluded.

 8) Player friction was ignored if on a floor carry surface even if the
    floor was not being scrolled. In this case normal friction is now
    restored.

 9) LANGUAGE lump support extended allowing, for example, the intended
    exittext messages for btsx_e1.wad to be shown.

 10) Lower unpegged line offsets in a fake sector revised. This does not
    affect any currently known map but will be needed for a map that is
    yet to be released.

 11) Unindexed hud images greater than 32x32 pixels are now not drawn.

UPDATES for v220-25 over v220-24:

 1) A change to the method of nodes building has been made that helps to
    increase frame rates with Deadall's FrozenT wad. This has the down-
    side that any savegames made prior to v220-25 cannot be run. It was
    felt that this was acceptable given the degree of speed up achieved.
    Note that Basic Doom Mode should always be used for comparative
    testing as any overhead introduced when a system is heavily loaded
    (i.e. with models, particles etc.) will impact frame rates to a
    greater extent than when capacity is still available.

 2) Bug preventing doom maps numbered above 89 from loading, recently
    introduced, has been fixed. Maps using such high numbers is, however,
    vanishingly rare.

 3) An offset code error has been fixed and an offset error with Eternall
    map25 L2236 has been fixed.

 4) Some rendering issues have also been addressed with;

    a) ADSP map03,
    b) AV map16,
    c) CCHEST3 map16,
    d) INTERCEP map26 and
    e) TV1998 map15.

 5) Issues with Didy's Dubai_up and new mohu1 and mohu2 wads have been
    fixed. NOTE: mohu1 and mohu2 both use map01 (see Didy's txt files
    for the reason he has done this). As such if wanting them to be
    placed in a common UDIR directory they should be placed in a gwads
    child directory NOT a pwads directory.


GMJ	November 2018
