Joel's Doom Port
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Author: Joel Murdoch
E-mail: jdm@ihug.co.nz
Homepage: http://homepages.ihug.co.nz/~jdm/
Version: 1.01
Code base: MBF 2.03
Additional Credits: - The TeamTNT boys for starting it all with Boom
		    - The great Lee Killough for MBF
                    - David Wood, James Haley, Simon Howard and Colin Phipps
                      for the majority of the bug fixes
                    - id Software for creating a wonderful game that still
                      has it's claws in me after six and a half years

Features: - The following bug fixes...
              - Bad guys with close range attacks can no longer hit you if you're
                out of their reach (Me)
              - Player no longer makes "oof" noise after falling a long distance when
                dead (James) or when colliding with something after building up a lot
                of friction and then dying (Me)
              - Doors requiring three keys to open no longer work with just two (Simon)
              - The "picked up a medikit that you really need!" message is finally
                displayed (James)
              - Various static variable declarations changed to standard declarations,
                preventing the game from slowing down after approximately 60mins play
                apparently due to DJGPP bugs (David)
              - Potential savegame corrupting bug fixed (Colin)
              - Old game/level data now cleared from memory correctly (Colin)
              - Memory usage efficiency improved (Colin)
              - Format string bugs allowing potentially dangerous DEH/BEX patches to be
                loaded removed (Colin)
          - Ifdefs cleared from helper Dog and Beta emulation features in the code. Future
            additions will use this code to some extent so I wanted to simplify things

The whole motivation behind this port is simply to provide the best possible experience for old school Doom add-ons (ie: anything designed for MBF, Boom or standard Doom) with as little configuration by the user as possible and with no need to add things to the levels themselves. MBF has proven the best port to use for such add-ons, but it's not without it's flaws (hence the bug fixes) plus I've got a whole load of crazy ideas which will make Doom a bit more interesting for me. Whether it'll work for you as well is another matter. This is port is for me, featuring things I want to see. But hey, if you like it too, then great :)

It's not meant to be the next ZDoom or EDGE. It never will be. Even if I wanted to compete with those guys, they have an two important things I lack - talent and free time. If you're looking to start a new project and want it to be something special, use one of those engines, not this. If you're just a player who is looking for an exit in say...Requiem, all the bad guys are dead and your ears are being assailed by complete and boring silence, you're sick of being chomped on by demons 300ft below you, and want some new weapon and play variations to make things a bit more interesting, then this is for you.

Bug Reports
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Before reporting bugs, consider the following things
- I don't give a rats ass about demo compatibility
- I can't test multiplayer stuff
Basically the only bugs I will fix are ones that are stopping you from playing a level. Be sure to include as much detail as possible about the problem; where the bug occurs, on what level with what WAD and what happens exactly (locks up, kicks you to DOS with a message, Imps start square-dancing and so on).

Till next version, kick back and enjoy.
Joel