NetDoom v0.3
------------
Changes for v0.3
----------------
Switched source base to implement Boom support

Changes for v0.2
----------------
Speed Optimizations, a lot of them, including asychronus sending


NetDoom is based off of WinDoom with the network code of jHexen.

All the WinDoom parameters stay in effect with changes to -net:
-net now brings up the multiplayer interface of jtNet
A normal Deathmatch game would be like:

netdoom.exe -net -nomonsters -deathmatch

After that the server starts a session, then the client can join a session with the
DirectPlay interface.

The server has been known to be lagged, since this is an early version, this won't be
smooth.

There might be an illegal op occuring after you quit, just click close to close it.

DirectX 6 is required for this port.

If you find any bugs, email the *.dbg file from your NetDoom dir to zhou@charter.net, 
and I will see if I can do anything about it :)

Special Thanks to:
------------------
TeamTNT for making Boom and prBoom
Bruce Lewis for making WinDoom a good Windows Doom port
Jaakko Kernen for making jHexen a great Hexen port
id Software for making a great deathmatch game - Doom

----------------------------------------------------------------------------------------
Peter "ResDe" Zhou <zhou@charter.net>

