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				Steve BOOM v.03
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		     By: Steve (prjdoom@doomworld.com)

What's New in this version:

	-Falling Damage

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What is Steve BOOM?

	Steve BOOM is my own port that I'm using to learn the DOOM 
 	source.  I look through the source, and decide what to do, 
	then, I do it.


What features do you have?

	-Adds TCP/IP, two-player (as far as I know) functionality to 
	 BOOM.

	-Adds Single Player Death messages w/BEX extensions, so you 
	 can change them if you want with a DEH file and the -deh
 	 extension!  Here are the var names, note that the word Player 
	 is added to the beginning, so there's no need to put that:

	 DM_POSSESSED -Trooper
	 DM_SHOTGUY - Shotgun guy
	 DM_VILE - Archville
	 DM_UNDEAD - Reverant
	 DM_TRACER - SUPPOSED to be Reverant's rocket, not
	 DM_FATSO - Mancubus
	 DM_FATSHOT - Mancubus Fireball
	 DM_CHAINGUY - Heavy Weapons Dude
 	 DM_TROOP - Imp
	 DM_SERGEANT - Demon
	 DM_SHADOWS - Spectres
	 DM_HEAD - Cacodemon
	 DM_BRUISER - Hell Knight, Baron of Hell
	 DM_SKULL - Lost Soul
  	 DM_SPIDER - Boss Spider
	 DM_BABY - Arachnotron
	 DM_CYBORG - Cyberdemon
	 DM_PAIN - Pain Elemental, shouldn't do anything
	 DM_WOLFSS - SS nazi
   	 DM_DEFAULT - None of the above, barrels, slime, etc

	To use them, in the BEX file, type in the [STRINGS] section:
 	
	 DM_BABY = gets burned by baby's new toy

 	And load up the file, it'll work!

 	-Sloshing sounds in water ala Heretic.  You have one big splash
  	 when you first get in th water, then minor sloshes while in 
 	 it.  Of course, the effect isn't perfect.  imagie that you're
 	 on a pedastal above the water.  While you're on the edge of
	 the pedastal, you will get the big splash sound, because
	 technically, you're on the ground, and in a sector with a 
	 water texture on the floor.  I've got a couple sounds I'd like
 	 to have, here's a list:

		-a water out sound for when you go out of the water
		-a sizzling sound for lava
		-a 'slodging' sound for slime
	 
	 If you can find any of these for me, I'd appreciate it.

	-SubWad prjboom.wad, which contains the sounds for the sloshing
	 water, and will hold other things later.  It must be in the
	 same directory as prjboom.exe to run

	-Falling Damage: Don't take too much of a spill, or you'll
	 get hurt.  If someone can find me a suitable sound, I'll
	 add the feature where the player screams for bloody murder
	 when he has attained terminal velocity ;)


How to use TCP/IP:
	
	If you are the SERVER player, type this command line:

 prjboom -net (# of players, usually 2) -warp 1 -deathmatch -nomonsters

	That is for a normal deathmatch game, nomonsters, MAP01

	If you are JOINING a server, type this command line:

 prjboom -dup 2 -net (server's ip)

	It's that easy.

 I have myself been unable to get this to work, any reports on your
 ability/inability to get this to work, email me at prjdoom@doomworld.c
 om

Whats the future of Steve BOOM?
 
	-Teamplay and CTF:  Teamplay (IMO) shouldn't be too hard of 
	 a hack, just don't expect everything at once.  And, keep in 
	 mind that I'm only doing teamplay to facilitate CTF.  So far,
	 the features I have planned for teamplay are:

	 	Team-Only messaging
		No-damage from team members
		Team Scoring
		Team intermission screens
		Team colors (not choosable)

	 How it would work for now, is that if you specify -teamplay,
	 and -deathmatch, then it assigns even #'ed players as one team
	 and everyone else as another.  When one team member gets a 
	 frag, it is added to the team score.  When a member suicides,
	 a frag is subtracted from the team score.  Team intermission
	 screens are just regular intermission screens, but have team
	 scores, not individuals.  Team colors is one team has say, 
	 green, and the other has perhaps red.  
	 
	 Beyond a first version:  I definitely want to have people be 
	 able to change teams in the middle of play, and have a way to
	 decide what color a team is.

	Being simply a small learning project, there really isn't much
	of a future for Steve BOOM, other than small educations 
	changes.  However, some of the things that I do will make it 
	into the official PrjBOOM release, and some code that I'm 
	making will be used in some TC's. 

	A word on multiplayer death messages:

	 I've gotten word from Rethcir, one of our source guys, that
	 he's almost done with player names.  Once we merge that code
	 with Steve BOOM, we'll have both player names and multiplayer
	 death messages.  Why am I waiting?  Because having messages
	 like 'Green killed Indigo' really suck, that's why.  Also, 
	 look for some randomization of multiplayer death messages.


Credits: Of course, to vmlinuz for making DoomWorld, and TeamTNT for 
	 Making BOOM, and thanks also to Aurican, Darkfang, Rethcir,
 	 and DoomWiz for putting up with my sometimes newbile
	 questions, and requests for debugging help.