===========================================================================
Advanced engine needed  : GZDoom 3.0.1 (newer recommended)
Primary purpose         : No levels included
===========================================================================
Title                   : Beautiful Doom (version 6.2.0)
Filename                : BDoom620.pk3 (GZdoom/ZDoom)
			(BDOOM_MAIN.wad, BDoom_weapons.wad, BDoom_monsters.wad, 
			 BDoom_objects.wad, BDoom_HDsprites.wad)
Release date            : 14 July, 2017
Author                  : Agent_Ash aka Jekyll Grim Payne
Email Address           : [redacted]
Other Files By Author   : runngun2.wad, wizardr2.wad (aka wizard2.wad),
                          equilibr.wad, painkill.wad, badguns.wad, 
			 virtus.wad, rusars.wad, rusarsR.wad
Additional Credits		: FrancoTieppo (http://francotieppo.deviantart.com/) 
			 for awesome Doom High-Def weapon designs that
			 were used as a basis for weapon pickup sprites

			* Death Egg - for all the really sweet HD item sprites

			* Revenant100 - for Minor Sprite Fixing project
https://www.doomworld.com/vb/wads-mods/62403-doom-2-minor-sprite-fixing-project-v1-2-release-updated-1-1-13/
				
			* perkistan — for Doom HD sound pack which is included
https://www.doomworld.com/vb/wads-mods/58879-the-hi-res-doom-sound-pack-is-updated/

			* perkristian - again for older Smooth Weapon Animation mod
			 where I originally borrowed weapon animation sprites

			* Gifty - for Smooth Doom, where I borrowed some projectile
			sprites and explosions
http://forum.zdoom.org/viewtopic.php?f=19&t=45550
			
			* The Zombie Killer - for ACS footsteps
http://forum.zdoom.org/viewtopic.php?f=37&t=35388
	
			* Michael Henderson - for Ultra Heavy Laser sound effect

			* Enjay - for new switches and splashes, help with
			 footsteps and about sound bugs

			* D2JK — for helping with proper blood pool collision
	
			* David G. - Doom Guy alt. death sprites

			* DenisBelmondo - Doom Guy alt. death sprites

			* WildWeasel - for cool ww-diaz.wad and inspiration

			* Nash - for Nashgore which was a basis for meat
			 
			* alando1 - for some of the additional death 
			 sprites.

			* Xtife - suggestions about texture animation.

			* BurningCadavre - lots of useful bug reports.

			  
Description             : Beautiful Doom is the grandfather of enhancement mods,
			 born in 2008, updated multiple times, and finally
			 updated again in 2015, after a long silence. Version 6.0
			 was an ultimate update that took it to the next level.
			
			 It's a mod that keeps original Doom gameplay unchanged 
			 but introduces lots of special effects and visual 
			 enhancements for deeper and more thrilling Doom 
			 experience. Practically every single object in Doom was
			 remade and updated, and many effects can be controlled
			 while using the mod.

Known Issues			: "Smarter" sprite clipping mode is recommended. If you
			 notice some issues like sprites bouncing up and down or
			 clipping through the floor, use "Smart" clipping.

			 Flat blood pools flicker in GZDoom versions older than
			 3.0.1.
				
			 Sometimes using kick (Enhanced Fist's alt. attack) may
			 kick back some decorative objects like projectile
			 trails. Also, if used without BDoom_Monsters.wad, it
			 may sometimes kick back projectiles. This is the result
			 of the kick using A_Blast to push away enemies which
			 also affects projectiles and can't be changed right now.

			 If you play the mod with another wad that contains its own
			 animated textures which use parts of the Doom vanilla
			 textures, the texture may freeze without showing any
			 animation or special effects.

			 While the mod works in ZDoom, it's originally intended
			 for OpenGL, so translucent light halos and similar
			 effects may be slow. But you can turn off light effects.

			 If you suffer from performance issues or don't like 
			 some of the new effects, you can use options under 
			 'Beautiful Doom Settings', which let you turn on and
			 off advanced gibbing, blood, smoke and plasma trails
			 and debris, weapon empty casings and weapon smoke,
			 as well as set up the maximum amount of debris and blood.

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

YOUTUBE TRAILER: https://www.youtube.com/watch?v=axs1rA4KdaQ

WHAT'S NEW IN 6.x compared to the earlier generation of the mod:

* It's inside a pk3. You can play it as a whole or tear it up and take out the 
  things you like, but make sure YOU ALWAYS USE BDOOM_MAIN.WAD.
* The mod is split into 6 wads:
	BDOOM_MAIN.WAD - always needed for other wads to function
	BDoom_weapons.wad - weapons and their effects and also player's new deaths
	BDoom_monsters.wad - monsters and gibbing
	BDoom_objects.wad - decorations, pretty water, footsteps
	BDoom_HDsprites.wad - HD and hi-res pickup sprites for items and guns
	(HD sprites is the only standalone wad that can be used even with original Doom)
* All weapons carefully imitate vanilla behavior.
* Added ENHANCED GUNS player class that allows using slightly rebalanced weapons
  (press F1 in game to read about the Enhanced Guns changes)
* Monsters also have fully vanilla behavior. For example Arch-Vile now can resurrect 
  gibbed monsters, and Spider-Mastermind shoots at proper speed (although visually it 
  shoots at higher speed, but that's just an effect).
* Most sprites have been redrawn, with better detail and more variations
* Gibs have improved and optimized physics
* LOTS of new deaths, including dismemberment (when you deal more damage than needed
  for regular death but not enough to gib the monster), lots of regular deaths
  plus a CHAINSAW DEATH for minor enemies.
* New footsteps code by The Zombie Killer
* HD weapon pickup sprites and hi-res main item sprites by me and Death Egg
* Tons of code optimizations and bug fixes


 ** MINOR VERSIONS CHANGELOG **
---------------------------------
VERSION 6.2.0 || 14 July, 2017
* CHANGED
-- ZDoom is no longer officially supported due to the number of features that aren't (or are badly) compatible with it
-- Enhanced BFG9000 has a completely new alternative attack. Now it's a powerful piercing short-range railgun/laser in a Shoop Da Whoop style that can be channeled for a few seconds. With some aiming in certain situations it may be even more effective than primary attack.
-- Max number of blood pools, gibs and debris is now controlled by one CVAR (previously blood and debris were separate and gibs weren't limited at all). This value is ZDoom's standard Corpse Queue feature (sv_corpsequeuesize) rather than custom CVARs, which produces more stable behavior
-- Enhanced Shotgun alternative attack now only pushes monsters horizontally and has the same range as a kick (longer than a punch). This way it's more consistent and more distinct from kick.
-- The window to use primary attack after using melee attack of Enhanced Shotgun now begins earlier, so that you can combo them more effectively (especially against Shotgun Guys, Imps and Chaingun Guys)
* FIXED
-- Added proper support for playing with PWADs that contain their own scripts that could mess up with weapons (you'll no longer end up with default weapons or screwed weapon slots)
-- Blood, gibs and debris no longer collide with actors which could result in wrong animations, gibs coming to rest after landing on top of other actors or even possible crashes
-- Plasma Railgun's ray origin point is no longer too low
-- Shotgunguy's gibbed legs no longer show Zombieman's sprites
-- Fixed an issue that made gibs only movable by splash damage instead of regular shooting
-- Fixed missing/incorrect sprites for SS soldier gibs
-- Fixed missing/incorrect sprites for Doom Marine gibs
-- Revenant's and Arachnotron's crushed sprites are no longer blue
-- Enhanced Shotgun's melee attack doesn't leave bullet decals anymore
-- Whether Imp's fireballs spawn trails or not is now controlled by Advanced trails/debris option, not Advanced flames
-- Fixed Arachnotron's plasmaballs not leaving decals
-- Fixed incorrect pickup sound for Radiation Shielding Suit
-- Fixed minor blood issues regarding falling into water and skipping some frames
-- Fixed inconsistent frequency of decorative blood drops spawned by decorative dead bodies
-- Bloody Twitch (hanging body with no legs) now continues to spawn decorative blood after being killed
-- Removed outdated copies of sprites of certain light sources which could possibly cause visual bugs
-- Rocket's smoke is no longer displayer when Enhanced Debris option is off
* ADDED/IMPROVED
-- Blood pools are now flat sprites (new GZDoom feature) which properly spawn on the floor
-- When a monster is resurrected, its gibs will move towards it during the resurrection animation
-- If you step over a large amount of blood pools, you'll be leaving bloody footprints behind you for a short while (which then slowly fade out)
-- If blood spurts high enough it can create temporary pools on the ceiling which drip down some blood and then fade out
-- BFG ball is now much smaller (closer to vanilla size) and doesn't illuminate surroundings with huge green light, but it has more effects attached (including sparks coming out of it).
-- Blood spurts (thick trails of blood) now look a little better and are only spawned by biggest gibs, torsoes and in some death animations. This results in more visually consistent gibbing sequences
-- Decorative blood drops (spawned by hanging dead bodies, etc.) now have a better sprite and better animation
-- Added a little more vertical momentum to sprayed blood
-- Added a separate blood spray pattern for chainsaw attacks (blood spurts higher)
-- Weapons now have custom raising animations (visual effect only)
-- Gibbed marine bodies (map decoration) now have particle gibs and blood drops around them
-- Small blood pools (map decoration) are now also flat sprites
-- Beautiful Doom Settings menu is now properly defined so that it doesn't conflict with any other custom menus if present (e.g. when used alongside other mods)
-- Added high resolution decals for bullets
-- Shotgun/SSG shots now leave smaller decals than Pistol or Chaingun
-- An extra pistol doesn't spawn too close to chainsaw anymore
-- Removed unnecessary ACS and optimized code for greater stability
---------------------------------
VERSION 6.1.4.1 || January 24, 2017
* IMPROVED
-- Reduced Imp's fireball size and length of its fire tail, because it seemeed a little too over the top
-- Added new and unique deploy sounds for pistol, shotgun and SSG (as before, heard only when using Enhanced Guns)
* FIXED
-- Brought back the liquid splashes that I accidentally deleted in the previous update
-- Explosives barrels now explode after a 15-tic delay, like in vanilla (thanks Someone64)
---------------------------------
VERSION 6.1.4 || January 16, 2017
* FIXED
-- Picked-up weapons now give the correct amount of ammo (I was able to track down the issue that was causing ammo errors, thanks Someone64)
-- Destructible decorations (lamps, victims, hanging bodies) can no longer be pushed by kicks or Enhanced Shotgun's alt. attack
* IMPROVED/SFX
-- Added new smoother sprite flames for torches, candles and candelabras
-- Candles and candelabras now have a different flame from torches
-- Replaced light halos with smoother ones (with less obvious edges)
-- Arachnotron's plasmaballs now has a yellowish-green hue instead of pure green. It's more similar to vanilla and also harder to confuse with Baron's fireballs.
-- Plasmaballs now have shorter trail and smaller halo so they don't obstruct vision too much
-- Small generic pieces of meat now spawn smaller blood while limbs spawn bigger blood
-- Objects falling on hard surfaces (like guns dropped by enemies) no longer produce unnecessary hard terrain sounds (they still produce liquid splashes)
-- Added special death animations for monsters when they're telefragged or killed via console. Previously they just spawned lots of gibs without any momentum which then fell down; now they show basic gibbing animation and spawn blood spurts, which looks better and doesn't cause that much slowdowns when using 'kill monstes'.
* IMPROVED/OPTIMIZATION
-- Adjusted light halos and light sources code so that it consumes less memory
-- Plasma Railgun's ray is now surrounded with blue halo only for a limited part of its length, so that it consumes less memory when firing over very long distances
-- Similarly to blood pools change in previous update, reduced the frequency of checks for the state of Gibs Toggle option which should reduce slowdowns cause by multiple gibs on older systems 
------------------------
VERSION 6.1.3.1 hotfix || January 12, 2017
*** IMPROVED
	- Reduced the frequency of checks for the number of existing blood pools which should reduce slowdowns on older systems
	- Made the blood pool number checks less glitchy
*** FIXED
	- Fixed a bug that caused Zombieman to never drop an extra pistol when using Enhanced Guns
	- Clip starting amount is now 50 (despite what previous version's changelog said, it was still incorrect)
	- Arachnotron now also has BFG death (like Plasma death but with blood)
	- Mancubus now doesn't skip initial frames of BFG death animation
------------------------
VERSION 6.1.3 || January 9, 2017
*** CHANGED
	- (Zandronum) Added separate version for Zandronum because certain 6.1.3 features
	aren't supported even by its development builds
	- By popular demand the mod file naming convention is changed: it's now BDoom###.pk3, 
	where ### refers to the version number (in this case 613)
		-- (Zandronum) The Zandronum file is named BDznd###.pk3
	- Advanced effects are now controlled via 'Beautiful Doom Settings' menu under 'Options';
	can also be changed via custom CVARs (starting with "bdoom_")
	- Changed normal statusbar: it no longer includes Doomguy's face (as much as I liked it,
	it looked weird and just blocked part of the weapon sprite)
	- Added fullscreen HUD (can be seen only if Alternative Hud is off): a simple hud similar
	to ZDoom's Alternative HUD but with a little more information and with Doomguy's face
	above health value
*** ADDED
	- The number of existing blood drops is now controlled via a corresponding option under
	'Beautiful Doom Settings'; can also be changed via bdoom_bloodnum CVAR
	- The number of existing debris is now is now controlled via a corresponding option under
	'Beautiful Doom Settings'; can also be changed via bdoom_debrisnum CVAR
	- Ricochet/chainsaw spark sounds can now be disabled under 'Beautiful Doom Settings'
	in case you find them annoying; doesn't affect animation
	- Replaced skull cursor in the main menu with a modified Lost Soul animation
	- Icon of Sin's spawn cubes now leave yellow fire trail behind them and have some additional
	fire effects on spawning monsters
	- Arachnotron now also has a black/smoky death (from fire/plasma damage)
*** IMPROVED/CHANGED
	- Enhanced Fist now has a different alternative attack: a kick. It's stronger than the
	punch but also slower, and is slows you down during the animation (because hard to walk while
	kicking). Knocks enemies back similar to Hexen's Disc of Repulsion (barefly affects big enemies, 
	though). Kick speed, damage, and pushback effect increase with Berserk. Punching is 
	still faster, easier and more reliable, but have fun playing King Leonidas!
		-- (Zandronum) For technical reason, in Zandronum version the kick temporarily stops you
		instead of slowing you down
	- ((G)ZDoom) When a monster is resurrected, its gibs and most of its blood slowly fade out
	which gives a nicer effect and shows that the monster is alive again
	- Improved blooddrop sprites
	- Enemies leave less blood pools when shot (the amount of blood during gibbing is unchanged)
	- Light halos are now invisible when the player can't see the light source, which conserves resources
	- Particle fire is also invisible when outside the player's LOS, so multiple Lost Souls hidden
	behind walls won't slow down your computer too much
		-- As an added bonus, this makes Lost Soul dynamic lights invisible when they're behind a wall,
		like in Doom 2 map 13
	- Pinky's head now has a smaller sprite (seemed too big before)
	- Enhanced Shotgun's alternative attack has been reworked and is now similar to the kick,
	but generally less effective than the latter; it is still effective as part of the 
	pushback+shoot combo (works well on imps and zombies)
	- Enhcnaed Shotgun's attack timing has been adjusted, so that primary and secondary attacks
	can be more effectively cancelled into each other to allow a kind of simple combo
	- Fist hits the wall with a different, 'drier' sound
	- The halo of Plasma Railgun fades out more slowly for a nicer effect
	- Chainsaw initial puff sprites appear lower, closer to the position of the blade
	- Smoke effcts look slightly more varied (less like a straight line of sprites)
	- Smoke rising over weapon barrels is now less opaque
	- Adjusted Column (small floor lamp) sprite position to better align with the light halo
	(remember that using different sprite clipping modes can still offset the position of the sprites)
*** FIXED
	- The shotgun now has correct vanilla fire rate (used to be 3 tics faster because I screwed up)
	- Starting amount of bullets is now correctly 50 (was 70)
	- (Zandronum) Light halos no longer remain after a lamp is destroyed by explosions
	- All weapon sprites now have unique non-vanilla names, so if the mod is used along with anoter 
	wad which replaces certain vanilla sprites, that wad won't draw its sprites over the mod's frames
	- Puffs now don't create solid terrain sounds when spawned on flats
	- Fixed a minor glitchy frame in the Fist animation following the hit
	- Slightly improved sprites in the chainsaw idle animation
	- Fixed a bug that could sometimes cause empty casings to spawn even if debris were disabled
	- Pinky/Spectre heads don't collide so much with actors
------------------------
VERSION 6.1.0.2
*** CHANGE: now GZDoom 2.1.1 or ZDoom 2.8.1 are required (earlier versions won't work). Zandronum 3.0 is still fine.
*** FIXED
	- IMPORTANT: gibs used to block teleporting monsters. Now with +ALWAYSTELEFRAG flag they don't.
	- Hell Knight doesn't show Baron of Hell sprites in one of his resurrection animations.
*** IMPROVED
	- Vanilla Supershotgun's reload animation is more similar to the classic one (you put in both rounds simultaneously)
------------------------
VERSION 6.1.0.1
*** IMPROVED
	- My new statusbar now replaces standard Doom statusbar (with the mug) while ZDoom's fullscreen statusbar remains unaltered
*** FIXED
	- M_DOOM (image above the main menu) shows correct version
------------------------
VERSION 6.1.0.0
*** FIXED
	- In 6.0.9.9 Enhanced Guns still worked in Deathmatch because I made a mistake in the script. Now they don't
	- Dual Pistols don't spawn in Deathmatch games
	- Fixed a bug where Shotgun Guy would stay mirrored (walk backwards) after being resurrected by an Arch-Vile
	- Fixed a bug where Imp would show incorrect resurrecting animation after one of the 2 possible "plasma death" animations
	- Cacodemon now shows corret resurrection animations depending on which death animation was used
	- Enhanced Shotgun melee alt. attack doesn't alert monsters anymore
	- Arachnotron's plasmaballs leave proper green decals, not blue ones
	- Missing dynamic lighting when firing a weapon
	- Decorative blood spawned by hanging dead bodies now properly disappears when landing on water
	- Decorative dead bodies now never spawn blood if Advanced Bleeding is off
	- Missing sprite in Cyberdemon's death animation
*** ADDED
	- When connecting to a deathmatch game having selected Enhanced Guns you will see a message
	telling you they won't work, after which you'll be switched to Vanilla Guns
	- Alternative death animation for Chaingun Guy, similar to Smooth Doom, but with improved blood 
	graphics (and less smooth, to correspond to the original sprite rate)
	- Sprite variations for decorative marine corpse
*** IMPROVED
	- All scripts connected to toggling special effects were moved to the MAIN wad, so that now there's 
	only one section of controls related to turning on/off the SFX in 'Customize Controls'
	- Decorative dead bodies don't spawn decorative blood as often
	- Changed the font and the position of the SFX-toggle on-screen messages
	- Added improved HD sprites for Medikit, Stimpack, Berserk, Health Bonus, Green Armor and Blue Armor


SEE THE EARLIER CHANGELOG ENTRIES AT THE BOTTOM OF THE DOCUMENT

****************************************************************************

* Copyright / Permissions *                                  

Authors MAY use the contents of this file as a base for modification or
reuse.  Permissions have been obtained from original authors for any of
their resources modified or included in this file.

You MAY distribute this file, provided you include this text file, with no
modifications.  You may distribute this file in any electronic format (BBS,
Diskette, CD, etc) as long as you include this file intact.  I have
received permission from the original authors of any modified or included
content in this file to allow further distribution.

* Where to get the file that this text file describes *

You can always find the latest version here: 
https://www.dropbox.com/sh/4pwb7f4p841u26i/AAAGw7DUlbbCp2vzu-1tn3pka?dl=0

****************************************************************************






VERSION 6.0.9.9
*** ADDED
	- FINALLY, PLAYER'S ALT. DEATHS AND GIBS! 
All the same that zombies have: fire, green fire, plasma, BFG, chainsaw deaths and advanced gibbing with unique gibs
	- Secrets and kills counters to the statusbar
*** IMPROVED
	- Health, armor and ammo counters on the statusbar now change color depending on the amount
	- Steampack, Medikit and Berserk HD sprites are slightly improved
	- Enhanced Guns now don't work in Deathmatch (although the player class can be selected, you'll still get vanilla guns)
*** FIXED
	- Possible bug when SFX would turn back on when entering a new level even if you'd turned them off before that
	- Removed unnecessary TEXTURES lump from BDoom_Monsters.wad that may have caused some errors
	- Enhanced Shotgun alt. attack doesn't leave holes on the walls anymore
	- Zandronum: Replaced CheckClass command with a different one so that the mod works in	Zandronum
	- Zandronum: changed rocket's damage type so that it doesn't trigger fire deaths anymore (seems like in Zandronum rocket has damagetype "Fire" internally)
------------------------
VERSION 6.0.9.8
*** ADDED
	- New STATUSBAR: a 'remix' of Doom's original status bar that works in all
	aspect ratios. It works as a fullscreen statusbar (with alternative hud off only)
	and is basically the same old statusbar, just rearranged on the screen
	- Enhanced Fist alt. attack (temporary experiment to see how it goes): 
	secondary attack alows to push enemies away for quick getaway, dealing to damage;
	with Berserk Pack push is much stronger and hurts enemies if they hit something;
	this attack's effectiveness is boosted by your spead (use while running)
	- perkistan's HD Doom sounds are now included in the mod; you can hear the HD
	weapon sounds if you use Vanilla Guns, while Enhanced Guns still use my sounds
	- Dynamic light for Megasphere	
	- New smoke for bullet puffs and guns: now the smoke spawned by bullets and 
	over gun barrels is different fromt the smoke spawned behind rockets and 
	raising over charred bodies.
	- A replacement actor for BFG sprays (secondary small plasma explosions
	spawned at enemies when BFG ball explodes)
	- A second type of "plasma death", a "BFG death": it blackens corpses
	like plasma death, but doesn't prevent gibbing and bleeding (so the corpses
	end up sort of black-and-red or black-and-blue in case of Cacodemon)
	- Imps, Hell Knights and Baron of Hells now spawn particle fire in their
	hands prior to throwing a fireball
	- Minor enemies now have "green fire death" in addition to "fire death", which
	activates when they're burnt by a Hell Knight/Baron of Hell
*** CHANGED
	- Teleport Fog animation is now shorter (takes less time)
	- Updated information on enhanced pistol on HELP (F1) screen according to
	changes (no +1 damage anymore)
	- Chaingun drawing sound
	- Plasmaballs now leave a decal that fades out much quicker
	- But plasma railgun leaves a long-fading decal, similar to the one
	previously used by plasmaballs
	- Chainsaw idle animation is now much less pronounced, just minor shaking
	- Idle Chainsaw now produces some smoke
*** FIXED
	- Missing Rocket launcher drawing sound
	- Missing pickup sounds for SSG and Shotgun
	- Missing float-bobbing on Soulsphere
	- Cacodemon not clipping into TERRAIN water when killed with plasma
	- Dual pistols not having a gun flash when dual wielding
	- Enhanced Pistol still having 6 damage instead of 5
------------------------
VERSION 6.0.9.7
*** BUG FIXES
	- Fixed a bug where a gibbed enemy would drop double items
	- Fixed vanilla chainsaw having faster deselection animation like enhanced one
*** BEHAVIOR CHANGES
	- Vanilla Guns now always use Doom vanilla sounds, Enhanced Guns new use new sounds
	- If you use both the Weapons wad and the Monsters wad, then enemy's attack 
	sounds will always correspond to the chosen weapon set (i.e. they will use
	either vanilla or enhanced sounds depending on the chosed weapon set)
	- Chainsaw used to have small delay (3 tics) before beginning its attack
	which is not how it works in original Doom. Now the delay is still present
	visually, but the actual attack begins and happens at the same rate as in
	original Doom.
	- Slightly reduced the chance of getting an extra pistol (Enhanced Guns only)
	from a Zombieman
	- However now with a 50% chance an extra pistol may spawn next to a chainsaw
	(for those maps where there are no Zombiemen at the beginning), if you're
	using Enhanced Guns class
*** IMPROVEMENTS
	- Fixed buggy light halo spawning. Fixed that a blue halo would spawn on
	non-blue torches if you turn Advanced Flames off and then on again.
	- Short torches now have smaller light halos than big torches
	- Chainsaw death animations can also be occasionally mirrored, like other
	death animations
	- I removed smooth wall textures for water-/lava-falls. The reason is that many
	wads use replacements for these textures, and even original Doom wads other than 
	doom2.wad also use different textures for these, and my replacements often screwed
	them up. So even though it makes me sad now only water/lava/slime flats (i.e. 
	floors/ceilings) are smooth.
	- Footsteps are now more frequent
	- Chainsaw now has some idle animation. I didn't like animations from original
	Doom or Smooth Doom because, in my opinion, they both made the chainsaw look
	like the blade is moving which shouldn't happen in idle state, so I use mine
	modified sprites.
------------------------
VERSION 6.0.9.6
*** STRUCTURAL CHANGE
- I decided to put wads indise a PK3. Why I keep the wads? Well, I'm old-fashioned this way. Anyway, now the important thing is that there's a BDOOM_MAIN.WAD inside this pk3: this wad contains all baisc objects and sprites for the game. If you want to play any other wad separately (like only weapons, only objects, only monsters), you will ALSO NEED THE BDOOM_MAIN.WAD with any of them! So be careful with that.
*** BUG FIXES
- Fixed code for light halos so that it should work more efficiently and also work in Zanondrum
- Fixed the bug that resulted in Enhanced Guns player being unable to use enhanced weapons after leaving the first map
*** BEHAVIOR CHANGE
- Increased Chaingun's alt. attack bullet spread
- Enhanced Guns Pistol now has 5 points of damage instead of 6, as it makes no sence for a pistol to deal more damage than a chaingun (the faster fire-rate for Enhanced Pistol is still present)
*** IMPROVEMENTS
- Light halo size variation/flickering is now smoother
- Added smooth BFG ball explosion and proper gl lights
------------------------
VERSION 6.0.9.5
- Added smooth explosion sprites for revenant's, mancubus' and cacodemon's fireballs
- Turns out I had forgotten to actually include proper translucency change for a rocket's explosion. Now it's there.
- Revenant's seeker missile now makes a looped flying sound, similarly to player's rocket (but the sound is different)
(it's pretty cool to actually hear them fly)
- Arch Vile now shows animated fire spawning from his hands when attacking (if Advanced Flames aren't off)
- Hell Knight's/Baron of Hell's fireball has better (shorter and thicker) trail
- Enhanced Teleport Fog now added to the objects wad: includes new sprite, dynamic lighting, light halo
- Implemented a (hopefully) less memory-consuming method of creating light halos for torches and other light sources
- Light halos are now brighter
- Added a more efficient way to make blood drops disappear when they fall in water that will work both on TERRAIN water and water defined via other ZDoom and GZDoom methods (Transfer Heights, 3d floors)
- Incorporated footsteps scripting by The Zombie Killer instead of previous footstep mechanics
- Increased pistols spread when dual-wielding
------------------------
VERSION 6.0.9.4
*** NEW ALTERNATIVE ATTACKS (enhanced weapon set only):
- DUAL PISTOLS: Zombiemen have a chance of dropping an extra pistol (requires BDoom_monsters.wad as well). The basic attack of this weapon is the same as one pistol (during this attack Doomguy just holds the second pistol in the off hand), but the alt.attack allows you to dual-wield pistols for increased firerate. The trade off is inferior accuracy, harder ammunition control and there's a small delay before shooting while the Doomguy takes aim.
- HOMING ROCKET: enhanced rocket launcher's alt. attack allows to fire a homing rocket that flies slightly slower than regular rocket and homes in on targets within your field of vision. It may be erratic sometimes, homing in on different targets than you expected, but it's effective for delivering long-range explosions. On the other hand shooting these rockets is much slower than regular ones.
*** IMPROVEMENTS/OPTIMIZATION
- Enhanced BFG alt.attack plasmaballs now can only bounce off planes a limited number of times (so that if you play GZDoom and fire them directly upwards or downwards you won't be stuck with them bouncing up and down forerever).
- Rocket's smoketrail is less opaque (so it doesn't block your vision too much)
- Rocket's explosion sprite were adjusted, proper translucency has been added, so the explosion looks smoother and better; the number of smoky debris spawned in the explosion is now randomized and reduced
- PlasmaRailgun (Plasma rifle alt.attack) now has a light halo and stays a little longer in the air, looks better
- If you choose Vanilla Guns, the Fist and the Pistol will be left-handed as in original Doom.
*** BEHAVIOR CHANGES
- Rocket Launcher deselection animation in enhanced guns is no longer faster than regular
- Monsters now rarely enter Decapitation death animation. Decapitation was originally intended to be a 'lighter gibbing' animation, mostly triggered only by explosions which didn't land close enough to fully gib the monster, while bullet weapons should almost never trigger it. That's how it works now.
- Imp enters gibbing animation slightly more often (in original Doom he's very resilient to gibbing).
*** BUG FIXES
- Fixed a bug where Chaingun spinning sound could get stuck playing on the loop if the weapon runs out of ammo while firing
------------------------
VERSION 6.0.9.3
*** VANILLA RULE VIOLATION FIX: 
- As it turns out I was using wrong code for Fist which resulted in slightly different damage. Changed to fully vanilla now. (It used to be occasionally higher.)
*** NEW ALTERNATIVE ATTACKS (enhanced weapon set only):
- Much requested PLASMA RIFLE RAILGUN ALT.ATTACK. It takes 20 Cell, requires short charge and longer cooling than regular attack and deals 250-625 damage (10*random(10,25) to be precise) which is averagely the same as the same amount of plasma can do.
- SHOTGUN ALT.ATTACK: buttstock melee. Hits slightly stronger and further than fist but more slowly.
  It also pushes enemies away. It's affected by Berserk too (as it's a physical attack).
  Notice that you can shoot very quickly after performing melee.
- BFG ALT.ATTACK: similar to beta-Doom BFG attack with some tweaks. It has a slow charge and you can hold the charge button as long as you want;, the gun won't fire until you release the fire button. 
  When you do, it fires 40 green plasma balls each dealing 5 damage and able to bounce off floors and ceilings (not walls). The total damage is somewhat lower than a full BFG blast but has different tactical applications.
*** BUG FIXES:
- The mod now works with Ultimate Doom without the need of doom2.wad
- Fixed decorative dead bodies bugs
- Fixed resurrected Cacodemon being stuck to the floor
- Fixed a bug where imp would stay mirrored (walk backwards) when resurrected by Arch-Vile after certain death animations
- Fixed a few GL lights and changed Armor Bonus GL light
*** ADDED/REMOVED:
- Added a sweet HD pickup for Armor Bonus (thanks again, Death Egg)
- Added new death animation for Zombieman
- Added new death animation for Cacodemon
- Added sound variations to BFG ball explosion
- Added a flying mid-air sound for the flying rocket (if BDoom_weapsounds.wad is used)
- Removed one of Imp's deaths (it didn't look good plus even now he still has 3 basic variations)
- Added sprite variations for big brown tree and small burnt tree
*** BEHAVIOR IMPROVEMENTS:
- Small blood drops don't produce any sound when hitting TERRAIN water (big ones still do but there are much fewer of them)
- Lamps now don't block bullets and block projectiles (which is vanilla behavior) but still can be destroyed by explosions
- Lamps have more health (cannot be destroyed as easily)
Note: the logic here is that lamps are functional (i.e. give light) and shouldn't be easily destroyed
- Lamps' lens flare is now not completely static but flickers and varies in size

------------------------
VERSION 6.0.9.2
* New sprites for Cell Pack and Rocket Box (thanks Death Egg)
* Fixed a couple of typos in wads; now one small effect of Arachnotron's plasma works properly (thanks unRyker)
* Fixed Pinky and Spectre; turns out I still made a mistake in 6.0.9 that resulted in bugs in some versions (thanks Yutrzenika)
------------------------
VERSION 6.0.9.1
* Non-development versions of (G)ZDoom and Zanondrum shouldn't give an error now
------------------------
VERSION 6.0.9
* Fixed bugs with Demon and Spectre
* More death animations: new death anims for Shotgun Guy, Imp, Baron of Hell, Hell Knight, Mancubus and Revenant
------------------------
VERSION 6.0.8
* Fixed no pistol start
* Minor Sprite Fixing project sprites are now included in the mod 
* Returned vanilla Chaingun screen sprite (not stretched)
* Death animations are occasionally mirrored for greater randomization
* Better Cell HD sprite
* Fixed Chaingun HD pickup sprite not appearing
* Fixed slightly wrong SSG firing animation length (this one is soo dificult; checked it 4 times)
* Fixed wrong sprite in SSG first frame of reloading animation
------------------------
VERSION 6.0.7.1
* Playerclass selection now works better
Detailed information about weapon stats is provided on the help screen (F1)
Added faster deselection for all enhanced weapons except BFG
Enhanced chainsaw doesn't pull you towards the enemy
------------------------
VERSION 6.0.7
* Added 2 player classes: vanilla weapons and enhanced weapons. They only differ in weapons.
The enhanced weapons has:
	- Fist: faster, silent (doesn't alert enemies)
	- Pistol: a little faster, +1 point of damage
	- SSG: has alt.attack (the vanilla weapons player doesn't have it anymore)
	- Chaingun: has alt.attack (the vanilla weapons player doesn't have it anymore)
* Added HD sprites for Light Amplification Goggles and better ammo boxes hi-res sprites (thanks Death Egg)
* Fixed decorative corpses: they now use proper sprites and are randomized just like actual monster corpses
* If you're high in the air you can't hear footsteps on the ground below anymore
------------------------
VERSION 6.0.6.1
* After trying and failing to change keys so that there would be different pickup sounds for keycards and skull keys as well as doors requiring cards or skulls, I stopped doing that. Now there's only one locked sound and one key pickup sounds, but keys work properly.
* Added missing XY sprite billboard flag to Invisibility Sphere
* Fixed correct version showing up in load screen (seems to be seen only if loading wads unpacked)
* Correct release date in txt :)
------------------------
VERSION 6.0.6
* BDoom_HDsprites.wad is included in the archive again (forgot it in the previous version)
* Added keycards and skullkeys HD sprites (thanks Death Egg)
* Added missing blue skull key dynamic light
* Fixed SSG main attack alternative sound (has more punch, sounds like pre-6.0.1)
* Cacodemon's fireball now looks better and also has correct coloring if fire effects are turned off
------------------------
VERSION 6.0.5.1 (mini-update)
* BFG ball explosion is now original size (was smaller before) (thanks Zhs2)
* Decapitation death (losing head or arm but not gibbing) now doesn't appear as often (thanks Zhs2)
* Demon's head flies in the correct direction in the rare death animation where he loses his head
------------------------
VERSION 6.0.5
* HD and hires sprites are now in a separate Bdoom_HDsprites.wad. Those who do not like the new sprites can simply not use the wad. Those who like everything can just load the whole BDoom_60.zip as usual
* SSG main fire sound is not cut off by reload sound anymore
* SSG alt.fire sound is not quiet anymore
* Fixed a few missing GL-lights definitions
* EvilEye code looks slightly different
------------------------
VERSION 6.0.4
* Fixed SSG using 1 ammo instead of 2 in version 6.0.3 (thanks Kombine)
* Fixed multiplayer keys, now really, yes (thanks Zhs2)
* Changed sounds so that weapons only have a drawing sound when you use the sounds wad, but don't have it if you use standard sounds.
------------------------
VERSION 6.0.3
* Fixed menu sounds so that they work with any wads used
* Fixed wrong baron ball trail
* Weapons kickback is now original
------------------------
VERSION 6.0.2
* Blood pools are now limited to the amount of 50. They start despawning starting from the earliest one when more appear. Helps to conserve memory.
* SSG shells falling position is more varied
* Some small fixes in weapons original/alternative sounds
------------------------
VERSION 6.0.1.
* Added BDoom_weapsounds WAD: if you don't use it, the weapons will have standard sounds.
* Fixed Debris Toggle function so that it properly affects all weapon
