===========================================================================
Advanced engine needed  : GZDoom 1.3.17 (older versions are not recommended)
Primary purpose         : No levels included
===========================================================================
Title                   : Beautiful Doom (version 5.0)
Filename                : BDoom_*.wad (Weapons, Monsters, Objects)
Release date            : 26.12.09
Author                  : zer0 aka Jekyll Grim Payne
Email Address           : jekyllgrim@gmail.com
Other Files By Author   : runngun2.wad, wizardr2.wad (aka wizard2.wad),
                          equilibr.wad, painkill.wad, badguns.wad, 
			  virtus.wad, rusars.wad
Additional Credits	: Enjay - for new switches and splashes, advice 
			  about footsteps and about sound bugs;

			  WildWeasel - for cool ww-diaz.wad, better 
			  variant of footsteps and ricochet sprite;

			  Nash - for nice blood decals and gibs' sprites
			  (Nashgore rocks!);
			  
			  perkristian - for Smooth Weapon Animation mod,
			  some sprites from which I used for the latest
			  version of the mod;

			  alando1 - for some of the additional death 
			  sprites.

			  Those who critisized me. Guys, you made me continue
			  working on this thing.

Description             : This is a new version of Beautiful Doom. Yeah, I know.
			  Well, the thing is that now it consists of three
			  separate modules: weapons, monsters and stuff.
			  They are inside three separate wads.


				"Beautiful Doom" is mod that enhances Doom 
			  makes it detail, adds a lot of effects, complex 
			  interaction and this all combined with abosutely original
			  gameplay. See further description for details or just
			  start playing right away.

	  //////Main differences between 5.0 and older versions:\\\\\\

* New structure for the project consisting of three modules;

* Improved Invisibility instead of Complete Invisibility (less buggy, less cheaty);

* Fixed blood color translations which results in better-looking blood;

* In case the player uses autoaim and sv_smartaim is less than 3, a warning
text is shown in the center of the screen repeatedly;

* Spider Mastermind CAN hit you with sv_smartaim 3 (now it attacks differently,
but its attackpower is equvalent to original);

* Better looking blood and gibs with improved behaviour, gibs don't ridiculously
bounce around, slide off when hit, and blood doesn't disappear!

* Fixed Plasmagun firerate and sprite;

* Smooth sprite fire for light sources, particle fire for enemy fire effects;

* Original-looking weapons;

* Footsteps for all hard and liquid floors;

* New functions 
"Blood effects toggle", 
"Advanced gibbing toggle", 
"Weapon effects  and debris toggle", 
"Enhanced fire effects toggle",
"Global timer toggle" 
and 
"Zoom toggle" 
- check "Beautiful Controls" section;

* Greatly enhanced liquid wall textures;

* and more... (see Changelog).

Additional Description:	  

Another mod which should enhance Doom. Actually, there're many such mods, 
but I decided to pay more attention to moments which are often forgotten: 
smooth weapon animation, new sounds, etc. I slightly enhanced weapons, 
but I triedto follow the idea "still Doomy, just better".

The mod, however, consists of three separate modules: WEAPONS,
MONSTERS and OBJECTS. They can be used together or separately or in
partial combinations with other mods and wads. What is inteteresting is that
these effects mostly can be turned on/off any moment with included script
functions, bound to buttons (check OPTIONS to see them).

WEAPONS (BDoom_Weapons.wad) contains reworked weapons: they have smooth
animation, new sounds, new graphics for Plasmagun and Chainsaw, empty
casings, smoke, enhanced bulletpuffs with ricochet and four slight
modifications: 
1. Fist doesn't alert enemies.
2. Pistol firerate is faster (12 tics instead of 14 tics).
3. SuperShotgun makes dual shot with primary attack and single shot
with secondary attack (if one barrel is empty, primary attack reloads it).
4. Chaingun has an alternative attack with twice as fast firespeed, but it
requires spinning at first and cooling after.
There some other enhancing effects. In addition ammo is replaced to add new
pickup sounds.
Player is also changed: he's higher (normally in Doom the player is too small).
Berserk replacement is included, because it's necessary for the new Fist.
This wad also contains enhanced blood.

MONSTERS (BDoom_Monsters.wad) contains enhanced monsters and effects. There
is extremely enhanced blood and animated blood decals, extreme gore effects
that allow minor monsters to be ripped apart, and these pieces can be
thrown around. There are enhanced projectiles with different sprites and smoke
trails for most monsters, ArchVile's and Lost Soul's fire is made of particles.
Monsters with guns drop empty casings, some of the monsters have additional
death animations.
Most of these effects, however, can't be seen if you try to use this wad with
some other wad containing new monsters.

OBJECTS (BDoom_Objects.wad) contains all the additional effects: new decorations,
extremely enhanced light sources, breakable lamps, cool explosion for explosive
barrels, splashes for liquid floors, cool animation for liquid textures, landing
sounds and many many more. Virutally all the objects in Doom were remade. It also
includes item replacements, like enhanced Invisibility, and new pickup sounds for
them. There are also new sounds for switches and buttons, and, if you use this
wad along with WEAPONS, you'll hear actual footsteps, different for evey surface.

In the third module Partial Invisibility is replaced with Improved Invisibility:
this invisibility is noticeably more effective, monsters react not much when
you are invisible, and seeking missiles of Revenants can't seek you. It, however,
only lasts for 40 seconds.

IMPORTANT NOTE		: If you suffer from performance issues or don't like 
			  some of the new effects, you can use special functions
			  defined in controls menu, which let you turn on and
			  off advanced gibbing, blood, smoke and plasma trails
			  and debris, weapon empty casings and weapon smoke.
			  And this all can be toggled separately!

			

===========================================================================
* What is included *

New levels              : None
Sounds                  : Yes
Music                   : No
Graphics                : Yes
Dehacked/BEX Patch      : No
Demos                   : No
Other                   : Decorate, Dynamic lights, Terrain effects
Other files required    : none


* Play Information *

Game                    : Doom
Map #                   : any
Single Player           : Designed for
Cooperative 2-4 Player  : Designed for
Deathmatch 2-4 Player   : Designed for
Other game styles       : None
Difficulty Settings     : Yes


* Construction *

Base                    : New from scratch with some resources:
			  from Doom 3 (many weapon sounds)
			  from Half-Life 2 (some pickupsounds and BFG charging)
			  from Painkiller (secret finding sound and some others)
			  from The House of the Dead 2 (some ricochet sounds)
			  from GZDoom Advanced Weapons (something, maybe the idea)
			  from somewhere (lens flare effect)
			  from Zero Tolerance by Zero Prophet (barrel explosion)
			  by perkristian (some of the new weapon sprites, e.g. chaingun)
			  by alando1 (some additional deaths, e.g. Pinky)
			  by Enjay (terrain effects)
Build Time              : months... with breaks
Editor(s) used          : XWE 1.16, Photoshop CS2 (a lot), Sound Forge 6.0
Known Bugs              : blood drops sometimes slide along the floor for no reason, 
			  some additiona controls appear doubled if all modules are used
May Not Run With...     : other source ports, old source port versions and other
			  wads which contain weapon/monster/decoration replacement
			  (possible, but not guaranteed)

* FAQ *

Look at the end of the file. After the changelog.


* CHANGELOG *

(dates in format dd.mm.yy)

--- VERSION 5.0 ---
- separated the wad into three modules;
- removed Chainguy's additional death (sucked);
- changed Complete Invisibility to Improved Invisibility (less buggy, less cheaty);
- added correct HUD icon for the knuckle (Fist);

12.12.09
- fixed blood so that it doesn't slide away anymore.

11.12.09
- fixed footsteps so that they'd work in new GZDoom.

7.12.09
- greatly enhanced and improved Cyberdemon's death;
- greatly enhanced and improved Spider Mastermind's death;
- changed 'secret found' sound to the one from Painkiller;
- fixed Spider Mastermind to be able to hit you with sv_smartaim 3;
- fixed Plasma Rifle and Burning Barrel sprites;
- simplified and improved script checking for sv_smartaim;
- changed filename.

4.12.09
- increased amount of blood and improved the way it's shown when an enemy is hit.

2.12.09
- fixed and improved the code and behaviour of some debris;
- fixed plasmaball original deathsound bug (now 48 instances of the sound may sound at once).

1.12.09
- added much better smoke for weapon smoke effects;
- reduced time for BFGBall trail fading (as it obscured the view too much).

29.11.09
- fixed incorrect Arachnotron's plasma decals (from blue to green);
- totally remade the behaviour of gibs (now they slide when hit and don't bounce around so much and are spawned differently);
- improved empty casings (now their first frame is always different, which looks better).

--- VERSION 4.6 ---
14.08.09
- fixed incorrect Plasmagun firerate. How could I not notice it?!

13.08.09
- added original-looking SSG;
- added better plasmaball's sprite;
- added melted debris to the point of plasmaball's death;
- applied plasmaball's new sprite to Arachatron's plasma;
- fixed HeartColumn's animation.

12.08.09
- fixed footsteps: now sound on liquid floor as well;
- removed Dual Pistols;
- returned originally colored gloves for weapons;
- added better and original-looking (still right-handed) fist;
- returned original-looking Pistol and added smooth animation;
- returned original Chainsaw power;
- added slight bobbing to Chainsaw when sawing;
- fixed Chainsaw's puff spawn height;
- added more smoothly animated and original-looking Chaingun;
- added original-looking Shotgun which is leaned to right when pumped;
- fixed Chaingun's 2ndary attack;
- added spinning animation after Chaingun's primary attack (which doesn't prevent
from shooting again right away);
- fixed Chainsaw sound bug (when the player died sawing, the sound didn't stop).

9.08.09
- "Enhanced fire effects toggle" function now affects lens flares of tech lamps too.

8.08.09
- improved player's code to be more stable (mostly to make Complete Invisibility work
more stable);
- changed particle fire effects for torches, candles, etc. to smooth sprite animation:
less memory consuming;
- fixed halos to be not square when Invulnerability mode-palette is active (but they are
still non-translucent -- engine issues, not mine).

--- VERSION 4.4 ---

08.06.09
- changed Changelog order from top-down to bottom-up;
- added SMGGuy to BDSmg.wad as ChaingunGuy replacement (uses different sprites and
sounds, apart from that the same)

1.06.09
- fixed warped liquid walls and removed 'warp' from DBRAIN* textures so there won't
be conflicts with Plutonia

25.05.09
- changed footstep/landing sound for flat MFLR8_3 from soft carpet sound to rock sound, 
because it's a rock texture;
- fixed incorrect spawn height of a smoke over rocketlauncher barrel after shooting;
- changed sprites of player's plasmaballs back to original ones (but plasmatrail is
still present);
- changed Cacodemon's blue ball to a different one, but still blue;
- corrected mistake in instructions: you have to use sv_smartaim 3, not 2 in order not
to shoot gibs;
- added sprites of crushed bodies from Nashgore;
- again added 'warp' to liquid wall and made their flowing animation twice smoother.

24.05.09
- added "Timer toggle" feature (default O) that activates global playtime timer
and level playtime timer in the top right corner of the screen;
- added sprite smoketrails to little smoking pieces instead of particle rockettrail;
- recolored Cacodemon ball to blue and added non-smoke trail to it (seems logical,
as it seems to be not a fireball, but something like electroball);
- changed Baron ball sprite to a similar, but better one;
- fixed misprints in readme and added new questions to FAQ section.

23.05.09
- added animation of rotation of gibs flying in the air;
- united the script which turn off weapon smoke and casings and the script which
turns off trails, ricochet and debris into one script, because they toggle objets
of the same time: additional objects of little importance;
thus now there's one function: "Weapon effects and debris toggle"
- added different and not 'warped' animation of liquid walls (i.e. water/blood/acid
falls).

18.05.09
- finally made it possible to keep your settings on advanced blood, gibs, etc.
through levels: if you turn something on or off, it stays like this!

--- Version 4.0 ---

27.11.08
Replaced blood drop sprite by the one from Nashgore and modified the bloodrop so
that it disappears after flying for some time without hitting anything. Thus 
blooddrops won't take CPU memory when flying down some high pit after you gibbed
an enemy somewhere on top of it (it doesn't just disappear, it's animated).

16.12.08
Changed fire effects renderstyle to a better one.

17.05.09
- fixed the cases when A_Jump is used (e.g. to create the variations of how a piece
of debris will look on the ground, e.g. a monster head or an empty casing) so that
now when there are more than 2 variants, the chance for every variant to happen
is equal (it hasn't been before now), also simplified the code.

12.01.09
- fixed incorrect Imp's classic extreme death (with advanced gibbing off).

11.01.09
- changed Spectre blood decals to darker ones;
- fixed warped liquid wall textures and changed warp effect type;
- fixed incorrect blood spawned by Caco's and Spectre's gibs when hit (now these gibs
spawn correct blood: blue and fuzzy correspondingly).

9.01.09
- added different pickupsounds for stimpack and medikit;
- added Allmap pickupsound;
- added Infrared (goggles) pickupsound;
- added +FORCEXYBILLBOARD to spherical powerups;
- added new Berserk pickupsound;
- fixed incorrect pickupmessage for RedSkullKey;
- fixed missing dynamic lighting for Lost Souls.

8.01.09
- made bulletspread for SSG alt. attack a LITTLE lower than for its primary attack;
- added +FORCEXYBILLBOARD to plasmaballs and BFGBalls.

4.01.09
- added 'warp' effect to liquid wall textures;
- changed footstep and landing sound for MFLR8_2 flat from 'metal' to 'hard',
because this flat looks like rock, not metal;

3.01.09
- corrected mistakes and misprints in the txt,
- changed weapon attacks to exactly equivalent of original ones (removed vertical
bulletspread too)
- fixed incorrect Dual Pistols secondary attack (it had lower bulletspread than
original attack, now it has larger),
- BFG decal is now larger and stays longer,
- added -ACTIVATEPCROSS to all the new debris,
- improved Megasphere sprite and rose it up (for better floatbobbing effect),
- improved BFGBall trail,
- added mass 99999 back to the objects with +NODAMAGETHRUST (shootable decorations),
so that they can't be moved at all (neither by bullets, nor by explosive waves, etc.)
- reduced ricochet chance.

2.01.09
- Fixed chainsaw: now its attack also spawns enhanced blood from enemies;
- changed obutiary message for Revenant's missiles from "<name> couldn't evade 
Revenant's fireball" to "<name> couldn't evade Revenant's missile" (seroiusly, this 
is not a fireball);
- added enhanced rocket smoke trail to Revenant's missiles instead of original smoke
(which consisted of many bulletpuffs);
- added new BFG charging sound;
- added local harmless earthquakes to the moment when BFG shoots and to the BFGBall 
explosion;
- fixed missing BFGBall dynamic lighting;
- changed plasma and BFG balls renderstyle to ADD (special fiery bright);
- added new variative decal for plasmaball;
- enhanced BFGBall decal;
- BFGBall plasmatrail now stays longer in mid-air;
- enhanced bulletpuff now replaces all the bulletpuffs (including monsters');
- improved blooddrops: now they immediately disappear and create a decal when they
hit a wall (earlier they spawned a pool of blood which fell on the ground, which
looked unnatural);
- added chainsaw puff different from bulletpuff;
- removed smoke spawning from bulletpuff (now it only spawns surface debris and 
ricochet);
- added Backpack pickupsound;
- added AntiRadSuit pickupsound;
- added new armor pickupsounds.

31.12.08
- Fixed some monsters which didn't spawn enhanced blood. Now enhanced blood
replaces any blood in game, regardless of object that spawns it. Except for
special objects which spawn coloured blood.

30.12.08
- Added additional death for ChaingunGuy;
- Made Spectre completely fuzzy, including its gibs, blood and blood decals
(considering it logical, that Spectre is a completely invisible/fuzzy creature);
- Fixed bleeding decorations spurting blood always in one and the same direction 
(now they act as monsters - spurt blood towards the shooter);
- Added two types of hands and legs for every monster which has them: one rotating 
clockwise when monster's ripped apart, and one rotating couter-clockwise;
- Fixed bug with chaingun spinning sound not stopping when player's out of chaingun
ammo and automatically selects different weapon (now it stops);
- Improved footsteps so that now no more than one footstep sound sounds at a time
(i.e. if you take one step you hear one step, if you move from one flat texture to
other while running, every footstep indicates it, not every two ones);
- Finally completely fixed optimised light sources behavior! They are really not
lit if player doesn't see them!
- Added colored halos to enhanced fire effects (very beautiful);
- Fixed incorrect Candelabra radius;
- Added +NODAMAGETHRUST to shootable decorations (instead of mass 99999);
- Enhanced bulletpuff and ricochet: debris fly off the wall, ricochet bullets
may bounce of walls before they disappear (can't damage anyone)
- Added menu deactivating sound,
- Added keytry sound.

29.12.08
- Changed blooddrops, added even better animation for sprites. Now they they are 
much more beautiful.
- Reduced the logical amount of blooddrops (using the advance of new sprites which
show several blooddrops each).
- Fixed Spectre, now it spawns its own fuzzy gibs, not visible Pinky's.

16.11.08
- added -ACTIVATEPCROSS to debris (gibs, pieces, blooddrops, etc.)


11.11.08
- returned missing cardkeys and skullkeys dynamic lighting

09.11.08
- added new weapon SMG which replaces Chaingun in case additional BDsmg.wad is added
to command line: it fires one bullet at one trigger press and has slightly less
bulletspread than Chaingun,
- reduced the amount of blood spawned by monsters two times.

--- Version 3.5 ---

07.11.09
- returned Chaingun alternative attack,
- fixed buggy rocket explosion and plasmagun attack sounds (thanks to Enjay),
- changed SpiderMastermind's firing animation and speed: he fires 1 bullet per tic, 
(while in original Doom he fires 3 bullets simultaneously every 4 tics, dealing damage 
slower than with my mod but covering wider area), the balance remained generally  
original, and he can bring the  player down approximately in the same amout of time as 
in original Doom,
- made bulletspread for SSG alternative attack practically the same as for primary 
attack, so that single shots won't be used as a low-spread variant of dual shot; the 
only reason to use this alternative attack now is to save ammo when shooting some weak 
enemy with SSG in close combat,
- added unique pickupsounds for skullkeys and cardkeys,
- added animated blood decals showing blood streaming down the walls,
- changed the behavior of enemy blood: it is spawned only if "blood type" is Sprites
or Sprites&Particles (see Options -> Display Options),
- increased bloodrops' fading out time one and a half time,
- removed blood from Revenant,
- increased shotgun kickback two times and SSG kickback three times,
- added secret finding sound,
- changed menu sounds.

06.11.08
- Added enhanced function "Advanced gibbing toggle" which removes all the gibs from the
level and turns off advanced gibbing in addition returning usual sprite gibbing
animation for all the enemies, as well as usual death animation for bosses.
Say goodbye to GIBSFREE.WAD!
- fixed "Casings and weapon smoke toggle" so that it also removes all the empty casings
present in the level at the moment,
- rechecked SSG and BFG firespeed and now I'm sure they're completely like original,
- added functions "Enhanced fire effects toggle" which lets you toggle between standard 
and enhanced particle fire anytime! It affects torches, candles, burning barrels and
even Arch-Vile's and Lost Soul's fire effects,
- added a little FAQ to the txt,
- added function that makes rockets fly out right from Cyber's gun, not from his belly,
- changed Complete Invisibility: now it lasts for 30 seconds and still makes you
completely invisible, but at the moment you attack with any weapon you'll reveal
yourself for about 2 seconds; this way this powerup is less cheaty and is more effective
when it comes to running away rather than combat,
- added lens flare effect to floor lamps,
- included 7 new ricochet sounds instead of old ones,
- added slight harmless earthquakes to the explosions of the explosive barrel, 
cyberdemon, spider mastermind and Icon of Sin (the latter one shakes the whole level).

05.11.08
- returned missing Arch-Vile's fire dynamic lighting,
- removed multiple DECORATE lumps and added various lumps with different names instead,
- removed BFG9000 secondary attack
- made weapon selecting (raising) animation slower, like in original game, while
leaving lowering animation twice faster (except for Fist, which is raised quickly
as well as lowered, and BFG, which is both raised and lowered slowly),
- added sprite smoke trails for rocket and explosive barrel debris, made smoke trail
for enemies' fireballs more translucent,
- added "Trails and debris toggle" (turns on/off smoke and plasma trails, ricochet
effects and glass and barrel debris) and "Casings and weapon smoke toggle" options 
(default buttons U and I), which can be used in case of serious slowdowns
- changed default binds for "Blood toggle" and "Gibs toggle" to T and Y,
- added functions which removes any original weapons from player's inventory if present
(e.g. in case of using "give all" or "give weapons" cheat).
Fixed Berserk.

02.11.08
Fixed incorrect color for blood spurting out of hell knight, baron of hell and
cacodemon. Changed blood spurting angle.

31.10.08
Lowered Chaingun sprite, removed secondary attack, now primary attack is just like
original one. In addition returned ChaingunGuy attack original firespeed.

30.10.08
Fixed non-solid hanging bodies: they are non-shootable anymore.

27.10.08
Removed player gibbing which crashed the port.

--- Version 3.0 ---

25.10.08
- modified behavior of blooddrops flying from limbs: now it flies not in all
direction but is left like a trail behind
- painted two additional deaths for Cacodemon
- fixed incorrect visual scaling for decorative heads from shootable HeadsOnAPole
- added zoom feature (default button - middile mouse button)
- added feature of turning bloodrops on and off (default button - 'y')
- added feature of turning gibs on and off (default button - 'u')
- big gibs (spawned by bosses) are now smaller
- fixed incorrect gore part of the code
- added sound for picking up the ArmorBonus
- added pickupsound of BlueArmor different from the one for GreenArmor

24.10.08 (later)
- fixed CacoEye gib
- optimised behavior of various decorative hanging bodies, etc.

24.10.08
- changed gibs sprites and added more sprites by Nash
- changed behavior of blooddrops and now they stay for a while
- changed behavior of some gibs, most of them now fly not so far
- modified some sprites of imp's, pinky's, cyber's, spider's, chainguy's
and nazi's gibs
- added stuff: nazi's cap flying away and a horn flying off cyber's head
- monsters now stay immovable before they see the player for the first time 
(left only one frame for monsters' Spawn states)
- fixed incorrect elements and simplified the code of GIBSFREE.wad
- fixed incorrect nazi's empty casings spawn offset

22.10.08 (later)
Corrected additional credits.

22.10.08 
- Additional LS's death fixes,
- added new blooddecals from ww-diaz by WildWeasel (originally by Nash),
- slightly changed blooddrops,
- added new Zombieman sprites,
- added smoke to plasmaball death sequence,
- added better footsteps which don't sound anymore when player's stopped,
- slightly improved LostSoul's fire,
- fixed incorrect too aggressive LostSoul's behavior,
- fixed memory-saving fire effects behavior so that they are always not shown
if player is not around (it worked not fully correct before),
- additionally fixed and enhanced Candlestick and Candelabra by changing their
sprites slightly,
- prolonged the existence of empty casings 5 times,
- visually enhanced ArchVile's fire attack,
- added some effects to ricochet,
- added +FORCEXYBILLBOARD to empty casings and gibs.

21.10.08 
- Fixed misprints in code and added better Lost Soul death,
- fixed enhanced EvilEye and FloatingSkull,
- removed Brains at all, as it seems illogical to have brains spawned along with 
monster's head when it's ripped apart,
- fixed BFG decals.

20.10.08 
Fixed bug in bosses' death sequences which lead to impossibility to complete 
the final levels of E2 and E3 in Doom 1.

17.10.08 
- Additionally fixed candles' fire, 
- fixed Lost Soul's fire 
- and added +NOTDMATCH flag (appear not in Deathmatch) to plasmatrails, smoke, 
casings and similar stuff.

16.10.08 
- Fixed candlestick functions checking for player being around. Now works all right. 
- Candles fire now looks much more like candle fire, not like small torch.
- Added new titlepic with the number of the version in a corner.
- Fixed wrong Cyber's gibs.
- Fixed GIBSFREE.WAD.

15.10.08 
- Modified behavior of Spiderdemon's and Cyberdemon's gibs, 
- reduced influence of some objects on CPU memory, 
- Plasmagun now shoots only one ball at one push of attack button (like in original 
Doom), 
- enhanced torches visually, solved massive slowdowns problem.
Now all the objects with fire effects (except for Lost Souls) don't show any fire
if the player is not around. If you turn around the corner or just use NOTARGET
cheat, the torches and candles which don't see you (yes, they can see you) stop 
burning. This saves extreme amount of memory.

13.10.08 
- Fixed some bugs with gibs; 
- fixed weapon selection order so now usual weapons are never selected even if 
you have them; 
- boosted BFG firespeed to be more like original (though BFG is still slower and 
more powerful than original);
- fixed SSG bug being able to make dual shot with only one shell left; 
- fixed with SSG animation bug after doing single-shot and switching to other 
weapon and then switching back without reloading one barrel first; 
- fixed footsteps so they don't sound when player moves in mid-air; 
- added working new extreme death animation for players, similar to monsters' 
extreme deaths, but gibs are unfortunately always green regardless player color; 
- fixed missing dynamic lights;
- fixed some misprints in readme.

--- Version 1.0 ---

03.08.08 Final critical balance fix, animation and other updates.

31.07.08 (later) Added unique pickup sounds.

31.07.08 Less blood, reworked Cyber death, fixes with SSG and Chainguy.

30.07.08 (later) Added footsteps.

30.07.08 Improved blood wall decals.

29.07.08 (later) Gibs don't vanish and are interactive.
Recolored LSs.

29.07.08 (later) Blood drops, gibs and casings vanish.

29.07.08 (later) Gibs and casings don't stay when platform under them moves.

29.07.08 First release. Worse Lost Souls, worse balance, only water splashes,
no 'warp' effects, gibs and casings don't vanish. Loads to do.

* FAQ *

Q: Why doesn't the mod work?
A: Be sure that you use correct version of the port, correct game and OS and also that
you turned your PC on. Really, the practice shows that the users happen to be idiots much 
more often than the authors. And if you can't use the proper version (which happens to 
most people who say "it doesn't work"), you should know, you have serious problems.
And I don't mean to offend you. If you do everything correctly and can't get it to work,
mail me, 'cause I'll be happy to find out the reason and help you, really.

Q: WTF is wrong with autoaim? I hit shootable decorations and gibs instead of monsters!
PLEASE, use sv_smartaim 3. It'll make your weapons aim ONLY at monsters and nothing else.
It'll also make monsters aim only at you and nothing else.

Q: Is there any difference between new weapons and original ones in their firepower,
bulletspread, etc.?
A: If you didn't read the first part of the txt, I'll explain again. Fist is silent
and has a little faster attackspeed, Pistol has faster firerate, Chaingun has 
alternative attack with slightly larger spread and additional slight vertical 
spread (original Doom weapons don't have vertical spread, except for SSG), and SSG 
now can shoot barrels separately. Apart from that all weapons have absolutely original 
performance characteristics. 

Q: Why did you make Fist silent and faster?
A: Because otherwise it is completely useless, you can't even kill yourself with it.
And surely, this doesn't make the game much easier, does it?

Q: Why did you remove Dual Pistols? It was funnier this way!
A: Because I didn't like the looks and because it's too non-original. However, I increased
Pistol's firespeed by a couple of tics.

Q: What did you do to Pistol?
A: Its firerate is a couple of tics faster. You know. So it won't be a completely useless
shit.

Q: Why black gloves? Why NO black gloves since 4.6?
A: Look at the TITLEPIC. Or look at Doom Ultimate end picture. See Flynn Taggard with 
BLACK gloves on his hands? That's the reason.
...All right, yes, I'm joking. I just like black gloves and I again don't give a damn
if you don't. Why did I change it after all? Well, I decided to be even more original. Besides,
Bad Guns mod presents black gloves. Let it be the feature of that mod.

Q: Why did you make weapons attacks completely original? (they had vertical bulletspread
in earlier versions)
A: I decided that this vertical spread resulted in certain gameplay changes and made
shooting in some way more difficult than in original Doom. And I want it all to be
original, you remember.

Q: Why didn't you include such stuff as reloading for example?
A: My idea is "Still Doomy, just better". Reload is TOO much, you know. Not for this mod.
No way.

Q: Why did you change plasmagun's look?
A: Because original plasmagun looks like an accordeon. I want it to look like a gun.

Q: Why did you make the doomguy higher and switched the attack height?
A: Because I don't want to feel like a dwarf having my eyes somewhere on the level of
zombieman's belly. And I DO want my bullets and projectiles to fly exactly where my
crosshair points, not lower, like with default (G)ZDoom configuration.

Q: Shootable gibs prevent me from playing normally with autoaim! They also eat some
of the BFG charge!
A: Look attentively on the screen. There's a big red message saying, that you have to
set smartaim to 'Only monsters' (sv_smartaim 3). It won't affect your game, it'll just
remove this bug.

Q: Shootable gibs are cool, but why didn't you make destructible corpses?
A: Why not ask Mr. Arch-Vile what he thinks about corpses that can be destroyed beyond
resurrection? Oh, I'm afraid he thinks not much of this idea. As a matter of fact, he's 
already pissed off that he can't resurrect gibbed monsters in my mod, so let us leave him
and his interests alone.

Q: Why don't gibs bounce around anymore?
A: First, it was ridiculous. Second, they kept spawning more and more blood everytime,
that's why I had to make blood disappear in earlier versions and that's why I can leave
it to be now. Third, they were really buggy.

Q: The gibs and/or torches and candles and/or destructible decorations and/or bloodspurts 
and/or [put what you like here as many times as you like] are shit!
A: Well, you are free not to play it, honestly. But really, I included functions which 
let your turn any of this stuff on and off anytime. Check "Beautiful Controls" in 
"customize controls" option.

Q: Why is weapon deselecting animation twice faster than in original Doom?
A: Well, in Doom weapon selection/deselection is very slow, slower than in modern games,
and it's explainable when it comes to raising weapon, which may be heavy, but why the
hell should we remove weapon so slowly? Besides, not all the weapons can be removed
quickly, BFG can't for example. While Fist and Pistols are always removed as well as
raised quickly.

Q: Weapons firepower/bulletspread/[put anything else] is different from original!
A: NO IT IS NOT! And I don't want to hear anything else about it. Apart for moments
I mentioned (Fist, SSG alt.attack, Chaingun alt.attack), EVERYTHING is original. 
Weapons' firespeed, firepower and bulletspread ARE ORIGINAL.
Specially for you I made accurate calculations and compared everything frame by frame,
tic by tic. Even with more frames, even with sometimes different animation my weapons
still keep the same firepower, firespeed and bulletspread and if you don't like
something about it, please, quietly commit suicide, because I don't give a damn!
For Dual Pistol, new Fist, SSG and Chaingun check other answers above.

Q: Why did you change the invisibility powerup?
A: 'cause I'm sick of original Doom invisibility, which can only make monsters shoot
projectiles in various unexpected directions, which is not helpful at all. This is not
invisibility at all. My powerup makes you invisible and lets you do what Invisibility
should let you do: it helps you to move unnoticed, flee or dodge enemies.

Q: Why did you change Complete Invisibility powerup since earlier versions? (it lasted
for 20 seconds and made you completely invisible for these 20 seconds)
A: It was too cheaty, in some way could be more effective than Invulnerability. I decided
to prolong its duration, because 20 seconds is too few, but make player reveal himself
when using weapons, this way greatly reducing the effectiveness of the powerup in combat.
I'd like to create a powerup that makes you invisible but makes monsters notice you and
attack back if you shoot them, but unfortunately it is impossible with present version
of (G)ZDoom. And believe me, I worked a lot and was very close to create it, but no way
for now.

Q: Why monsters roar endlessly when you have Complete Invisibility?
A: They panic.

Q: Can ricochet bullets hurt you?
A: No.

Q: Why the hell did you remove Chaingun secondary attack which was present in earlier
versions?! And why the hell did you get back Chaingun secondary attack in 3.5 ?!!
A: Because when my Chaingun had 2 attacks, primary was slower than in original Doom, 
while secondary was much faster. Therefore I changed ChaingunGuys to make their firespeed
correspond to your Chaingun's primary attack firespeed. But then I suddenly realized that
this way ChaingunGuys became helpless suckers which couldn't deal any serious damage, and
they are pretty frightening in original Doom. So I changed them back. At this point it
seemed illogical and unfair that your Chaingun had slower primary attack than theirs.
I got original attack back, and at that moment secondary attack turned to be generally
useless.
But I know you loved it. I decided to leave it as a special feature. The ones who 
don't like it are free not to use it.

Q: Why did you increase spread for SSG secondary attack? (it was lower than primary
attack spread in earlier versions)
A: I made it as primary attack spread (still a little smaller) because it was cheaty.
In original Doom you can't use SSG as an accurate weapon and you shouldn't be able
to do it with this mod. However, I slightly decreased it again in new version, just
to make it look logical. Alt.spread is only a little lower than primary, though.

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