For your viewing pleasure, here's the README.
I'm releasing both DOS and Win32 versions simultaneously. (The DOS version does not support MIDI/MUS music or a joystick.)
Bug fixes:
- Multiplayer games with monsters do not crash.
- Player corpses do not levitate and then fall down when a player respawns in multiplayer games.
- Using togglemap outside of a game will not crash.
- Monsters stop attacking their target once it's dead.
- EV_StopPlat() does not get stuck in an infinite loop if there are moving platforms.
- Partially invisible players are drawn the proper colors (instead of green) if r_drawfuzz is 0.
- If you are invisible, so are your muzzle flashes.
- Trying to execute a non-existant script will not crash.
- Using a ChangeCamera special from an open script will not crash.
- The FloorAndCeiling_RaiseByValue and FloorAndCeiling_LowerByValues now behave like Hexen's.
- Using -loadgame from the command line works.
- Fixed a memory leak during generation of the translucency tables.
- In high resolutions, weapon sprites meet the bottom of the screen.
- Sounds will not cut out mysteriously when there is no reason for them to do so.
- Sounds will also not be stopped immediately when a thing is removed, so explosion sounds will play to their full length.
- Things can make more than one sound at once.
- The deathmatch scoreboard is aligned properly at high resolutions.
- Spynext and spyprev work properly instead of leaving the status bar "lagging behind" the player being viewed.
- The light-amp does not disable colored lighting.
- The sky gets inverted when using the invulnerability powerup.
- Implemented better z-checking code (from Heretic/Hexen).
- Pain elementals will spawn one lost soul at a time instead of two inside
of each other. - Bex patches that use thing mnemonics really do work now, and unknown bit messages aren't generated for regular DeHackEd patches.
- Linedef type 134 for regular DOOM/BOOM maps requires a red key for
activation (it was being improperly translated to require a blue one). - Monsters can activate secret lines when they cross them. (See DOOM2/MAP08).
- The player extreme death sound is used.
- When a player leaves a network game, their body is removed instead of being left empty.
- 0-length sounds are treated as empty sounds instead of sounds 4 gigs long.
- Skins that replaced player sounds with sounds in the IWAD work.
- Muzzle flashes do not light up foggy areas, and fullbright sprites stay
shrouded in fog. - Alphanumeric keys no longer automatically repeat on the console.
- Wads such as gothicdm2 that used new flats in addition to the ones in the IWAD with the regular doom.exe work.
- Significant speed improvements on modern processors.
- Armor and keys are shown on the fullscreen HUD.
- Colored text.
- A playdemo console command.
- A chasecam.
- A particle sytsem.
- An optional railgun to show off the particle system. (Start the game with -deh railgun.bex if you want to use it.)
- Polyobjects.
- Sound sequences.
- WAVE files can be used as sound lumps without converting them to DMX's format first.
- A sky can be specified to not be stretched even if it is shorter than 200
pixels. - Sparks.
- Particle fountains.
- Parallax skies.
- Some new DeHackEd thing flags from Hexen (bobbing, reflective, etc.).