This is the Standard software rendering 1.27 Edge32 L2 in
a version Compiled with Bcc 32 over Tasm52 Assembler.

It is optimized for Pentium (compatible) processors with L2 cache.

PII / PIII / PIV and the L2 AMD's.

It uses Fast internally managed thread storage and is
as independend as can be, of W32 system RT components.

It's not recommended to apply exe compressors on this exec.

Runs normally two to three times faster then original version
on mentioned processor equipped computers.

Copy of original EDGE distribution readme................

EDGE 1.27 README.1ST
====================

Welcome to EDGE, the Enhanced Doom Gaming Engine.

What's needed:
 * edge32.exe        - Windows Executable, software rendering
 * gledge32.exe      - Windows Executable, OpenGL rendering
 * edge.cfg          - Default Configuration File
 * edge.wad          - EDGE WAD Information
 * edge-ddf.zip      - EDGE DDF files (not required to play)
 * readme.1st        - Guess what you reading?


System Requirements:
 - Either a DOOM, DOOM II, TNT or PLUTONIA WAD file.
 - Computer with an FPU (Intel 486DX or higher).
 - Pentium 133 MHz CPU (233 MHz for 640x480 mode or GLEDGE).
 - 32MB RAM (64MB RAM recommended).
 - Hardware accelerated 3D card with OpenGL drivers (GLEDGE only).

 For Win32:
   - DirectX 7.0 or higher.
   - Videocard and Soundcard which is compatible DirectX 7.0.

 For Linux:
   - SDL (Simple DirectMedia Layer) version 1.1.
   - XFree86 4.0 with DRI 3D hardware acceleration (GLEDGE only).
   - Glibc 2.


Useful Parameters:
 * Screen Size: -width [screenwidth] -height [screenheight]
 * Colour depth: -bpp [depth]  (1 for 8-bit, 2 for 16-bit)
 * Pick IWAD file: -iwad [main wad file]
 * Play PWAD file: -file [addon wad file]
 * Jump to level: -warp [mapname]  (in the form of MAP01 or E2M9 etc..)
 * External DDFs: -ddf [dirname]  (use external DDFs in 'dirname')
 * Show EDGE version: -version
 * Disable sound: -nosound
 * Disable music: -nomusic
 * Turn off warnings: -nowarn  (useful for 1.24 wads like QDOOMTST)


Notable EDGE features:
 - Extrafloors (3D floors), removing the original DOOM limitation
   which didn't allow rooms over rooms.  EDGE supports real 3D
   room-over-room, bridges, and liquids.

 - DDF (Data Definition Files), allow Mod/TC/PC creators to
   completely customise monsters, attacks, weapons, pickup and
   scenery items, linetypes, sectortypes, intermissions, ETC...
   using fairly simple to understand text files.

 - RTS (Radius Trigger Scripting), provides per-level scripting
   support, allowing custom scripts to run when the player enters
   certain parts of the map, or performs certain actions, or when
   certain monsters have been killed (to name a few possibilities).

 - Support for high resolutions (640x400 through 1280x1024), plus
   support for 16-bit rendering.  That's just software mode, there is
   also GLEDGE which takes advantage of hardware 3D acceleration via
   the OpenGL library.

 - Jumping, Looking up/down, Flying (JetPack), Zooming.

 - Many limits and bugs from original DOOM removed (e.g. no more
   visplane overflow or medusa effect).


New features in 1.26:
 - Savegames are back.  This is brand new code, which works OK in the
   tests we've made, but may have bugs/issues with it.

 - EDGE now has built-in support for building "GL Nodes", which the
   renderers (software and OpenGL) need to draw levels properly.
   Some wads have the GL Nodes in them already -- for the rest EDGE
   will automatically create a ".GWA" file containing them.  When
   this happens, a screen will pop up showing some progress bars.
   This can take a while (especially for huge wads like ETERNAL) but
   it only has to be done once.

 - Improved BOOM compatibility: all of the non-generalised linetypes
   are supported, with the exception of line-to-line teleporters
   (which we haven't coded yet) and some scrolling types.  The
   generalised line and sector types are mostly implemented too,
   though some don't work correctly yet.

   For EDGE 1.27, there is a `Compatibility' option in the Gameplay
   menu with two choices: "EDGE" and "BOOM".  This is because the the
   BOOM generalised types can interfere with TCs/mods which define
   their own types in DDF.  If a level doesn't seem to be working
   properly, e.g. doors that won't open, try changing this option and
   restarting the level.

 - Mipmapping in the software and GL renderers.  In software mode,
   this can make walls/floors/etc look blurry, so it can be disabled
   in the Video Options menu or with the -nomipmap command-line
   option (use -mipmap to enable).

 - Crouching.  Uses the `Move Down' key in the standard controls
   option menu, and must be enabled in the gameplay option menu.

 - Shadows under things.  Can be enabled/disabled in the Video Option
   menu, or with the -shadows command-line option.

 - Support for playing MP3 music.  For now they must be external
   files, but support for lumps in wads is planned.  NOTE: doesn't
   work in DOS.

 - Dynamic lighting, only works in GLEDGE for now.  It can be
   enabled/disabled in the Video Option menu (disabling will give
   higher framerates and also saves memory) -- Note that you need to
   restart the level for the change to take effect.

 - Many DDF and RTS enhancements, too many to list in this readme,
   but include: more ammo types, improved tips, thin sliding doors,
   and better damage control.


New features in 1.27:
 - Wipes and crosshairs now work in GLEDGE.

 - Weapon kick can be disabled in the Gameplay Option menu.

 - Better checking when loading savegame files.  If the level data is
   detected to be different, e.g. loading a DOOM2 mad when playing
   PLUTONIA, then the load is aborted.  Unfortunately EDGE also
   crashes out -- recovering from a partial loadgame is a hard
   problem to fix.

 - A couple new DDF/RTS features.  See the CHANGELOG(s) for more
   information.


Known Issues:
 - Multiplayer (networking) does not work.  We don't have the time to
   work on this at the moment, unfortunately.

 - Joysticks do not work.  We haven't done any work in that area.

 - Sky in GLEDGE can be wobble/twisted or ripple, most noticeable in
   maps with a lot of sky, e.g. MAP12.  Selected a higher "Detail
   Level" in the Video Option menu can help.

 - There are some visual problems/glitches with the screen,
   especially when the view window is shrunk down.  Also the fonts
   can look "chunky" in low resolutions (320x200).

 - EDGE is still somewhat slow.  Overall this is because we had
   little time to spend on optimising the code.  For software mode,
   part of the reason is that the old hand-crafted assembly routines
   are no longer used (they need re-writing).  GL mode also has its
   own speed issues, especially when dynamic lighting is used.

 - Levels and TCs designed for EDGE 1.24 (or earlier) can produce a
   bucket-load of warnings when starting up.  These warnings are
   mostly about DDF features that have been removed or changed.
   Hence some older stuff may not work 100%.  Use the -nowarn option
   to turn off these warnings.

 - MP3 playback quality is fairly low, fixed at 11Khz, 8 bits and
   mono.  Attempts at increasing these didn't work and caused EDGE to
   crash (even hard-lock the computer in one case).

 - Some sprites are designed to look sunk into the floor, typically
   corpses, and can look like they are "floating" in EDGE.  This is a
   limitation of the way EDGE/GLEDGE renders everything -- it uses a
   new rendering technique that allows 3D floors, liquids, etc, but
   cannot duplicate the old renderer which allowed sunk-down sprites.

   Certain other DOOM tricks, e.g. flat-flooding, are also affected
   by the new rendering method, and either work to some degree, or
   not at all.

 - Looping sounds tend to stop when you get too far away to hear
   them, e.g. coming back to a flickering torch in QDOOM and it has
   stopped making the flickering sound.  Also looping sounds are not
   saved in a savegame, so after loading a level there are no looping
   sounds being played at all.

 - Some graphics can look fuzzy in GLEDGE, such as the title screens
   and the status bar background.  This happens because many 3D cards
   (e.g. Voodoo 3) have a texture size limitation of 256x256 pixels,
   but some DOOM graphics are 320 pixels wide -- they don't fit, so
   GLEDGE has to squash them down to half the size.

 - The console has very limited functionality.


Troubleshooting:
 - If EDGE crashes, or otherwise misbehaves, please help us by
   reporting the problem.  To do this check out the EDGE website at
   http://edge.sourceforge.net.  We appreciate input because if you
   don't tell us about a bug, we can't deal with it.

 - The debug file can show some useful information (especially for us
   when trying to track down a problem).  Create it like this:

     edge32 [normal parameters...] -debugfile debug.txt

 For Windows:
   - Ensure you are running with virtual memory ENABLED.  This will
     cause some real problems if it disabled.

   - You can check the DirectX version by running the DirectX
     diagnostic tool.  Click the Start button, then Run..., and
     type: dxdiag and press ENTER.  If that doesn't work, try looking
     for DXDIAG.EXE in the following directories:

        C:\windows\system
        C:\program files\directx\setup\
        C:\winnt\system32

   - For GLEDGE to work, you need a 3D card *plus* OpenGL drivers
     for it on your computer.  A really low framerate usually
     indicates that the *software* GL driver is being used (not what
     we want, of course ;).  Go to the website of your card's
     manufacture and look for a recent 3D driver.  Another place to
     look is on Microsoft's site.  Basically, if Quake 3 (or some
     other OpenGL game) works, then GLEDGE should work too.

 For Linux:
   - SDL 1.1 can be found at http://www.libsdl.org/.

   - 3D support under linux is still a developing thang, e.g. there
     is no support for DRI (Direct Rendering Infrastructure) in
     some distributions yet (notably Debian 2.2), as it requires
     XFree86 4.0.

     Also required is a recent kernel (> 2.2.18 or > 2.4.0).  A good
     guide to whether accelerated 3D is working is to run `glxinfo'
     in an xterm, and see if it says "direct rendering: Yes".


Contact points:
 * For the latest news and developments visit the EDGE Website
   at http://edge.sourceforge.net.

 * For Forums, Engine Reports and CVS Access visit the EDGE Project
   site at http://sourceforge.net/projects/edge.

 * Contact the EDGE Team at [email protected] or via
   one of the team members (see the team page on the main website).

 * For more information on "GL Nodes", see the glBSP homepage at
   http://glbsp.sourceforge.net.


Compiling EDGE:

 Quick guide:

 First you need to build the GLBSP plugin.  Cd into glbsp/plugin
 directory and type `make' (or make -f makefile.bcc for windows).

 To make EDGE itself, cd into the platform specific directory
 (`linux', `win32' or `djgpp'), that's where the Makefile is.  Edit
 the Makefile, there are some useful parameters you can change at the
 top.  Then type `make' (or for windows, `make -f Makefile.bcc').


Command line options:

 * Note that "(no)" here means that the option switch can optionally
   be prefixed with the word "no", e.g. -shadows OR -noshadows.  The
   plain option enables the feature, and the one with "no" disables
   that feature.

 -version             Show version of EDGE and exit.

 -width  <wd>         Select video mode's width.
 -height  <ht>        Select video mode's height.
 -res  <wd> <ht>      Select video mode (width AND height).
 -bpp  <depth>        Video depth: 1 for 8-bit, 2 for 16-bit.
 -lang  <language>    Language for game messages.

 -iwad  <file>        Select IWAD file (e.g. DOOM.WAD or TNT.WAD)
 -file  <file> ...    Select PWAD (add-on) wad file(s) to play.
 -home  <dir>         Home dir, can hold IWAD and EDGE.WAD.
 -game  <dir>         Game dir, for PARMS, DDF, RTS, WADs, etc.
 -ddf   <dir>         Load external DDF files from the directory.
 -script  <file>      Load external RTS script from the file.
 -config  <file>      Config file (normally EDGE.CFG).
 -debugfile  <file>   Write messages into the given file.

 -warp  <map>         Warp to map (use full name e.g. E1M1 or MAP01).
 -loadgame  <slot>    Warp, loading game from slot.
 -record  <file>      Record a demo into the given file.
 -playdemo  <file>    Play the previously recorded demo.
 -timedemo  <file>    Play and time the demo (test performance).
 -skill  <num>        Skill level for warp (1 to 5).
 -screenshot  <rate>  Movie mode ! Takes regular screenshots.
 -turbo  <num>        Running speed, 100 is normal.
 -vspeed  <num>       Look up/down speed, 1000 is normal.

 -players  <num>      Total number of players (includes bots).
 -bots  <num>         Number of bots.
 -deathmatch          Deathmatch game (otherwise COOP).
 -altdeath            Alternate deathmatch mode.
 -singletics          (Something net related ?)
 -timer  <mins>       Time limited games, and specifies how long.
 -avg                 Andy Virtual Gaming (same as -timer 20).
 -respawn             Monster respawning.
 -(no)itemrespawn     Item respawning.
 -newnmrespawn        Monsters respawn as if resurrected.
 -viewangle  <ang>    (May not work) view angle for drones.

 -boom                Set compatibility to BOOM mode.
 -edge                Set compatibility to EDGE mode.

 -(no)strict          Errors: be as strict as possible.
 -(no)lax             Errors: be as lax/forgiving as possible.
 -(no)warn            Enable/disable warning messages.
 -(no)obsolete        Enable/disable warnings about obsolete stuff.

 -windowed            Run inside a window.
 -fullscreen          Run fullscreen.
 -(no)sound           Enable/disable sound effects.
 -(no)music           Enable/disable music output.

 -(no)dither          Dither the graphics (in GL).
 -(no)smoothing       Smoothing for graphic images (mainly GL).
 -(no)mipmap          Mipmapping enable/disable.
 -(no)shadows         Shadows are drawn under things.
 -(no)halos           (Unimplemented) Halos/coronas around lights.
 -(no)dlights         Dynamic lighting (currently GLEDGE only).
 -(no)trans           Whether translucent stuff is rendered.
 -(no)jumping         Whether player jumping is allowed.
 -(no)crouching       Whether player crouching is allowed.
 -(no)mlook           Mouse-look up/down.
 -(no)kick            Weapon kick effect.

 -(no)devparm         (Unused at the moment)
 -(no)monsters        Enable/disable monsters within the game.
 -(no)fast            Fast monsters.
 -(no)rotatemap       Automap rotation.
 -(no)invertmouse     Invert the mouse Y direction.
 -(no)showstats       Shows on-screen statistics/info.
 -(no)hom             HOM (Hall Of Mirrors) detection.
 -(no)stretchsky      Whether skies are stretched or tiled.
 -(no)extras          Extra items (e.g. rain) appearing in levels.
 -(no)infight         In-fighting between monsters.
 -(no)true3d          Objects can pass above/below other objects.
 -(no)blood           More blood which lasts longer.
 -(no)cheats          Cheat codes enabled or disabled.

 -trilinear           Trilinear mipmapping (GLEDGE only).
 -nointerp            Video: Don't interpolate colourmaps.
 -nodraw              Disable rendering (for performance testing).
 -nogfxmode           Disable all video (for performance testing).

 -blockmap            Force EDGE to generate its own blockmap.
 -fastsprites         Load sprite images at start of level.
 -newmap OR -newhud   Automap overlay.
 -noconhistory        Disable console history (save some memory).
 -noblit              (Unused at the moment)
 -spritekludge        (Unused at the moment)
 -screencomp <mode>   (Currently broken) screen composition.


 Win32 only options:

  (none)

 DOS only options:

 -forcevga            Limit video mode to VGA 320x200x8.
 -ihatebill           (Unused at the moment)
 -bitspp  <depth>     (Unused I think) select video depth.

 Linux only options:

 -freq  <freq>        Set sound frequency (sample rate) in Hz.
 -mono                Disable stereo sound output.
 -allegfm             Use the allegro FM patches for music.
 -warpmouse           Use special mouse handling code.


Console commands:

 ARGS  <a> <b> ...    Just displays the arguments given to it.
 CRC  <lump>          Computes the CRC value of a wad lump.
 EAT  <size>          Eats memory (for debugging purposes).
 EXEC  <filename>     Executes the console commands in file.
 PLAYSOUND  <sound>   Plays the sound (fatal error if unknown !).
 QUIT                 Quit EDGE (pops up a query message).
 SET  <cvar> <val>    Set console variable to a new value.
 TYPE  <filename>     Displays the file on the console.
 TYPEOF  <cvar>       Displays the type of a console variable.
 WATCH  <cvar> <max>  Show var as a slider (NOTE: doesn't work).

 * The SET command can be used with no options, which displays all
   known variables (and their values), or just the cvar name, which
   displays the value of that variable.

--- END OF README.1ST ---


CHANGELOG FOR 1.27 (since 1.26)
===============================

(updated NOVEMBER 11th 2001)

Bug fixes:
----------

-  savegames enabled under DOS !
-  glitches with shrunk-down view in software mode fixed.
-  problem when using light-transfer linetypes fixed.
-  fixed a bug causing some RTS tip stuff to crash.
-  crash bug with elevator in QD10 (savegame + RTS issue) fixed.
-  problems with crushers/continuous ceilings (e.g. MAP04) fixed.
-  timing problem in RTS (initial WAIT command) fixed.
-  fixed bug with new 16-rotation sprite code.
-  zooming no longer shows the weapon sprite.
-  rendering problems (HOM) in GLEDGE when FOV > 90 fixed.
-  fixed automap bug not displaying the level's name.
-  another timing problem in RTS (retriggerables) fixed.
-  issues with the UPGRADES command in weapons.ddf fixed.
-  a couple of sound and MP3 problems fixed.
-  problem with missing weapons (e.g. IDKFA) fixed.
-  fixed another MP3 bug, not playing files with ID3 tags.
-  thin sliding doors were broken in GLEDGE -- fixed.
-  closed sliding doors now block sight & sound properly.


Features removed:
-----------------

none.


Changes to existing features
----------------------------

none.


New features:
-------------

-  Wipes and crosshairs now work in GLEDGE.

-  Better checking when loading savegame files.  If the level data is
  detected to be different, e.g. loading a DOOM2 mad when playing
  PLUTONIA, then the load is aborted.  Unfortunately EDGE also
  crashes out -- recovering from a partial loadgame is a really hard
  problem to fix.

-  The weapon kick effect can now be disabled.  The easiest way is
  through the Gameplay Option menu.  Another way is by using the
  -nokick cmdline option (or -kick to enable).  For DDF writers there
  is also the "WEAPON_KICK" and "NO_WEAPON_KICK" level specials which
  can be used (in LEVELS.DDF) to override the user's preference.

-  New cmdline option "-fastsprites".  Causes sprite images to be
  pre-cached at the start of the level, making gameplay smoother.  It
  isn't enabled by default since it can cause long delays on slower
  machines, and is not much use on machines with low memory (< 64K).

-  New DDF action for flickering dynamic lights:

     DLIGHT_RANDOM(low,high)

  where `low' and `high' are numbers.  The intensity of the dynamic
  light will be set to a random value within the given range.

-  New DDF command for dynamic lights:

     DLIGHT.HEIGHT=75%;

  which specifies at which height within the object the light comes
  from, for example: 0% at the foot, 50% midway (the default), 100%
  at the top of the head.

-  New weapons.ddf command STATES(ZOOM).  When present, that sprite
  frame will be shown on screen when zooming is active.

-  New attack special NO_TRIGGER_LINES.  Shot and projectile attacks
  with this flag never activate special linedefs.

-  New command for radius triggers:

     UNBLOCK_LINES  <tag>

  All lines on the map with the same tag will be unblocked, allowing
  players and monsters to pass.  Only affects two-sided lines.

-  New things.ddf command:

     BOUNCE_UP=6.0;

  which controls how far up a bouncing object bounces when it hits
  the floor (or how far down for ceilings).  Higher values make it
  bounce higher.  The default is 0.5 (previously hard-coded).

-  Limited support for multiple palettes.  Works in GLEDGE only.  When
  a PWAD contains a palette (PLAYPAL lump), then all images in the
  PWAD (sprites, flats, textures, patches) will use that palette
  instead of the "GLOBAL" palette (the one in the IWAD).

  One thing this allows: using the resources from Heretic and/or
  Hexen in addition to the normal DOOM/DOOM2 resources, for example:

     gledge32 -iwad doom2.wad -file heretic.wad mylevel.wad

  Note that font patches (STCFN### and others) in a PWAD containing
  a different palette than normal DOOM won't work properly.

-  New levels.ddf special "BOOM_COMPAT" and "NO_BOOM_COMPAT" which can
  be used to specify whether the level requires BOOM compatibility
  enabled or disabled.  This special overrides the user's preference
  in the Gameplay Option menu.