
EDGE DDF 4.1 (2004-04-30):
==========================

1) THINGS.DDF: added missing GIB states to MANCUBUS.
2) THINGS.DDF: added Boom-compat STEALTH monsters: types 4050 to 4061.


EDGE DDF 4.0 (2004-04-30):
==========================

1) THINGS.DDF: use new NULL sprite in BRAIN_SHOOTER, BRAIN_SPAWNSPOT, and
               TELEPORT_FLASH.
2) THINGS.DDF: added new CAST_TITLE commands for every cast monster.
3) THINGS.DDF: player defs: use CHECKMOVING in all the CHASE frames, and
               remove #CHASE redirection from PAIN frames.

4) ALL: added #VERSION directive to the top of files.

5) LANGUAGE.DDF: added Spanish translation for monster names, thanks to
                 lobo_eire (Luke Brennan).
6) LANGUAGE.DDF: tidied up entries that had ""; on separate lines.
7) THINGS.DDF: gave all players JUMP_DELAY of 26T.


EDGE DDF 3.9 (2004-01-15):
==========================

1) THINGS.DDF: fixed respawn states for HEAVY_WEAPONS_DUDE, PAIN_ELEMENTAL,
               and WOLFENSTEIN_SS to match standard DOOM (they were missing
               a few frames).
2) THINGS.DDF: added new [SMOKE] entry.

3) ATTACKS.DDF: made REVENANT_MISSILE use PUFF=SMOKE.
4) ATTACKS.DDF: added two extra frames to ARCHVILE_FIRE which existed
                in standard DOOM but were missing from EDGE.
5) ATTACKS.DDF: made the PLAYER_PLASMA timing 6 tics instead of 2 tics,
                to match standard DOOM.

6) THINGS.DDF: added missing METAL sound to cyberdemon's chase frames.
7) THINGS.DDF: fixed boss-brain's pain sound (MAP30).

8) LANGUAGE.LDF: added monster cast names (ArachnotronName etc) to the
                 [ENGLISH] and [FRENCH] sections.
9) LANGUAGE.LDF: added TNT and PLUTONIA level names and finale texts
                 to the [ENGLISH] section (no french this time).


EDGE DDF 3.8 (2004-11-29):
==========================

1) THINGS.DDF: added player capacities for pellets, nails, grenades, gas.
2) THINGS.DDF: gave [SPECTRE] FAST=2 (to match visible counterpart).
3) PLAYLIST.DDF: added entry [67] for the bunny music (D_BUNNY).
4) GAMES.DDF: fixed "read_m" music entries.
5) GAMES.DDF: added SPECIAL_MUSIC entries for proper cast/bunny music.


EDGE DDF 3.7 (2001-08-16):
==========================

1) COLMAP.DDF: changed "[ALLGREEN]" to use "NITEVMAP" instead of "COLORMAP"
2) THINGS.DDF/ATACKS.DDF: added DLIGHT stuff for dynamic lights!


EDGE DDF 3.6 (2001-07-29):
==========================

1) THINGS.DDF: added JETPACK (was missing since day 1 for some reason)
               removed two frames from DOG's respawn (frames M and N don't exist)
2) LINES.DDF: removed all 'COUNT=0;' entries (unnecessary)
3) LANGUAGE.LDF: added: NeedAnyForDoor="You need at least one key to open this door";
                        NeedAllForDoor="You need all keys to open this door";
                 added: HomDetectOn="HOM Detection ON";
                        HomDetectOff="HOM Detection OFF";
                        idhom="idhom";
                        (and German)
                        HomDetectOn="HOM Entdeckung AN";
                        HomDetectOff="HOM Entdeckung AUS";
4) LINES.DDF: added: [280] // Legacy "3D liquid floor" (same as EDGE line type 405)


EDGE DDF 3.5 (2001-04-28):
==========================

1) THINGS.DDF: removed "CASTORDER=6;" from MBF DOG entry (unnecessary)


EDGE DDF 3.4 (2001-02-24):
==========================

1) EDGE.SCR: corrected events for E2M8 and E3M8 when killing the Cyberdemon or
             Spider Mastermind for RTS exitlevel, added 5, to wait 5 seconds
             after they are killed


EDGE DDF 3.3 (2001-02-07):
==========================
1) LANGUAGE.LDF: added entries for menu options (all start with 'Opt'),
                 this is to allow menu options to show in different languages


EDGE DDF 3.2 (2001-01-10):
==========================
1) LINES.DDF: added line types 281 and 289 to support Legacy "3D floors"
            NOTE: use -truebsp when loading a Legacy "3D floor" level
2) THINGS.DDF: added the following to all monsters:
               STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);
               which is new for controlling what happens when a monster is
               crushed or is dead under a door (used to use the [GIB] entry,
               which is now REMOVED)               
3) SOUNDS.DDF: added [CRUSH], called when a thing is crushed


EDGE DDF 3.1 (2001-01-01):
==========================

1) COLMAP.DDF: updated all text entries, minor corrections to that section


EDGE DDF 3.0 (2000-12-12):
==========================

1) LINES.DDF: corrected line 46, CEILING.DEST_OFFSET=-4 (was 4)


EDGE DDF 2.9 (2000-12-04):
==========================

1) LINES.DDF: added line type 242, supports BOOM's deep water effect (should work
              well with the 10 Sectors Contest WADs that use the effect)
2) Updated various stuff to work with last EDGE internal update, nothing big


EDGE DDF 2.8 (2000-11-23):
==========================

1) THINGS.DDF, ATTACKS.DDF -corrected new NOSHADOW; as a SPECIAL=NOSHADOW; and not
                            an independant entry
2) LANGUAGE.LDF -corrected an error under the FINNISH entry that has "\n";, should
                 be just "\n" (semi-colon was causing a crash when using -language finnish)
3) WEAPONS.DDF -changed rocket launcher from PRIORITY=-1; to PRIORITY=7;
               -changed BFG from PRIORITY=-1; to PRIORITY=8;
               -added DANGEROUS=TRUE; to rocket launcher and BFG


EDGE DDF 2.7 (2000-11-16):
==========================

1) THINGS.DDF, LINES.DDF, ATTACKS.DDF -TRANSLUCENCY is now a percentage


EDGE DDF 2.6 (2000-10-31):
==========================

1) THINGS.DDF -renamed:
                 DAMAGE, DAMAGE_RANGE, DAMAGE_MULTI, and EXPLOD_DAMAGE, 
               ...to:
                 DAMAGE.VAL, DAMAGE.MAX, EXPLOD_DAMAGE.VAL, and EXPLOD_DAMAGE.MAX
              -renamed VARIEDEXPDAMAGE to EXPLOSIONDAMAGE (for unstable barrel)
              -added CROUCH_HEIGHT=32; to all player entries (WOO!)

2) SECTORS.DDF -renamed DAMAGETIME to DAMAGE.DELAY

3) SOUNDS.DDF -removed BITS and STEREO (obsolete)

4) COLMAP.DDF -removed PRIORITY (obsolete)
              -renamed [FUZZSHADOW] to [FUZZY]
              -added [SHADOW] colmap entry (used for shadows, makes then flat colored,
                                            with no details, like a normal shadow)

NOTE: also make several tweaks with lots of entries, WEAPONS.DDF now has translucent
      flash frames, ATTACKS.DDF uses TRANS_FADE to fade out explosions, etc.

5) Added a ton of new EDGE default line types, see LINES.DDF for details...


EDGE DDF 2.5 (2000-10-07):
==========================

1) THINGS.DDF -corrected the heights of the following:

		Num#  Thing name            Height
		----------------------------------
		25    SKEWERED_BLOKE        64
		26    DYING_SKEWERED_BLOKE  64
		27    SKULL_ON_A_STICK      52
		28    HEADS_ON_A_STICK      64
		29    SKULL_CENTREPIECE     40
		31    SHORT_GREEN_COLUMN    38
		32    TALL_RED_COLUMN       50
		41    EYE_SYMBOL            56
		42    FLOATING_SKULLROCK    48
		44    BRONZE_BLUE_TORCH     96
		45    BRONZE_GREEN_TORCH    96
		46    BRONZE_RED_TORCH      96
		54    BIG_TREE             120
		55    WOODEN_BLUE_TORCH     72
		56    WOODEN_GREEN_TORCH    72
		57    WOODEN_RED_TORCH      72
		85    TALL_TECH_LAMP        78
		86    SMALL_TECH_LAMP       58
		2025  RADIATION_SUIT        60
		2028  SMALL_BOLLARD_LAMP    46
		7010  BURNT_SPIKE_STUMP     46

		The old DOOM heights for these didn't matter
            because it didn't have true 3D, but with EDGE
            we could walk uner or over these things without
            touching them because their heights were all 16.

2) LINES.DDF -added line type 429, scroll down fast lower and mid
              texture only, for water/lava/slime falls
             -added line types 430-433, which are thick/liquid/extrafloors that scroll down,
              used for waterfalls and rivers on the part where they roll over a ledge
             -added lines 434-439, switch/walk/shoot once/repeat raise floor 2,
              use with RTS ONHEIGHT events

3) SECTORS.DDF -added types 18-64 for scrolling textures and push sectors:
                18-25: (water) scrolling/pushing liquid extrafloors (blue hue)
                26-33: (slime) scrolling/pushing liquid extrafloors (green hue + damage)
                34-41: (lava)  scrolling/pushing liquid extrafloors (red hue + damage)
                42-49: push object in sector
                50-57: regular floor/scrolling floor texture
                58-65: regular floor/scrolling floor texture + push object in sector
                66-70: colored light, hues for water, and slime/lava + damage

4) COLMAP.DDF -added colormap entries for WATER, SLIME, and LAVA (used with new SECTORS.DDF entries)
              -removed NO_SKY from sector special #1 (hard coded as true, no use for it to be false...)

5) WEAPONS.DDF -added TRANS_SET to all weapon attack flash states (makes muzzle flashes translucent)

6) ATTACKS.DDF -added TRANS_FADE to player weapon projectiles that had it missing (makes explosions translucent)

=USE WITH EDGE 1.25 OR HIGHER=


EDGE DDF 2.4 (2000-10-03):
==========================

=USE WITH EDGE 1.25 OR HIGHER=

1) LINES.DDF -corrected sort order of all lines (were all jumbled)
             -added a ton of BOOM compatable linetypes
              (including 40, 78 and 85)
             -corrected line types to once only versus repeat:
              47, 31-34, and 118
             -changed EXIT=EXIT; to EXIT=NORMAL; (more descriptive)
             -changed LIGHT_PROBABILITY to LIGHT_CHANGE, also uses
              percentages now (engine change)
             -changed EXTRAFLOOR_TRANSLUCENCY to TRANSLUCENCY
             -added EDGE line types 409-417 (thin extrafloors and
              translucent mid-textures)
             -added types 418-421 variations of ENABLE_RTS
             -renumbered linetypes 9000-9006 to 422-428 to be in order
              with the other EDGE line types
             -deleted line 9097, since a BOOM linetype 208 does
              the same thing
2) SOUNDS.DDF -added MBF entries for the dog sounds
3) THINGS.DDF -added MBF entries for the dog thing (#888)
              -updated PALETTE_REMAP for OUR_HERO entry (see below)
4) COLMAP.DDF -added TEXT_RED and PLAYER_GREEN entries


EDGE DDF 2.3 (2000-08-24):
==========================

=USE WITH EDGE 1.25 OR HIGHER=

1) THINGS.DDF: -corrected thing # for UNSTABLE_BARREL from 7101 to 7104
               -corrected OFF_SOUND to OOF_SOUND (type-o)
               -added ATTACK_HURTS and DISLOYAL to all player entries
2) LINES.DDF: corrected OFF_SOUND entries from "SWITCHX" to "SWTCHX" (type-o)
3) ATTACKS.DDF: added missing PUFF=PUFF; entry to "TRACER_MISSILE_L" and
                "TRACER_MISSILE_R" (caused a crash when MKII monster attacked)
4) WEAPONS: changed RANDOMJUMP to JUMP for plasma gun flash states (engine change)


EDGE DDF 2.2 (2000-08-16):
==========================

=USE WITH EDGE 1.25 OR HIGHER=

1) LINES.DDF -added ACTIVATE_SOUND="SWTCHX"; to line types 11 and 51
2) THINGS.DDF -added NOWAY_SOUND="NOWAY"; and OOF_SOUND="OOF"; to player
               entries, and renumbered POOL_OF_BLOOD_II from 79 to 80 (oops)
3) SWITCH.DDF -added OFF_SOUND="SWTCHN"; to all switch entries, renamed
               SOUND to ON_SOUND
4) GAMES.DDF -added ACCEL_SOUND="SLOP"; and FRAG_SOUND="PLDETH"; to all
              entries

	Most of the additions for sounds are for the engine changes,
	less hard coded sounds!


EDGE DDF 2.1 (2000-07-29):
==========================

=USE WITH EDGE 1.25 OR HIGHER=

1) LINES.DDF -removed line 243, redundant of the new 400 series
2) PLAYLIST.DDF -fixed last two entries, added new one for EDGETTL
3) GAMES.DDF -corrected EDGE title music entry
4) added FNWHTMAP -new colourmap for fonts
5) added AUTOMAPS -new colourmap for the automap overlay
6) updated COLMAP to use the two new colourmap lumps above
7) ATTACKS.DDF -change "ALTERVISIVILITY" to "TRANS_FADE(x%)"
8) THINGS.DDF -same as above


EDGE DDF 2.0 (2000-05-29):
==========================

=USE WITH EDGE 1.24 OR HIGHER=

1) WEAPONS.DDF -corrected attack frames of both SUPERSHOTGUN
                and ROCKET_LAUNCHER 
2) THINGS.DDF -removed DEATH_BOT, engine change
3) THINGS.DDF -renamed MAKEDEATH/OVERKILLSOUND(s) to PLAYER_SCREAM
               and changed the DEATHSOUND to PLDETH (instead of P??E??)
4) WEAPONS.DDF -added REFIRE_INACCURATE=TRUE to PISTOL and CHAINGUN
5) LINES.DDF -removed BOOMTEX entries (unnecessary)
6) PLAYLIST.DDF -corrected [01] - [04] from CD to MUS entries


EDGE DDF 1.9 (2000-05-07):
==========================

=USE WITH EDGE 1.23 OR HIGHER=

1) THINGS.DDF -changed players from 15 to 16 radius
2) LINES.DDF -added 9 new line types for EDGE features
3) THINGS.DDF -corrected initial cells count from 200 to 300
               for all player entries


EDGE DDF 1.8 (2000-04-18):
==========================

=USE WITH EDGE 1.22 OR HIGHER=

1) THINGS.DDF -added #CHASE to DEATH_BOT, and
   swapped out the IDLE and CHASE states so they are in
   the correct order
2) LANGUAGE.LDF -updated German translation, thanks to Tarin!
3) THINGS.DDF - added COUNT_AS_ITEM to things 83, 2013-2015,
   2022-2024, 2026, and 2045


EDGE DDF 1.7 (2000-03-29):
==========================

=USE WITH EDGE 1.21=

1) GAMES.DDF -removed rem'd TITLE_PRIORITY entries
2) ATTACKS.DDF -fixed ACCURACY entries (were off a bit)


EDGE DDF 1.6 (2000-03-28):
==========================

=USE WITH EDGE 1.21=

1) SOUNDS.DDF -fixed incorrect SINGULAR bits (can only be
   digits -not refenced sound names)
2) GAMES.DDF -added NEXTMAP_SOUND=SGCOCK; to the DOOM2
   entry (was missing)
3) ATTACKS.DDF -changed PLAYER_SHOTGUN/ACCURACY_ANGLE=5.6;
4) ATTACKS.DDF -multiplied all ACCURACY entries x2 (roughly)
5) LINES.DDF -updated EXTRAFLOOR entries to new format
6) GAMES.DDF -rem'd TITLE_PRIORITY entries


EDGE DDF 1.5 (2000-03-21):
==========================

1) ATTACKS.DDF: changed ACCURACY to ACCURACY_ANGLE and
   ACCURACY_SLOPE, updated the values to the new method
2) ATTACKS.DDF: changed NO_TRACE_CHANCE and KEEP_FIRING_CHANCE
   to percentages of 0%-100% versus 0-255 values (divide by 2.55)
3) THINGS.DDF: changed PAINCHANCE and MINATTACK_CHANCE to 
   percentages of 0%-100% versus 0-255 values (divide by 2.55)


EDGE DDF 1.4 (2000-03-07):
==========================

Added the necessary tags (e.g. <ANIMATIONS> for anims.ddf, <THINGS>
for things.ddf, etc) to the beginning of each DDF file.  Removed some
stuff in colmap.ddf (NO_BRIGHT special and the [BRIGHT] colourmap).
Updated anims.ddf for new format.  Updated lines.ddf, sectors.ddf, and
playlist.ddf to remove the now unneeded `:' from between the [].
Renamed mission.ddf to games.ddf.  Renamed many many fields ranging
over all the DDF files (too many to list here).  Added OVERKILL_SOUND
entries to things.ddf.  -AJA.


EDGE DDF UPDATE (2000-03-06):
=============================

1) moved RSCRIPT lump from EDGE.WAD to external file as EDGE.SCR
   now included in the DDF packages

EDGE DDF 1.3 (2000-02-28):

1) renamed DEFAULT.LDF to LANGUAGE.LDF
2) renamed [DEFAULT] to [ENGLISH] in LANGUAGE.LDF


EDGE DDF 1.2 (2000-02-18):  
==========================

Changed { } comments to // style.  Fixed state frames to use new
IDLE_STATES.  Fixed some problems in DEFAULT.LDF.  Changed some
remaining occurances of `DOSDoom' to `EDGE'.  Added KILL_FAILED_SPAWN
attack special to player missile/plasma & BFG attacks.  Added DISLOYAL
and ATTACK_HURT special tags to some monsters that need them now
(zombieman, shotgun guy, etc).  Changed the headers of things, lines
and sectors to new format [name:number] (e.g. "[IMP:3001]").  -AJA.


EDGE DDF 1.1 (1999-11-24):
==========================

Added PLAYLIST.DDF, updated MISSION.DDF and LEVELS.DDF.

PLAYLIST.DDF allows you to customize the music as either 
a file, like an MP3, a CD track, MUS or MIDI file. You 
define them by number in PLAYLIST.DDF and reference 
that number in MISSION.DDF and LEVELS.DDF.


EDGE DDF 1.0 (1999-10-17): 
==========================

Cleaned usages from header in DDF files, instead redirects 
the user to our official homepage where the most up to date 
documentation is. Also gives a specefic version of DDF in 
the file, so if someone is having problems, we ask what 
version of DDF they have to see if they are out of date or
incompatible.
