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        Legacy of Rust ZDoom
		      Credits
======================================

Code Conversion:
  - Angelloproduct

Additional Enhancements:
  - Code, Sprites, and GLDEFS from LoR Enhanced Content by TheAgaures

Textures and Animations:
  - PSX Animated Sky Texture and ANIMDEF from PSXDoomTC by Mattfrie1

Sprites:
  - ShockTrooper Sprites contributed by:
    ~ Angelloproduct
    ~ Tarles X
    ~ Xaser

  -Notch graphic from D4T by DBTHANATOS

Special Thanks:
  - id Software for the timeless Doom engine
  - Nightdive Studios, MachineGames, and Williams Entertainment Inc. for their contributions to the series

Additional Credits:
  - Refer to the id1.wad credit text file for more information on original assets.
  
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                   Tools Used
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- SLADE: Used for editing and managing the WAD/PK3 files, including sprites, textures, and DECORATE scripts.
  Website: https://slade.mancubus.net/

- Ultimate Doom Builder (UDB): Utilized for mapping and modifying levels.
  Website: https://github.com/jewalky/UltimateDoomBuilder

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                 Important Notes
==================================================

  - The id1.wad file is required for this project to function properly.
  - Please ensure it is loaded in the correct order to avoid missing assets or encountering bugs in Zandronum, LZDoom, and ZDoom.

==================================
              Patch Notes
==================================

Version: 1.4

Highlights:
-----------
- DecoHack from id1.wad has been translated into ZDoomDecorate to closely simulate the original behavior seen in the KEX Engine version.

Changes and Additions:
----------------------
- Added impassable linedefs to clipable fences, improving map accuracy.
- placed action 88 to the stair's linedef to trigger tag 52 in map13/E2M6 since ghouls could not trigger them in their boxed enclosure. this will do for now.
- Converted UMAPINFO to ZMAPINFO for enhanced compatibility with ZDoom-based ports.
- Introduced the animated PlayStation Doom sky to the following maps:
  ~ Maps 6, 7, 12, and 14.
- Implemented GLDEFS and brightmaps for dynamic lighting effects, adding visual polish to the decorations and enemies.
- intermission map screen
- new end game monster credits

Notes:
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- This update aims to bring the Legacy of Rust experience closer to its KEX Engine counterpart while leveraging the advanced capabilities of ZDoom-based source ports zandronum up to lzdoom.
- feel free to add, remove, or change things as long as any of the code used from this file is credited.  Hope to see some cool mods out of it.
	** This can be distributed but not for commercial use **
ENJOY! :)