=============================================================================== Title : The Eternity Engine v3.40.15 "Wodanaz" Filename : ee-3.40.15-win32p.zip Release date : 06/21/2011 Author : Team Eternity James "Quasar" Haley and Stephen "SoM" McGranahan Email Address : haleyjd@hotmail.com Other Files By Author : ee-3.40.15-src.zip ee-3.40.15-edf.zip ee-3.40.15-win32.zip Description : The Eternity Engine is an advanced Doom source port which uniquely combines a high compatibility rate with bleeding-edge editing and gameplay enhancements. Eternity supports all versions of Doom, Doom II, Final Doom, HACX, and the FreeDoom project, and it has in-progress support for Raven Software's Heretic and Hexen. Additional Credits to : - GPL DOOM Source, Quake 2 Source - id Software - GPL Heretic and Hexen Source - Raven Software - DosDOOM - Chi Hoang - BOOM by TeamTNT - Lee Killough, Jim Flynn, Rand Phares, Ty Halderman, Stan Gula - MBF - Lee Killough - SMMU, Chocolate Doom - Simon "fraggle" Howard - PrBoom - Colin Phipps, Florian Schulze - PrBoom-Plus - Andrey Budko - ZDoom - Randy Heit, Graf Zahl - libConfuse Parser Library - Martin Hedenfalk - snes_spc 0.9.0 Library - Shay Green - DJGPP libc - DJ Delorie et al. - MinGW libc - Matt Weinstein et al. - SDL and Support Libraries - Sam Lantinga et al. - Small Scripting Language - ITB CompuPhase - Three-Band EQ and Rational-tanh Clipper - Neil C / Etanza Systems, cschueler - Start Map - Derek Mac Donald - Graphics - Sven "ptoing" Ruthner, Bob Satori Special Thanks to : Russel Rice * Joe Kennedy * Julian Aubourg Anders Astrand * Joel Murdoch * SargeBaldy Kate * esselfortium * CSonicGo * DavidPH MP2E * Catoptromancy * Kaiser * Yagisan * Gez 4mer * Lut * Mordeth * Assmaster * Toke DooMWiz * Carnevil * Cephaler * John Romero Chris Rhinehart * James Monroe =============================================================================== * What is included * New levels : 1 (START Map) Sounds : Yes Music : No Graphics : Yes Dehacked/BEX Patch : No Demos : No Other : Yes (Required data and wad files) Other files required : DOOM, DOOM II, Final Doom, HACX, or Heretic IWAD(s) * Construction * Base : SMMU v3.21 / v3.30 Build Time : Ten years and counting Editor(s) used : Visual Studio 2005, Visual Studio 2008, UltraEdit-32, Slade, Doom Builder Known Bugs : Too many to mention here, see below for more info May Not Run With... : Anything made for other source ports (duh...) * Copyright / Permissions * Authors MAY use the contents of this file as a base for modification or reuse, subject to the terms of the GNU General Public License which may be found inside the file named "COPYING". Permissions have been obtained from original authors for any of their resources modified or included in this file. You MAY distribute this file, subject to the terms of the GNU General Public License. * Where to get the file that this text file describes * Web sites: http://eternity.mancubus.net/ee-3.40.15-win32p.zip FTP sites: None =============================================================================== * Disclaimer * This software is covered by NO WARRANTY, implicit or otherwise, including the implied warranties of merchantability and fitness for a particular purpose. The authors of this software accept no responsibility for any ill effects caused by its use and will not be held liable for any damages, even if they have been made aware of the possibility of such damages. Bug reports and feature requests will be appreciated. Please email haleyjd@hotmail.com with any concerns. =============================================================================== * Features New to Version 3.40.15 * These include some of the major features added in the latest version: - Video Subsystem - * OpenGL "2D in 3D" backend is now available, allowing Eternity to display itself on a hardware rendering context, including full support for vsync. GL_ARB_pixel_buffer_object extension is optionally supported for even faster uploads to the video card. * i_softbitdepth configuration variable allows setting the SDL software output bitdepth to 8-, 16-, 24-, or 32-bit. * Software video subsystem will now fallback to a previously successfully- set mode if the current mode set fails. If no mode has been set yet, the game will try to initialize 640x480x8 windowed mode. - Interface Enhancements - * Console history buffer is now larger, and fewer messages are cut from the beginning of the buffer when it has been filled up. The entire cmdlist can again be viewed without filtering out any commands. * Video resolution pick lists restored to menus, based on user's favorite aspect ratio and screen mode settings. * One resolution setting is now used for all supported games. =============================================================================== * Coming Soon * These are features planned to debut in future versions of the Eternity Engine: - Priority - ** 100% Heretic support ** EDF Inventory/Weapons/Pickup system ** Aeon scripting system ** UDMF support Fully functional linked portals Double flats More standard TerrainTypes Hubs ** == TOP PRIORITY - Long-Term Goals - Hexen Support Strife Support Improved network code =============================================================================== * Revision History * 3.40.15 "Wodanaz" -- 06/21/11 First release with ability to draw on a hardware-accelerated device context. 3.40.11 "Aasgard" -- 05/02/11 Minor maintenance release to fix saving of levels that contain polyobjects. 3.40.10 "Aasgard" -- 05/01/11 "Blue Box" release to showcase Vaporware project demo. 3.40.00 "Rebirth" -- 01/08/11 10th anniversary release, and the first release from the C++ codebase. 3.39.20 "Resheph" -- 10/10/10 Point release for additional HACX 1.2 support. 3.37.00 "Sekhmet" -- 01/01/10 Big release after nearly a year of development time with some major advancements, though many are behind-the-scenes improvements. 3.35.92 "Nekhbet" -- 03/22/09 Minor maintenance release with numerous interface improvements, and a new EDF font specification system. 3.35.90 "Simorgh" -- 01/11/09 It took two years and almost 450 SVN revisions to create this new incarnation of the Eternity Engine. 3.33.50 "Phoenix" -- 10/23/06 Sad times have given way to happy ones as the energy to do great work has been unleashed. 3.33.33 "Paladin" -- 05/17/06 The most work ever done for a single release possibly excepting only the port of v3.29 Gamma to Windows. We apologize for the delay, but it is well worth the wait. 3.33.02 "Warrior" -- 10/01/05 A very respectable amount of progress hopefully offsets the terrible delay experienced for this release. 3D object clipping improvement, new EDF TerrainTypes engine, and various EDF improvements are the most significant features. 3.33.01 "Outcast" -- 06/24/05 Minor fixes, some user-requested and CQIII-needed features implemented, and HUD scripting functions for Small. 3.33.00 "Genesis" -- 05/26/05 Small scripting finally complete and available to the user. Lots of fixes, tweaks, and feature additions on top of that. 3.31.10 "Delta" -- 01/19/05 More Small support, ExtraData, global MapInfo, and tons of other new features and bug fixes make this an extremely critical release. 3.31 Public Beta 7 04/11/04 High resolution support enabled via generalization of the screen drawing code. Some minor fixes to portals, and a new codepointer just for good measure. 3.31 Public Beta 6 02/29/04 A huge amount of progress toward all current goals for the engine. Portals, the brain child of SoM, are the major stars of this release. Small and ExtraData are on the verge of becoming available to users for editing. 3.31 Public Beta 5 12/17/03 Several minor bug fixes over beta 4, including 3D object clipping and file drag-and-drop. Incremental improvements to EDF and to several parameterized codepointers. 3.31 Public Beta 4 11/29/03 Most effort put into improving EDF, largely via user feature requests. Major progress has been made toward working ExtraData as well. The Heretic status bar is now implemented. 3.31 Public Beta 3 08/08/03 A long time in coming, and a ton of features to show for the delay. EDF steals the show for this release. 3.31 Public Beta 2 03/05/03 New BFGs, object z clipping, movable 3DMidTex lines, tons more Heretic support, and some really nasty bugs fixed. Also first version to use SDL_mixer for better sound. 3.31 Public Beta 1 09/11/02 Prelim. Heretic support, 3DMIDTEX flag, zdoom-style translucency, and some other stuff now in. And of course, bug fixes galore. 3.29 "Gamma" 07/04/02 Final release for v3.29. Massive changes all over. First version to include Windows support. SoM is now co-programmer. 3.29 Development Beta 5 10/02/01 Minor release to demonstrate dialog, primarily 3.29 Public Beta 4 06/30/01 Fixed a good number of bugs once again. Improved portability with Julian's help, major feature is working demo recording. See info below and changelog for more info, as usual. 3.29 Public Beta 3 05/10/01 Fixed a large number of bugs, added several interesting features. See bug list below, and the changelog, for more information. 3.29 Public Beta 2 01/09/01 Fixed mouse buttons - problem was leftover code in I_GetEvent() that caused the mouse button variables to never be asserted - code was unreachable because of an assignment of the variable 'buttons' to 'lastbuttons'. 3.29 Public Beta 1 01/08/01 Initial Release =============================================================================== * Bugs Fixed, Known Issues * Bugs Fixed (since 3.40.11): + No more crash when loading WADs which contain OPTIONS lumps that specify that translucency should be enabled while having translucency specified as disabled in the configuration file. + Sound skipping on fast machines with d_fastrefresh enabled should be entirely eliminated. + No more crash when changing the value of the player skin variable via the menus. + Line-to-line portal problem involving sprites showing through walls at times has been repaired. + Transition across line-to-line portals is now perfectly smooth. + "bright" keyword is no longer case-sensitive in DECORATE states. + Fewer places the game can bomb out with an error message and not save the configuration file. Known Issues in v3.40.15: - Volume sliders may permanently affect desktop volume levels. This is due to bugs/limitations/oversights in SDL_mixer and NOT because of any problem inherent in Eternity. - Network code is incomplete; game will desync if some settings differ between nodes, or if certain console commands are used at runtime. - Menus may cause some users to state that they are switching to Doomsday even after years of work put into improving them. If users experience a sudden urge to switch to Doomsday, users are advised to stop playing immediately and consult a physician, as this may be a sign of a serious disorder which can lead to liver failure, pancreatic cancer, brain hemorrhage, or sudden death. Ask your doctor if the Eternity Engine is right for you. Can't afford your medication? Astra-Zeneca will most likely not be able to help, as they have no affiliation with Team Eternity.