=============================================================================== Title : The Eternity Engine v3.40.20 "Mjolnir" Filename : ee-3.40.20-win32p.zip Release date : 12/25/2011 Author : Team Eternity James "Quasar" Haley, Stephen "SoM" McGranahan, and Charles "Ladna" Gunyon Email Address : haleyjd@hotmail.com Other Files By Author : ee-3.40.20-src.zip ee-3.40.20-edf.zip ee-3.40.20-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 and Rogue Entertainment's Strife. 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 - Michael "esselfortium" Mancuso, Sven "ptoing" Ruthner, Bob Satori Special Thanks to : - Major Code Contributors - Anders Astrand Cephaler DavidPH Joe Kennedy Joel Murdoch Julian Aubourg Russel Rice Samuel "Kaiser" Villarreal Yagisan - Patch Contributors - 4mer Gez Kate MP2E SargeBaldy - Hosting - Mike "Manc" Lightner - Idea People and Beta Testers - Catoptromancy CSonicGo ellmo Lut Mordeth printz Xaser - Friends of Team Eternity - Assmaster Chris Rhinehart DooMWiz James Monroe John Romero Toke =============================================================================== * 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-3.40.20-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 3.40.20 * These include some of the major features added in the latest version: - Compatibility - * Structured emulation of DOOM thinker corruption that occurs when triggering a vertical door line bordering a sector that is subject to a different type of action (ie. plat, floor, ceiling, crusher, etc.) - EDF Features - * A_Scratch action now supports an "immediate operand" mode 3, which allows the damage to be specified directly in the argument list. * All mnemonics are now limited to no less than 128 characters in length (some definition types support unlimited-length mnemonics). - Hexen Support Progress - * SNDINFO lumps are now supported for digital sound effects and music definitions. - Hi-Def Music Support - * "s_hidefmusic" console variable enables support for loading HD music packs. After enabling the cvar and closing Eternity, create a "music" folder under any of the base/ folders and then place your HD music files into the directories. EX: /eternity/base/heretic/music * mus_cptd.ogg * mus_e1m1.ogg * mus_e1m2.ogg * etc. (not all music lumps have to be present as files) As long as the files are in a format supported by SDL_mixer, and are named the same as the lump they should replace, minus the extension, they will be preferred over the IWAD's music lumps (PWADs can still replace music as normal). Note that the case of the filenames is not considered significant under Linux when matching to the corresponding music lumps. NOTE: MP3 format is strongly disrecommended, for now, due to bugs in the SDL_mixer smpeg decoder. - Interface Enhancements - * Freedoom IWADs are now supported via the graphical IWAD chooser if paths are configured in base/system.cfg. * PNG-format screenshots are now supported. - Optimizations - * Faster peer-to-peer networking protocol with basic compression. * Screen patches are normalized with respect to host CPU endianness at load from disk only, and not every time they are drawn to the screen. * Hash table member pointers are passed at compile time instead of at run time. =============================================================================== * Coming Soon * These are features planned to debut in future versions of the Eternity Engine: - Priority - ** EDF Inventory/Weapons/Pickup system (Currently in progress!) ** 100% Heretic support ** UDMF support ** Aeon scripting system Hexen Support Strife Support Fully functional linked portals Double flats More standard TerrainTypes ** == TOP PRIORITY - Long-Term Goals - Improved network code =============================================================================== * Revision History * 3.40.20 "Mjolnir" -- 12/25/11 Santa Quas brings a new Christmas release with some cool new features. 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 3.40.15): + No more "Invalid cross-device link" message when trying to write out the configuration file if EE's base folder is on a different logical device than the executable file under Linux-alike OSes. + Translations are no longer applied to all menu patches (fixes Plutonia 2 menu graphics). + No more heap corruption errors when using MBF's A_Mushroom BEX/EDF action. + Tracer attacks now obey the player autoaim setting. + Additional thread timing problem causing loss of player weapon sounds during total sound channel saturation repaired. + player_t::attacker is now properly reference-counted, so dead players never spin to face a random direction after their Lost Soul or Pain Elemental killer has died and been removed from the level (Vanilla/BOOM glitch). + C_NetInit call restored from SMMU, fixes a netgame crash. + "Z_ChangeTag: cannot change NULL pointer" error removed when changing levels after a music load has failed for the current map. + Prefixed music names provided via EMAPINFO *only* match prefixed lumps. Unprefixed music names will prefer a prefixed lump over one that is unprefixed. + No more backwards wall sliding in the Visual Studio 2005 build. + "goto" keyword is no longer improperly case-sensitive inside DECORATE state blocks in EDF. Known Issues in v3.40.20: - 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.