=============================================================================== Title : The Eternity Engine v3.40.30 "Alfheim" Filename : ee-3.40.30-win32.zip Release date : 11/04/2012 Author : Team Eternity James "Quasar" Haley, Stephen "SoM" McGranahan, Charles "Ladna" Gunyon, and David "DavidPH" Hill Email Address : haleyjd@hotmail.com Other Files By Author : ee-3.40.30-src.zip ee-3.40.30-edf.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, Quake 3 Source - id Software Gilles Vollant - 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, Braden Obrzut - libConfuse Parser Library - Martin Hedenfalk - SpiderMonkey 1.8.0 - Mozilla Foundation; Brendan Eich et al. - zlib - Jean-loup Gailly, Mark Adler, et al. - libpng - Glenn Randers-Pehrson, Andreas Dilger, Guy Eric Schalnat, et al. - snes_spc 0.9.0 - Shay Green - DJGPP libc - DJ Delorie et al. - MinGW libc - Matt Weinstein et al. - SDL and Support Libraries - Sam Lantinga et al. - Three-Band EQ and Rational-tanh Clipper - Neil C / Etanza Systems, cschueler - Graphics - Michael "esselfortium" Mancuso, Sven "ptoing" Ruthner, Bob Satori Special Thanks to : - Major Code Contributors - Anders Astrand Cephaler Ioan "printz" Chera Joe Kennedy Joel Murdoch Julian Aubourg Kate Stone Russel Rice Samuel "Kaiser" Villarreal Yagisan - Patch Contributors - 4mer Gez MP2E SargeBaldy - Hosting - Mike "Manc" Lightner - Idea People and Beta Testers - Catoptromancy CSonicGo ellmo Lut Mordeth ryan Xaser - Friends of Team Eternity - Assmaster Chris Rhinehart DooMWiz James Monroe John Romero JKist3 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 : Eleven 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-3.40.30-win32.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 3.40.30 * These include some of the major features added in the latest version: *** FEATURED ADDITIONS ******************************************************* - BFG Edition Support - * Support for BFG Edition IWADs * Support for "No Rest for the Living" mission pack. After configuring the path to the nerve.wad file on the Wad Options menu, use console command w_playnorest, or, if using the BFG Edition DOOM II IWAD, you can choose to start the episode directly from the main menu. - ZIP Support - ZIP format archives are now supported as first-class resource archives along with DOOM WADs. Support is compatible with ZDoom, including support for WADs embedded inside ZIP files. Eternity-specific modifications publishing in ZIP format are encouraged to prefer the "PKE" file name extension. - MacOS X Launcher - MacOS X builds now feature a stylish and highly functional GUI frontend created by printz. *** END FEATURED ADDITIONS *************************************************** - EDF 3.1 - * Support for color translation tables in fonts, both as strings in EDF and as binary lumps. Fonts support up to 4 custom translations on top of the ten fixed BOOM colors. Default color can be specified as a font property. Translations are now provided for the "big" font in DOOM, and the HUD font in Heretic. * Braces around the values in list-type options are now optional. * Support added for \x## hexadecimal character constants inside quoted strings. * Colons are now allowed as optional assignment operators, in place of '=', allowing syntax similar to CSS and JSON. Requires EDF dialect to be set to "Alfheim". * Consecutive string literals (ex: "Hello," " world") are now coalesced by the tokenizer. * Linear fonts now support PNG-format resources. * Support for title properties in thingtypes. Ex: thingtype MyImp : DoomImp, 10001, 10001 { ... } This provides an alternate compact means of specifying inherited thingtype, DoomEd number, and DeHackEd number. Fields can be left off at the end. Use "Mobj" for a default parent thingtype when needed. * "Mid" font is now available for use in DOOM and DOOM II gamemodes; this is the font that appears embedded on the DOOM and DOOM II CREDITS resources. - Error Proofing - * All DOOM patch resources will be verified when loaded from an archive. Invalid patches will be replaced with a "default" patch graphic and will no longer cause the game to crash. * Missing screen patches no longer cause the game to exit. They will be replaced with the "default" patch. - Gameplay Features - * Further enhancements to Master Levels native support: + Custom interpic graphic is now provided. + Level choosing menu will prompt before returning to the title screen. + Proper level names will be displayed in the intermission if the levels' text files were found. * High scores are now saved to a CSV file in the user directory, and can be queried in-game using the mapscores console command. - Interface Enhancements - * BOOM HUD will now display weapons which are completely out of ammo in dark gray instead of the same color used for "low on ammo". * New console commands: + mn_testfont allows testing fonts at runtime; provide a font name and an optional test string to display and it will be displayed in all ten standard translations. + v_dumppatch will extract any patch-format resource as a PNG and save it in the user directory. + v_fontcolors will dump all colors used by a patch font to a text file in the user directory. Useful for creating translations. + w_norestpath sets the path to the No Rest for the Living mission pack. + w_writelump command can extract any WAD lump to the user directory. - Optimizations - * Short string optimization support in qstring class reduces fragmentation. * MetaObject key interning further reduces fragmentation and optimizes property resolution. =============================================================================== * 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 (Currently in progress!) Hexen Support Strife Support Fully functional linked portals Double flats More standard TerrainTypes ** == TOP PRIORITY - Long-Term Goals - Improved network code =============================================================================== * Revision History * 3.40.30 "Alfheim" -- 11/04/12 Started as a minor patch release and bloomed into something much greater. 3.40.25 "Midgard" -- 08/26/12 Interim release to hold over the fans until Aeon and inventory branches are ready. New improved ACS interpreter by David Hill. 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 3.40.25): + Heap corruption issue in determining basepath at startup. + Error in calculation of active aspect ratio when compiled under GCC. + Incorrect fade-out behavior at the beginning of the DOOM intermission. + Malformed patch graphics no longer crash the game engine. + disk_icon now defaults to off due to severe problems on MacOS X. Known Issues in v3.40.30: - Start map is currently disabled, and may be restored in a later version. - 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 may desync if some settings differ between nodes, or if certain console commands are used at runtime.