=============================================================================== Title : The Eternity Engine v3.40.37 "Gungnir" Filename : ee-3.40.37-win32.zip Release date : 05/27/2013 Author : Team Eternity James "Quasar" Haley, Stephen "SoM" McGranahan, Charles "Ladna" Gunyon, David "DavidPH" Hill, and Ioan "printz" Chera Email Address : haleyjd@hotmail.com Other Files By Author : ee-3.40.37-src.zip ee-3.40.37-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 - BSP 5.2 - Raphael Quinet, Colin Reed, Lee Killough, Colin Phipps, Simon Howard - 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 : - Feature and Patch Contributors - 4mer Anders Astrand Cephaler CSonicGo Gez Joe Kennedy Joel Murdoch Julian Aubourg Kate Stone MP2E Russel Rice ryan Samuel "Kaiser" Villarreal SargeBaldy Yagisan - Hosting - Mike "Manc" Lightner - Idea People and Beta Testers - Catoptromancy ellmo Lut Mordeth 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 : Twelve years and counting Editor(s) used : Visual Studio 2010, UltraEdit-32, SLADE, Doom Builder 2 Known Bugs : Too many to mention here, see below for more info May Not Run With... : Anything made for other source ports * 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-3.40.37-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 3.40.37 * These include some of the major features added in the latest version: *** FEATURED ADDITIONS ******************************************************* - New Gamepad Support - * Pads with up to 8 analog or digital axes and 16 buttons supported. * Support for XInput devices, including the XBox 360 controller. * Device profiles which can be executed at runtime to reset all bindings related to the gamepad device. * Axis events allow a normal keybinding action to happen when an axis is asserted (goes from not being used to being used). * Axis actions allow determining which axis on the controller does what: look, move, turn, strafe, or fly. * Ability to independently invert the input of any gamepad axis. * Gamepad test menu widget allows figuring out your pad's layout easily. - DynaBSPs - * Dynasegs have been enhanced with the runtime construction of BSP trees for seg sorting, ensuring proper drawing order when polyobjects touch or collide with each other, and allowing concave polyobjects to be constructed. - Linked Portal Lines LOS - * Monsters can now see and aim through linked portal linedefs. - Mission Selection Menu - * DOOM II now supports selection of a game mission from the main menu when starting a game, if paths to Master Levels and/or No Rest for the Living have been configured. *** END FEATURED ADDITIONS *************************************************** - ACS - * Hexen plat specials are available from ACS code. * tagwait function is now fully supported. - BFG Edition Enhancements - * Now features a custom titlescreen by esselfortium. * MAP31 and MAP32 display their BFG Edition level names to match the intermission if those names haven't been replaced in some way by a game mod. - Compatibility - * Most "skull" menus in DOOM/DOOM II are now drawn in a vanilla compatible manner. - EDF 3.2 - * New Action Functions / Enhancements + A_FireCustomBullets now takes a new sixth parameter; if this parameter names a frame other than S_NULL, that frame will be used as the weapon's firing frame. If this field is a number less than zero, it will prevent the weapon firing frame from changing from whatever it is currently displaying. + A_DetonateEx(damage, radius, hurtself, alert, reserved, reserved, reserved, zclip, spotissource) Allows full control over blast radius attacks, including the ability to create explosions which do not hurt the originator, have independent damage and radius, and are z-clipped in the same manner used by Hexen. + A_StartScript can pass up to 14 arguments to ACS scripts. * New Thing Flags + flags4 value NORADIUSHACK allows exempting a monster from an MBF hack regarding explosions and bouncing projectiles. - Heretic Support - * All altered Heretic linedef types are now properly supported: 7, 8, 10, 36, 49, 70, 71, 88, 98 - Interface Enhancements - * ZIP/PK3/PKE files may now be drag-and-dropped onto the executable file. * Use of IDCLEV cheat while playing a managed mission pack will warp preferentially to a map within the same mission, before warping to a map from the IWAD or other loaded PWADs. * IWAD picker now supports an independent path for the BFG Edition DOOM 2 IWAD. * Eternity now scans for IWADs and mission packs in common locations and will automatically populate IWAD path settings in system.cfg. * New console commands: + armor_byclass allows changing the behavior of the BOOM HUD to display the armor count in blue or green depending on the type of armor you have, rather than the amount. + map_secret_after, controlling whether or not the automap shows secrets only after the player has been awarded for finding them, now has a cvar binding. + mouseb_dblc1 and mouseb_dblc2 now have cvar bindings, allowing the user to determine which, if any, of mouse buttons 1 through 3 perform a "use" action when double clicked. * System console window now has an appropriate title and cannot be accidentally closed (which crashes Eternity) in Windows. * DOOM gamemodes now use the /base/doom/eternity.cfg and keys.csc files for their configuration by default (this previously had to be enabled first). - MIDI RPC Server - * Eternity is now capable of using an external process called the MIDI RPC Server to play MIDI on Windows Vista and up, allowing a fully functioning independent volume control. - New Linedef Types - * Scroll_Texture_Left, Right, Up, and Down parameterized Hexen scrolling types are now available, as line types 100 through 103 in Hexen format maps, and line types 406 through 409 in ExtraData. * All Hexen parameterized Plat line types are now supported, as Hexen map line types 60 through 65, and ExtraData line types 410 through 415. - Optimizations - * Multiple cache miss reductions through further removal of cruft in the renderer's core structures (dynasegs, BSP nodes, visplanes, and drawsegs). * Streamlined handling of translucency * Removal of Mobj thinking overhead for alphavelocity processing. * Dead code removal. =============================================================================== * Coming Soon * These are features planned to debut in future versions of the Eternity Engine: - Priority - ** EDF Inventory/Weapons/Pickup system (SCHEDULED FOR NEXT RELEASE) ** 100% Heretic support (SCHEDULED FOR NEXT RELEASE) ** 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 * 3.40.37 "Gungnir" -- 05/27/13 Once again meant to be a minor patch release. Instead, includes across the board improvements and additions including DynaBSPs, linked portal line LOS, new gamepad HAL, MIDI RPC server, new linedef special system, and more. 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 3.40.30): + Out-of-bounds texture buffer access causing segmentation violations on BSD. + qstring heap corruption during ZoneObject::operator delete. + DOOM line type 40 behaves properly in all gamemodes. + libConfuse multiple free of cfg->title crash. + All switch types now respect the 3DMidTex linedef flag, as was intended. + Heretic intermission wipe regression repaired + 3D object clipping will be automatically enabled for maps with linked portals + Eternity cannot be crashed by closing its system console window, if it owns the window (running Eternity from cmd.exe is not included). + cooldemo followcam now aims at the proper vertical z height. + Plutonia and TNT will no longer crash if HUSTR_33 is replaced by DEH/BEX. + Automap will display a portion of the screen border in the wings of the status bar when in widescreen aspect ratio and screensize setting is fullscreen. + 64KB memory leak of TRANMAP for every level start, IDCLEV, or new game. + Automap panning speed is now consistent regardless of screen resolution. + "Real" camera intermission backdrop no longer animates objects, to prevent crash accessing freed player object. + Collection undefined behavior causing heap corruption and crash during finding of IWAD paths. + mouseb_dblc1/2 were ignored and still applied even if the button setting was -1. + Missing R_Init sequence when using SDL Software video backend. Known Issues in v3.40.37: - Start map is currently disabled, and may be restored in a later version. - Network code is incomplete; game may desync if some settings differ between nodes, or if certain console commands are used at runtime.