=============================================================================== Title : The Eternity Engine v3.40.46 "Bifrost" Filename : ee-3.40.46-win32.zip Release date : 01/19/2014 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-3.40.46-src.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 : Graphics -------- Michael "esselfortium" Mancuso Sven "ptoing" Ruthner Bob Satori Works Based On -------------- - 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 Significant Code Utilized From ------------------------------ - BSP 5.2 - Raphael Quinet, Colin Reed, Lee Killough, Colin Phipps, Simon Howard - Doom64 EX - Samuel "Kaiser" Villarreal - Odamex - "Dr. Sean" Leonard - PrBoom - Colin Phipps, Florian Schulze - PrBoom-Plus - Andrey Budko - ZDoom - Randy Heit, Graf Zahl, Braden Obrzut Libraries and Utilities ----------------------- - DJGPP libc - DJ Delorie et al. - Freeverb Public Domain Reverb Engine - Jezar at Dreampoint Design and Engineering - libConfuse Parser Library - Martin Hedenfalk - libpng - Glenn Randers-Pehrson, Andreas Dilger, Guy Eric Schalnat, et al. - LLVM libc++ - LLVM Team, University of Illinois at Urbana-Champaign; Howard Hinnant et al. - MinGW libc - Matt Weinstein et al. - SDL and Support Libraries - Sam Lantinga et al. - snes_spc 0.9.0 - Shay Green - SpiderMonkey 1.8.0 - Mozilla Foundation; Brendan Eich et al. - Three-Band EQ and Rational-tanh Clipper - Neil C / Etanza Systems, cschueler - zlib - Jean-loup Gailly, Mark Adler, et al. Special Thanks to : - Feature and Patch Contributors - 4mer Anders Astrand Cephaler Claude Freeman Gez Joe Kennedy Joel Murdoch Julian Aubourg Kate Stone MP2E Russell Rice ryan Samuel Villarreal SargeBaldy Simon Howard 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 : Thirteen years and counting Editor(s) used : Visual Studio 2012, 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 v3.0 or later, 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. Additional terms and conditions allowed under Section 7 of the GPLv3 apply to this distribution. See the file named "COPYING-EE" for details. You MAY distribute this file, subject to the terms of the GNU General Public License v3.0 or later and any additional compatible terms and conditions. * Where to get the file that this text file describes * Web sites: http://eternity.mancubus.net/ee-3.40.46-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 3.40.46 * These include some of the major features added in the latest version: *** FEATURED ADDITIONS ******************************************************* - Interpolation (Uncapped Framerate) - * Eternity's support for uncapped framerate has been augmented with support for frame interpolation of the player viewpoint, object positions, and sector heights. This is enabled by default. See the video options menu's second page to turn it on or off. - Single-Patch Textures - * Single-patch textures can now be defined in WAD files by using the TX_START / TX_END namespace, and in PKE files using the /textures directory. - Sound Environment Engine - * Support for customizable reverberation effects assigned to sound zones in maps using EESoundEnvironment, ZONEBOUNDARY ExtraData line flag, and EDF reverb definitions. Try it out using the p_testenvironment console command, by providing the two ID numbers from an EDF reverb as the arguments! - Sound Mixer Improvements - * Support for FLAC format music. * Support for 8- and 16-bit monophonic Microsoft WAVE format sound effects. - XInput Force Feeback - * Force feedback is now supported for XInput devices, with special effects for damage, weapon fire, chainsaw motor, BFG warmup, earthquakes, and more. Can be enabled or disabled via the gamepad options menu. *** END FEATURED ADDITIONS *************************************************** - Compatibility - * r_boomcolormaps cvar can be toggled to change to BOOM-compatible behavior for sector colormaps in deep water areas. * Improved DeHackEd compatibility in various rare/unlikely situations. - EDF 3.3 - * Reverb definitions allow defining the properties of sound zones. * Item Effects system now allows customization of health, armor, ammo types and pickups, keys, and backpacks. * Lockdefs allow customization of what keys are needed to open locked doors and other objects. * Dropitem definitions allow Doom- and Heretic-style item drop behaviors. * collectionspawn property for things allows a thing to spawn at map load at a random spot. * itemrespawnat property for thingtypes allows a thing to item-respawn at a random spot. * aimshift property for thingtypes allows customizing the bad aim that enemies take at monsters which are difficult to see. * Raven-style item respawning is supported via RAVENRESPAWN flag, Pickup states in DECORATE state blocks, and five new action functions. * "fast" flag in DECORATE states allows control over what states become faster in -fast and Nightmare! skill. * New Thing Flags + RAVENRESPAWN + NOTSHAREWARE + NOTORQUE + ALWAYSTORQUE + NOZERODAMAGE + TLSTYLESUB + TOTALINVISIBLE See Bifrost editing documentation for details. - Editing Features - * grAb chunk is now supported in PNG-format graphics. * New thingtypes: PSX Spectres, Nightmare Spectres, and Pre-Beta Lost Souls. * DOOM thingtypes can be spawned in other games' maps using DoomEd numbers in the 6000 range (see Bifrost editing docs for details). - Gameplay Features - * "Keep items" deathmatch flag allows retaining player inventory when respawning in cooperative and deathmatch modes. - Heretic Support - * All enemy item drops implemented via EDF dropitem feature. * Accurate behavior of homing missiles. * Support for 3-level beta IWAD. * Added Fire Mace and Mace Spots via EDF collectionspawn and itemrespawnat. * Most cheat codes are now supported. * Flight and key look now have default key bindings. * Accurate player death sound behaviors. * Accurate enemy gibbing mechanics via EDF gibhealth keyword. * Accurate behavior of missiles that do zero damage. - Interface Enhancements - * Eternity can now create its user directory on Linux if one is not found. * Eternity will search for the user directory in $XDG_CONFIG_HOME AND ~/.config on Linux. * Eternity will search for IWADs in /usr/share/doom if it exists on Linux. * NERVE.WAD will now have mission metadata loaded for it if it is loaded via -file or drag-and-drop and is recognized by its SHA-1 hash. * 2880x1620 and 2880x1800 resolutions are now supported. * Eternity will find user-created or added files preferentially in /user before looking for them in /base. This includes hidef music and autoloads. * HUD messages can now span multiple lines. * Monsters can be rotated using the arrow keys during the DOOM II cast call. * Support for new official Freedoom alternate IWAD names. - Optimizations - * Improved metatable key interning. * Basic metaobject methods are now inline. * Run-time type information hash table expanded for faster lookups. * Portal LOS algorithm improved by allowing short-circuiting to resume when the LOS passes through a portal block without intersecting any portal lines. * Changed from SGI STL string hash to sdbm algorithm, which profiles to have best tradeoff between speed, collision frequency, and code size. * Significant optimizations to three-band equalizer. * No longer limited to running on a single core courtesy of new SDL_mixer version which resolves problems on multi-core CPUs. =============================================================================== * Coming Soon * These are features planned to debut in future versions of the Eternity Engine: - Priority - ** EDF Inventory/Weapons/Pickup system (Partially finished!) ** 100% Heretic support (Major progress made) ** PSX Doom support (In progress) ** 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 * 3.40.46 "Bifrost" -- 01/19/14 Huge release featuring frame interpolation, reverb engine, force feedback support for XInput, a large amount of progress toward inventory/weapons/full Heretic support, and more. 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 3.40.37): + HUD regression incorrectly changing use of CR_GOLD to CR_YELLOW. + Random crash in PODCollection code at startup. + Broken EDF translation table support. + audio_buffers is now forced to be a power of two at config file load time. + Bad paths are no longer forwarded to the IWAD picker. + Super items now only respawn when "Super items respawn" deathmatch flag is enabled. + Uninitialized memory in IWAD picker could show all IWADs as being available at random. + followcam no longer has issues with portal groupids. + Heretic line type 70 regression; activation type restored to SR. + Player corpse queue crash in Heretic cooperative and deathmatch modes. + Undefined behavior from wrap iterator position in collections. + Font engine no longer uses globals to track text drawing state, resolving possible issues in Heretic menus. + Corrupted F_SKY2 in base/heretic/eternity.pke. + Compatibility with otakondm.wad + Players no longer "oof" when sliding across ice and bouncing off a wall if they are dead (BOOM bug). + Application is now declared as "DPI-aware" to avoid possible offscreen drawing and scaling in Windows Vista, 7, and 8. + "Autoloads ignored" message is no longer displayed when playing shareware games unless an autoloads directory actually exists. + MIDI now properly loops courtesy of new SDL_mixer version. + Secure replacements for ctypes functions. + Zero-node single-sector maps are now supported again (BOOM/MBF regression). + 17:9 and above aspect ratios no longer have the player's weapon floating above the status bar. + No more "bad music number" message when playing maps numbered greater than 35 in DOOM II. + DMX pad bytes are removed from format 0x03 samples when they are detected. + -playdemo command-line parameter can now play internal demos again. + Issues resolved with various types of objects not respecting linked portals when playing sounds, or confusing enemies after being removed from the map in areas with linked portals. + Comments no longer go out of sync in config files, as support for saving custom comments in configuration files has been removed. Known Issues in v3.40.46: - Network code is incomplete; game may desync if some settings differ between nodes, or if certain console commands are used at runtime.