=============================================================================== Title : The Eternity Engine v3.42.02 "Heimdal" Filename : ee-3.42.02-win32.zip Release date : 2017-05-07 Author : Team Eternity James "Quasar" Haley, Stephen "SoM" McGranahan, Ioan "printz" Chera, Max "Altazimuth" Waine and David "DavidPH" Hill Email Address : haleyjd@hotmail.com Other Files By Author : ee-3.42.02-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 -------- Sarah "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 ----------------------- - 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 Charles Gunyon Claude Freeman dotfloat 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 : None 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 : Sixteen years and counting Editor(s) used : Visual Studio 2017, UltraEdit-32, SLADE, Notepad++, GZDoom Builder Known Bugs : Too many to mention here, see below for more info May Not Run With... : Most mods 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: https://github.com/team-eternity/eternity/releases http://eternity.mancubus.net/ 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 3.42.02 * These include some of the major features added in the latest version: *** FEATURED ADDITIONS ******************************************************* - Complete linked portal support - * Finished the linked portal support! No more shaky gameplay, no more telefrags, all gameplay is aware of their existence. Removed nearly all visual glitches with anchored and linked portals, where you saw areas that didn't belong. The distance consistency requirement is still in place, but it's still possible to trick it to obtain spatial paradoxes, just like so far. Also added more kinds of linked portals: * polyobject linked portals, which practically let you have horizontally moving platforms in Doom. You can link the 1-side polyobject lines with an external room. And if the room is at different height levels than polyobject's surrounding area, the upper and lower textures of the polyobject lines will be drawn. * edge portals: you can now place sector portals locally in a room, delimited by lower or upper edge portals going into the sector's planes. They no longer have to extend all the way horizontally to the walls. This means that 3D detail you add in a corner will no longer have to slice down the entire room. - UDMF mapping format - * UMDF mapping format using the "eternity" namespace! This involved finishing parameterized specials which work as equivalents of classic format specials, because UDMF runs on parameterized specials. Some ZDoom-originated specials have also been added. * Setting portals in UDMF is done using the Portal_Define and Line_QuickPortal linedef specials, the portalfloor, portalceiling sector properties and the portal linedef property. * Setting attached surfaces in UDMF is done using the floorid, ceilingid, attachfloor, attachceiling sector properties. Attached 3dmidtex is currently still done using linedef specials. * Added the complete set of parameterized specials, and quite a few from ZDoom as well, as needed for UDMF. *** END FEATURED ADDITIONS *************************************************** - Compatibility - * Added "linguortal" (Linguica-discovered vanilla Doom seg displacement tricks) support. * Added support for ZokumBSP optimized blockmaps. * Improved PSX Doom support. * Increased support for custom nodes, such as the different non-compressed ZDBSP types or the DeepBSP special format. * Added support for PKE "IWADs" (standalone packs). * Restore the old Boom+MBF sector colormap behaviour for the fake floor transfer special, while UDMF+ExtraData keep the more useful SMMU behaviour. New EMAPINFO property to override this one way or the other: sector-colormaps. - Editing Features - * New linedef extended flag: CLIPMIDTEX, which clips the middle texture of a two-sided line to its sector heights. * New mapping feature: polyobjects which can activate linedefs by crossing them. * New sector extended flags: PHASEDLIGHT, LIGHTSEQUENCE, LIGHTSEQALT, which support Hexen phased and sequenced lights. * New EMAPINFO properties: levelaction, disable-jump. * New EDF thingtype state: healstate (Decorate "heal" block). If the thing calls VileChase, resurrecting others will go through this state instead of the default vanilla one. * EDF thingtypes can now have compatname, for ACS compatibility with ZDoom-imported maps. * New EDF codepointers: SargAttack12. New means-of-death parameter for Scratch. * Added flat scaling. * Added support for many ACS built-in and zcommon.acs functions. Some of them are new to Eternity: GetLineX and GetLineY. * New blood type EDF definition, thanks to Altazimuth. * Items can now activate their UDMF/ExtraData specials when picked up, like in Hexen. * PNG sprites now support translucency and offset. * Added support for non-power-of-2 wide textures. Swirling flats no longer limited to 64x64. * Added support for MUSINFO, a feature from Risen3D, present in PrBoom+, that was started but not added until now. - Gameplay Features - * Optional air control for jumping! Currently it's off, but you can enable it in compatibility options and configure it in OPTIONS. It allows you to jump on steep sectors even when you're already next to them. - Interface Enhancements - * Screen resolution is no longer limited to arbitrary values (e.g. 2800x1800). Improved overall resolution support. * Added Tarnsman's music randomizer, using the -randmusic command-line parameter or the s_randmusic console variable. =============================================================================== * 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) ** Slope physics ** PSX Doom support (In progress) Aeon scripting system Hexen Support Strife Support Double flats More standard TerrainTypes ** == TOP PRIORITY - Long-Term Goals - Improved network code =============================================================================== * Revision History * 3.42.02 "Heimdal" -- 05/07/17 Huge release featuring UDMF, fully working linked portals, completed parameterized line support and many more mapping features. 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 3.40.46): + The flashing disk icon had to be removed, because of problems on some rendering subsystems. + Fixed a bug where gib health didn't get updated if spawn health was changed in Dehacked. + Many demo compatibility issues have been fixed. + Many ACS bugs have been fixed. + Fixed some polyobject-related bugs. + Fixed a problem with Boom fake floor transfer and sky hacks. + Fixed Dehacked incompatible beta lost soul state set. + Fixed some Freedoom detection problems. + Fixed a bug with corpses becoming passable too early when z-clipping was enabled. + Fixed support for slightly incorrect wav sound lumps. + Fixed several problems where resources didn't get refreshed when loading new wads at runtime. + Fixed several Dehacked parser insecurity problems. + Fixed: jumping should NOT work in old demo_versions. + Don't exit with error in case of empty textures; use the checkerboard instead. + Fixed rendering problems with portal overlays. Known Issues in v3.42.02: - There are some problems with slopes and portals when combined. All slope-related bugs will be fixed when physics is introduced. - Polyobject portals don't support rotation, so only use them with translation motion. - Do not place sector portals inside portal polyobjects, as it would result in broken physics, and it's subject to change in the future.