=========================================================================== Title : The Eternity Engine v3.37.00 "Sekhmet" Filename : ee3.37.00-win32.zip Release date : 01/01/2010 Author : Team Eternity James "Quasar" Haley and Stephen "SoM" McGranahan Email Address : haleyjd@hotmail.com Other Files By Author : ee3.37.00-src.zip ee3.37.00-edf.zip ee3.37.00-win32p.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, and the FreeDoom project, and it has in-progress support for Raven Software's Heretic and Hexen. Dedication : This release of the Eternity Engine is respectfully dedicated to the memory of Esa "Espi" Repo. 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 - Start Map - Derek Mac Donald - Graphics - Bob Satori Special Thanks to : Russel Rice Joe Kennedy Julian Aubourg Anders Astrand Joel Murdoch SargeBaldy esselfortium SnowKate Lut Gaston "Mordeth" Lahaut Assmaster Toke DooMWiz Nemesis Carnevil Cephaler #zdoom John Romero Chris Rhinehart James Monroe =========================================================================== * 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, or Heretic IWAD(s) * Construction * Base : SMMU v3.21 / v3.30 Build Time : Nine years and counting Editor(s) used : Visual Studio 6.0, Visual Studio 2008, UltraEdit-32, 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/ee3.37.00-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 3.37.00 * These include some of the major features added in the latest version: - Rendering Enhancements - * Widescreen resolution support. New resolution cap of 2560x1600. Support for extended field of view in 16:9, 16:10, and custom aspect ratios. * Slopes (render-only currently). * Improved particle blood effects. * r_tlstyle variable allows selection of thingtype translucency styles for things changed to translucent in BOOM. - Gameplay Features - * InstaGib Deathmatch Flag - for the honest "no damage" run! * Support for HacX 1.2 Stand-alone IWAD as its own gamemode. * "runiswalk" variable allows using shift to walk while autorun is enabled. * comp_special variable allows toggling of BOOM fix to clearing of unsuccessful one-time-use line specials (restores compatibility with spcial1b.wad). - Automap Enhancements - * Now uses floating point for stable math on large maps and with super long linedefs. * Wu-McGranahan antialiased line drawer added for ultrasmooth graphics. - Menu Enhancements - * Menus now use a "geom" string to specify arbitrary screen resolutions. * Menu messages are now centered for a better appearance. * Menu background can now be customized. * Menus now function when the console is down or is in fullscreen mode. - Interface Enhancements - * BOOM ammo cheat now works better. * Optional Unicode keyboard mapping for proper support of international keyboards. * Binding actions to the numeric keypad, semicolon key, and delete key is now allowed. * -noframe command line parameter and geom "n" flag allow setting frameless window mode. * base/system.cfg file now supports common shared settings for all games. * Demos with the same name as maps can now be played. * Alt+Space can now be disabled under Windows. * Targa-format screenshots are now supported. - Heretic Support Progress - * Cooperative and Deathmatch intermission statistics are fully implemented. * Proper defaults for automap colors and HUD widgets. - EDF Improvements - * Randomized sounds. * Syntax Tweaks: + Equals signs are now optional everywhere. + Multi-valued property syntax: field [=] [, ]* + Heredocs must have matching opening and closing delimiters (@" "@ and @' '@ are supported). + Action routines may now take any number of arguments. + Use of namespace qualifiers in action routine arguments is now unnecessary and is considered deprecated. * New Action Routines: A_EjectCasing A_CasingThrust A_GenRefire * A_MissileAttack pointer can now be used to fire missiles from objects without a valid target. * New flags4 thingtype bits: AUTOTRANSLATE - Remaps DOOM sprites to other game palettes automatically. NODAMAGE - Object doesn't take damage, but still acts like it does. NORADIUSDMG - Object takes no damage from explosions. FORCERADIUSDMG - Object takes damage from explosions always. LOOKALLAROUND - Object has a 360-degree field of vision. * New thingtype properties: respawntime - Controls amount of time a thing waits before respawning. respawnchance - Chance at each check that a thing will respawn. damagefactor , - Scales amount of damage of given type taken. xscale - Scaling of sprites in the x dimension. yscale - Scaling of sprites in the y dimension. - Mapping - * SLOPES! * New ACS Line Specials: Floor_Waggle Thing_Spawn Thing_SpawnNoFog Teleport_EndGame * ZDoom 9303 Damaging PolyObject type is supported. - Optimizations - * Massive optimizations to dynaseg rendering for faster PolyObjects. * Seg lengths are now cached for Cardboard. * Streamlining of some float <-> integer conversions in Cardboard. * Native system heap is now used for optimum memory performance. * Screenshot writing uses buffered file output. =========================================================================== * Coming Soon * These are features planned to debut in future versions of the Eternity Engine: - Priority - ** 100% Heretic support ** EDF Inventory/Weapons/Pickup system ** DECORATE states for EDF Aeon scripting system UDMF support Linked portals Portal texture overlays ExtraData sectors Flat rotation and scaling Double flats More standard TerrainTypes Hubs ** == TOP PRIORITY - Long-Term Goals - Flat/texture interchangability Hexen Support Strife Support Improved network code =========================================================================== * Revision History * 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 3.35.92): + Basic PrBoom 2.02 demo support now works. + Crash when less than 17 cast members were defined. + Button sounds never jump to position (0,0). + Reentrancy restored to P_SetPSprite. + Sound sample loss due to thread contention solved. + Automap grid lines are not lost near the window boundaries. + Automap adjusts boundaries properly for linked portal overlays. + tranmap.dat now stores full palette instead of only the first 256 bytes. + BOOM generalized W1/WR crusher types now work. + Dedicated screenwipe loop no longer consumes 100% CPU. + Allocations are no longer memset to zero at random if SCRAMBLER is defined. + Automap timer reflects proper level time even across savegame loading. + ACS open scripts no longer suffer random malfunctions. + Switch definitions that refer to missing textures no longer cause lines with non-switch textures to give off switch sounds. + Heretic Registered version E4M1 no longer exits to a non-existant E4M2. + vwidth / vheight parameters now use proper rangechecks. + Eliminated all undefined sprintf behavior. + Actions can now be bound to the semicolon key successfully. + Boss brain correct_height field removed to fix MAP30 when 3D object clipping is enabled. + -file "" is now ignored. + Only the first IWAD added is recognized as the active IWAD file, instead of the last. + Dynasegs now attach to the proper sector for their subsector. + BOOM INSTRUMENTED bug with tracking of virtual memory allocations is repaired. + Skin initialization after savegame loading crash repaired. + Random EDF crash in E_DisposeDamageTypes repaired. + Random sound engine crash due to dangling player_t::mo pointers repaired. + MBF DEHACKED lump bug with DOS line endings fixed by ignoring carriage return characters. + EDF correct_height field is now removed from certain classes of things when they are modified by DeHackEd patches, to stop SPAWNCEILING objects from hanging in mid-air. + SDL_mixer initialization failure on Linux no longer causes loss of sound and music device settings. + use_doom_config now also remaps path to the keys.csc file. + Compatibility with spcial1b.wad restored. + SWITCHES lump detection is now smarter. + Compatibility with fiffy5.wad restored. + Hexen lightning strikes are saved and restored properly, and always apply to all sky sectors on the map. + P_RadiusAttack is now reentrant outside of old demo playback, and cannot cause stack faults. + NOFRIENDDMG objects can still damage themselves. + Friends will not stop firing if a NOFRIENDDMG object is in the way. + SUPERFRIEND objects now really never retaliate. + Crushers spawn blood again if particle blood effects are enabled. + Random BOOM/MBF P_UpdateThinker crash repaired. + Lost Souls no longer exhibit non-reentrant behavior when colliding with other objects or walls, outside of old demos. + IWAD picker is not engaged if -game is used. + Negative damage to players no longer crashes the game. + Pipe characters can be typed into the console and menus. + Moving 3DMidTex lines now work again. + Random crash due to float->int overflow in R_RenderSegLoop repaired. + Dynasegs are no longer made two-sided unless the parent linedef is 2S. + Skin viewer can no longer access garbage memory locations when the player references frames that use sprites which are not remapped by the skin. + Demos added with -playdemo no longer conflict with other lumps in loaded WAD files. + Screenshots no longer pop up the console. + defaultskill variable is no longer ignored. + DEMO4 lump can play if provided in TNT and Plutonia WADs. + Various DirectX video mode palette issues are now sorted out. + DeHackEd maxhealth no longer affects items inappropriately. + Undefined usage of va_list eliminated. Known Issues in v3.37.00: - 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. - Particles are broken in low-detail mode.