=========================================================================== Title : The Eternity Engine v3.40.00 "Rebirth" Filename : ee3.40.00-win32p.zip Release date : 01/08/2011 Author : Team Eternity James "Quasar" Haley and Stephen "SoM" McGranahan Email Address : haleyjd@hotmail.com Other Files By Author : ee3.40.00-src.zip ee3.40.00-edf.zip ee3.40.00-win32.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. 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 - Three-Band EQ and Rational-tanh Clipper - Neil C / Etanza Systems cschueler - Start Map - Derek Mac Donald - Graphics - Sven "ptoing" Ruthner Bob Satori Special Thanks to : Russel Rice * Joe Kennedy * Julian Aubourg Anders Astrand * Joel Murdoch * SargeBaldy Kate * esselfortium * CSonicGo * DavidPH Yagisan * MP2E * Catoptromancy * Kaiser * Lut 4mer * Mordeth * Assmaster * Toke * DooMWiz Nemesis * Carnevil * Cephaler * 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, HACX, or Heretic IWAD(s) * Construction * Base : SMMU v3.21 / v3.30 Build Time : Ten 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/ee3.40.00-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 3.40.00 * These include some of the major features added in the latest version: - Rendering Enhancements - * Portal overlays (semi-functional in this version) - Gameplay Features - * "buddha" command/cheat added for playtesting - Menu Enhancements - * Some string variables can now be blanked. * Editing of long file paths is now significantly more intuitive. * Master Levels Menu can now be exited to the title screen, and now fully supports multi-level PWADs. - Interface Enhancements - * -iwad and -game parameters can now be used to select the best match from amongst preconfigured IWAD paths in system.cfg. For example: -iwad doom.wad will use your configured Ultimate or Registered doom.wad IWAD if no doom.wad is found in Eternity's immediate directory first. * Support for DOOMWADPATH - the paths configured by the DOOMWADPATH environment variable will be searched in order for both standard and specified IWAD names. - EDF - * BRIGHT flag supports making a thingtype bright in all of its frames unconditionally. - Mapping - * ExtraData Sectors Support is now available for specification of flat offsets, rotation angles, per-sector terrain overrides, colormaps, damage properties, portal overlays, and more. * ExtraData linedef records now support alpha and additive blending. - Compatibility - * Multiple complevel 9 demo compatibility fixes have vastly improved support for demos recorded with this popular setting under PrBoom-Plus. =========================================================================== * Coming Soon * These are features planned to debut in future versions of the Eternity Engine: - Priority - ** 100% Heretic support ** EDF Inventory/Weapons/Pickup system ** Aeon scripting system ** UDMF support Linked portals Double flats More standard TerrainTypes Hubs ** == TOP PRIORITY - Long-Term Goals - Hexen Support Strife Support Improved network code =========================================================================== * Revision History * 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 3.39.20): + TerrainTypes are selected more appropriately in some situations when an object is standing partway over a cliff. + Printing console constants now longer causes a crash. + Sound stuttering reduced or eliminated from 3.39.20. + Colormaps are no longer arbitrarily applied to skies while in view elsewhere. + Cardboard visplane splitting glitches related to flat rotation and other sector properties eliminated. + Invalid subsector references will be cleansed from levels' BSP trees to prevent crashes. + comp_zombie is no longer enabled in 200 - 202 version demos. + PIT_CheckThing incompatibility due to recursion eliminated. + mlook arithmetic is no longer used during old demo playback. + Ref counting in 202-only P_LookForPlayers code segement restored to 202 behavior. + Same-subsector LOS check short circuiting optimization is no longer applied in 200 - 202 version demos. + Heap corruption issues eliminated in qstring module. Known Issues in v3.40.00: - 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. - Portal overlays are partially broken. Please be patient, they will be repaired as soon as possible!