=============================================================================== Title : The Eternity Engine v3.40.10 "Aasgard" Filename : ee-3.40.11-win32p.zip Release date : 05/02/2011 Author : Team Eternity James "Quasar" Haley and Stephen "SoM" McGranahan Email Address : haleyjd@hotmail.com Other Files By Author : ee-3.40.11-src.zip ee-3.40.11-edf.zip ee-3.40.11-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 MP2E * Catoptromancy * Kaiser * Yagisan * Gez 4mer * Lut * Mordeth * Assmaster * Toke DooMWiz * 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 2005, Visual Studio 2008, UltraEdit-32, Slade, 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/ee-3.40.11-win32p.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 3.40.11 * These include some of the major features added in the latest version: - Optimizations - * Cache utilization improved by removing unused and redundant fields from core rendering structures; gains 2 FPS on average. * Visual C++ 2008 build now performed using fast math, LTCG, compiler- determined inlining, frame pointer omission, whole program optimization, compiler-intrinsic functions, and SSE2 codegen. Gains 10 FPS on average. Requires a Pentium IV-compatible or later processor. - Gameplay Features - * p_lastenemyroar cvar added to allow monsters to optionally emit their wake-up sound when they change to their last remembered target with "monsters_remember" enabled. - Interface Enhancements - * s_enviro_volume cvar can scale the volume of environmental sound sequences. * -play and -recorddemo added as aliases for -playdemo and -record. * Demo base filenames may now exceed eight characters in length. The filename will be truncated to 8 characters for addition into the WAD directory. * Window is now centered in Linux desktop managers where supported. * audio_buffers setting in system.cfg allows tweaking the sound buffer size which may offer improved performance for slower systems or if sound skipping is an issue. - EDF - * Sound sequences can now be specified inside an alternate heredoc-format "commands" field with fully Hexen-compatible syntax. * Environmental sequences can play all sound commands that do not specify an explicit volume at a randomized volume level, for compatibility with Heretic's vanilla environmental ambience behavior. * A_StartScript may now execute ACS scripts by passing "acs" as the VM parameter. Requires a valid ACS levelscript on the current map. * Hexen-format SNDINFO lumps are now supported as a secondary source of sound definitions. SNDINFO lumps must contain an $edfoverride keyword if they are meant to override sounds of the same name defined by EDF. - Mapping - * BLOCKALL ExtraData linedef flag added. Blocks monsters, players, aiming, projectiles, lines of sight, tracers, wall sliding, and use of specials. * New ACS Specials: - Thing_Projectile - Thing_ProjectileGravity - Thing_Activate - Thing_Deactivate * "Start Script" linetypes will now defer to running ACS scripts if there is no valid Small levelscript VM. - Compatibility - * Visual C++ 2005 build added to re-extend compatibility to Windows 98/ME. * Gothic DM 2 is now playable without modifying the WAD file. =============================================================================== * 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 Fully functional linked portals Double flats More standard TerrainTypes Hubs ** == TOP PRIORITY - Long-Term Goals - Hexen Support Strife Support Improved network code =============================================================================== * Revision History * 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 3.40.10): + Loading savegames that contain polyobjects doesn't cause the game to hang and then crash. Bugs Fixed (since 3.40.00): + Portal overlays are now fully functional. + Small scripts can execute during level startup again. + Some serious -vanilla compatibility problems repaired. + Deref of NULL pointer in FindIWADFile repaired. + DOOMWADPATH uses ';' as separator character on POSIX platforms. + edf-intername functionality restored to MapInfo. + Failure to write the configuration file no longer results in an "abnormal program termination" error. + Crash when starting with translucency disabled repaired. + Players are not telefragged by monsters or projectiles when crossing linked portal boundaries (code is still not finished/final, however). + Eternity can no longer hold on to the mouse pointer when minimized. + 2S midtextures are no longer invisible in Hexen-format maps. + Old Heretic demos no longer bomb out with a message: "P_CheckPosition3D: called in an old demo!" + Undefined behavior eliminated from some rendering engine error messages. + Eternity will no longer use empty or strange "base" directories. A base directory must contain startup.wad, root.edf, and a doom subdirectory before Eternity will adapt it as its base directory. + mmus2mid patched by Gez to repair issue with TNT - Evilution's D_STALKS. + Status bar glitches caused by busted caching code removed. + Low-detail mode removed. Known Issues in v3.40.11: - 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.