===========================================================================
Title                   : The Eternity Engine v3.33.50 "Phoenix"
Filename                : ee3.33.50-win32.zip
Release date            : 10/23/2006
Author                  : Team Eternity
                          James "Quasar" Haley, Stephen "SoM" McGranahan,
                          and Joe Kennedy
Email Address           : haleyjd@hotmail.com
Other Files By Author   : ee3_33_50-linux.tar.gz
                          ee3.33.50-dos.zip
                          ee3.33.50-src.zip 
                          ee3.33.50-docs.zip
                          ee3.33.50-small.zip
                          ee3.33.50-edf.zip

Description             : Eternity is the newest source port to inherit the 
                          banner of BOOM. Descended from MBF, it attempts 
                          to carry on the effort to put editability, 
                          reliability, and compatibility first. From SMMU 
                          it also gains the momentum to give the player new
                          options rather than to dictate DOOM purity.
                          Eternity includes full BOOM compatibility, as 
                          well as most features added in MBF and SMMU. In 
                          addition, Eternity adds many more. Check out the 
                          extensive documentation package for full 
                          information.
                          
Dedication              : This version of the Eternity Engine is respectfully
                          dedicated to the memory of our friend, Dylan "Toke"
                          McIntosh, January 14 1983 - August 19 2006.

Additional Credits to   : id Software       GPL DOOM source code, Quake 2
                          Chi Hoang         Original DosDOOM port
                          Lee Killough      BOOM, MBF
                          Jim Flynn         BOOM
                          Rand Phares       BOOM
                          Ty Halderman      BOOM
                          Stan Gula         BOOM
                          Simon Howard      SMMU, Chocolate Doom
                          Colin Phipps      PrBoom
                          Florian Schulze   PrBoom
                          Randy Heit        zdoom
                          Graf Zahl         zdoom
                          Martin Hedenfalk  libConfuse library
                          DJ Delorie        DJGPP libc
                          Sam Lantinga      SDL, SDL_mixer
                             et al.
                          ITB CompuPhase    Small scripting language
                          Matt Weinstein    MinGW libc
                             et al.
                          Derek Mac Donald  Start map
                          Bob Satori        Graphics
                          
Special Thanks to       : DooMWiz
                          Nemesis
                          Carnevil
                          Cephaler
                          Julian Aubourg
                          Anders Astrand
                          Joel Murdoch
                          SargeBaldy
                          Toke
                          Lut
                          Gaston "Mordeth" Lahaut
                          All Eternity Engine beta testers
                          #zdoom
                          

===========================================================================
* 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, or Heretic IWAD(s)


* Construction *

Base                    : SMMU v3.21 / v3.30
Build Time              : Eight years and counting
Editor(s) used          : Visual Studio 6.0, 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


* 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/ee3.33.50-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 3.33.50 *

These include some of the major features added in the latest version:
  
- EDF 1.7 -

  * Sound Sequences
    Sound sequences allow sector sounds, PolyObject sounds, and global
    environmental ambience to be completely customized.
    
  * Ambience
    Point ambience objects are now available that can play three 
    different types of looping sounds 
    
  * Environmental Sequence Manager
    Properties of the environmental sequence manager can be provided in
    a special block.
    
  * Sound Enhancements
    Sounds may now have aliases, pitch variance can be specified, and
    the semantics of several fields have been greatly improved.
    
  * Error Tolerance
    Error tolerance has been further enhanced by downgrading a large
    number of errors to warnings.
    
  * New thingtype Feature
    topdamage and topdamagemask allow specifying burn damage to be done
    by hot objects when things stand on top of them. New basictype field
    allows creating objects of various types without listing long flag
    sets.
  
- New Parameterized Line Specials -

  Pillars are now available through ExtraData and the Hexen map format.

- New Small Features -

  Added functions _ThingThrust, _ThingThrust3f, _ThingGetPos, _GetFreeTID,
  _GetHUDMode, and _InAutomap. Special thanks to our new coder, Joe.

- Sound Engine Improvements -

  Pitched sounds now work properly, sounds no longer play at the wrong
  volume at random, sound volume attenuation is eight times smoother,
  and the sound effect priority system has been significantly enhanced.
  
- Screen Patch Enhancements -

  Screen patch scaling has been perfected in normal aspect resolutions and
  improved in others.

- New MapInfo Features -

  "noautosequences" field allows changing the default sound sequence 
  behavior of all sectors on the map. "finaletype" field allows setting
  the type of finale sequence that occurs after any level, including
  options such as "text", "doom_bunny", "htic_demon", etc. Numerous
  fields have also had bugs related to their use fixed.

- Seg Limit Extension -

  EE now supports maps with up to 65535 segs, vertices, sidedefs, linedefs,
  etc. This doubles the largest possible map size.
  
- Demo Enhancements -

  * Longtics Demo Support
    EE can now play back DOOM v1.91 "longtics" demos, and Eternity's own
    demo recording format is now longtics-enhanced.
    
  * Spechit Overflow Emulation
    Eternity can emulate spechit overflows during old demos. This option
    must currently be toggled via the config file or the console. The
    -spechit command line parameter is also supported for providing
    alternate magic numbers.
    
  * Miscellaneous
    The sky is no longer stretched when playing back old demos, even if
    sky stretching is enabled. A customizable, optional vissprite limit
    can also be enforced with the "r_vissprite_limit" cvar.
    
- Memory Usage Improvements -

  HUGE gains in memory performance have been obtained through improving
  cachability of data and by rewriting the Z_Realloc function.
  
- DeHackEd Improvements -

  DeHackEd string replacement is now more reliable and backward 
  compatible. New BEX strings TITLEPIC, TITLE, CREDIT, ORDER, HELP2,
  and DEMO1 - DEMO4 have been added for altering the demo sequence.
  
  New thing flags ALWAYSFAST, PASSMOBJ, and DONTOVERLAP are available.
  
  New codepointers SteamSpawn and AmbientThinker are available.
    
- SECRET FEATURE REVEALED -

  The entire original DOOM menu heirarchy can now be emulated for DOOM
  and DOOM II! Menu emulation can be enabled from the Menu Options menu,
  but must be disabled from the console, or via bringing up the Options
  menu through a console command or key binding. As an extra bonus, this
  includes restored support for Low Detail rendering. This can be toggled
  on the old options menu, or any time with the cvar "r_detail".
      
      
* Coming Soon *

These are features planned to debut in future versions of the Eternity 
Engine:

- Priority -

  EDF for Weapons and Player Classes
  Complete Heretic support
  Improved Particle Effects (implementation has begun)
  More standard TerrainTypes
  Working hub system

- Long-Term Goals -

  Hexen Support
  Strife Support
  Network code


* Revision History *

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 *

Major Bugs Fixed:

+ Flat swirling doesn't crash (minor error in 3.33.33).

+ Portal tainting now works completely.

+ Heretic support restored to DOS build.

+ Very tall areas no longer crash.

+ New music lumps can now be found and used again.

+ Various MapInfo bugs were fixed for Crucified Dreams.

+ Text HUD widget bugs.

+ Screen patch scaling bugs.

+ New 3D object clipping code seems much more reliable.

+ Tons of fixes to the sound engine.

+ Parameterized stair types now all work correctly.

+ INSTRUMENTED C heap corruption bug from BOOM has now been fixed.

+ DoomBarrel's correct_height has been corrected.

+ "Sky too low" bug fixed -- actually, the whole screen was too low.

+ Several DEH parser bugs fixed.

+ Absolute-centered text is actually centered now.

+ Sectors now have a separate sound origin for their ceilings. This
  was something of a design oversight in BOOM.
  
+ Console command event responding is now more reliable.


Known Issues in v3.33.50:

- 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. There may be ways to fix this, at least
  for MIDI, but the fixes will not be implemented until at least the
  next version.

- Network code is incomplete and totally broken and will require change to
  thousands of lines of code (a complete engine overhaul). Minor progress
  has begun by isolating portions of the code that will be affected with
  various verbose *_FIXME tagged comments.