=========================================================================== 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.