===========================================================================
Title                   : The Eternity Engine v3.35.92 "Nekhbet"
Filename                : ee3.35.92-win32.zip
Release date            : 03/22/2009
Author                  : Team Eternity
                          James "Quasar" Haley and Stephen "SoM" McGranahan
Email Address           : haleyjd@hotmail.com
Other Files By Author   : ee3.35.92-linux.tar.gz
                          ee3.35.92-src.zip 
                          ee3.35.92-edf.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.                          

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       : 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
                          

===========================================================================
* 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              : 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 (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/ee3.35.90-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 3.35.92 *

These include some of the major features added in the latest version:
  
- Interface Enhancements -

  * Up to eight joystick/gamepad buttons are now fully bindable.
    
  * Mousewheel support, including bindable next/previous weapon actions.
    
  * Autorun is now dynamically bindable (see keybindings menu).
  
  * Console pausing behavior further improved.

  * Numerous missing options added to menu system.
  
  * Menu paging behavior further finessed (press Ctrl+up/down to disable
    going to next page when moving up or down between items).
    
  * IWAD Picker GUI - after setting one or more IWAD paths in 
    base/system.cfg (or on the IWAD Paths page of the Wad Options menu),
    you can then select an IWAD at startup without using -iwad.
      
- Heretic Support Progress -

  * Compatibility improved:
    + D'Sparil teleport behavior restored to original code.
    + Weredragon fireball smoke does not burn the player.
    + Imp charge probability restored to normal.
    + Iron Lich tornadoes do not switch targets if old demos are playing.
    + Old demo behavior slightly better with 3D object clipping and terrain
      effects enabled.
      
- EDF Improvements -

  * New EDF font system can define patch and block fonts. All native 
    subsystem fonts can be overridden by setting EDF globals.      
  

===========================================================================      
* Coming Soon *

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

- Priority -

  ** 100% Heretic support
  ** EDF Inventory/Weapons/Pickup system
  Linked portals
  Portal texture overlays
  ExtraData sectors
  Flat rotation and scaling
  Double flats
  UDMF support
  More standard TerrainTypes
  Working hub system
  New scripting engine
  
  ** == TOP PRIORITY FOR NEXT RELEASE!

- Long-Term Goals -

  Flat/texture interchangability
  Hexen Support
  Strife Support
  Improved network code


===========================================================================
* Revision History *

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 3.35.90):

+ Linux console sprintf issue fixed (Thanks to fraggle).

+ Megasphere pickup allowed in all DOOM gamemodes (fix for Lost Episode).

+ TXTRCONV heap corruption bug from SMMU weeded out.

+ "resurrect" command allowed if player in PST_DEAD but has health > 0.

+ UDMF sector damage properties saved in savegames (fixes Heretic E2M2).

+ Console can no longer leave the game paused in any circumstance. Console
  does not pause the game during demos or netgames.
  
+ LALIGNED menu items all draw their values at the same x coord on a per-
  menu basis.

Known Issues in v3.35.92:

- 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.