===========================================================================
Title                   : The Eternity Engine v3.37.00 "Sekhmet"
Filename                : ee3.37.00-win32.zip                          
Release date            : 01/01/2010
Author                  : Team Eternity
                          James "Quasar" Haley and Stephen "SoM" McGranahan
Email Address           : haleyjd@hotmail.com
Other Files By Author   : ee3.37.00-src.zip 
                          ee3.37.00-edf.zip
                          ee3.37.00-win32p.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.                          

Dedication              : This release of the Eternity Engine is respectfully
                          dedicated to the memory of Esa "Espi" Repo.

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       : Russel Rice
                          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
                          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, or Heretic IWAD(s)


* Construction *

Base                    : SMMU v3.21 / v3.30
Build Time              : Nine 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/ee3.37.00-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 3.37.00 *

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

  * Widescreen resolution support. New resolution cap of 2560x1600.
    Support for extended field of view in 16:9, 16:10, and custom aspect
    ratios.

  * Slopes (render-only currently).
  
  * Improved particle blood effects.
  
  * r_tlstyle variable allows selection of thingtype translucency styles
    for things changed to translucent in BOOM.

  
- Gameplay Features -

  * InstaGib Deathmatch Flag - for the honest "no damage" run!
  
  * Support for HacX 1.2 Stand-alone IWAD as its own gamemode.
  
  * "runiswalk" variable allows using shift to walk while autorun is enabled.
  
  * comp_special variable allows toggling of BOOM fix to clearing of
    unsuccessful one-time-use line specials (restores compatibility with
    spcial1b.wad).


- Automap Enhancements -

  * Now uses floating point for stable math on large maps and with super
    long linedefs.
    
  * Wu-McGranahan antialiased line drawer added for ultrasmooth graphics.

    
- Menu Enhancements -

  * Menus now use a "geom" string to specify arbitrary screen resolutions.
  
  * Menu messages are now centered for a better appearance.
  
  * Menu background can now be customized.
  
  * Menus now function when the console is down or is in fullscreen mode.
  
  
- Interface Enhancements -

  * BOOM ammo cheat now works better.
  
  * Optional Unicode keyboard mapping for proper support of international
    keyboards.
    
  * Binding actions to the numeric keypad, semicolon key, and delete key is
    now allowed.
    
  * -noframe command line parameter and geom "n" flag allow setting frameless
    window mode.
    
  * base/system.cfg file now supports common shared settings for all games.
  
  * Demos with the same name as maps can now be played.
  
  * Alt+Space can now be disabled under Windows.
  
  * Targa-format screenshots are now supported.

      
- Heretic Support Progress -

  * Cooperative and Deathmatch intermission statistics are fully implemented.
  
  * Proper defaults for automap colors and HUD widgets.

      
- EDF Improvements -

  * Randomized sounds.
  
  * Syntax Tweaks:
    + Equals signs are now optional everywhere.
    + Multi-valued property syntax: field [=] <value> [, <value>]*
    + Heredocs must have matching opening and closing delimiters
      (@" "@ and @' '@ are supported).
    + Action routines may now take any number of arguments.
    + Use of namespace qualifiers in action routine arguments is now
      unnecessary and is considered deprecated.
  
  * New Action Routines:
    A_EjectCasing
    A_CasingThrust
    A_GenRefire
  
  * A_MissileAttack pointer can now be used to fire missiles from objects
    without a valid target.
    
  * New flags4 thingtype bits:
    AUTOTRANSLATE - Remaps DOOM sprites to other game palettes automatically.
    NODAMAGE - Object doesn't take damage, but still acts like it does.
    NORADIUSDMG - Object takes no damage from explosions.
    FORCERADIUSDMG - Object takes damage from explosions always.
    LOOKALLAROUND - Object has a 360-degree field of vision.
    
  * New thingtype properties:
    respawntime - Controls amount of time a thing waits before respawning.
    respawnchance - Chance at each check that a thing will respawn.
    damagefactor <mod>, <float> - Scales amount of damage of given type taken.
    xscale - Scaling of sprites in the x dimension.
    yscale - Scaling of sprites in the y dimension.


- Mapping -

  * SLOPES!

  * New ACS Line Specials:
    Floor_Waggle
    Thing_Spawn
    Thing_SpawnNoFog
    Teleport_EndGame
    
  * ZDoom 9303 Damaging PolyObject type is supported.
      

- Optimizations -

  * Massive optimizations to dynaseg rendering for faster PolyObjects.  
  
  * Seg lengths are now cached for Cardboard.
  
  * Streamlining of some float <-> integer conversions in Cardboard.
  
  * Native system heap is now used for optimum memory performance.
  
  * Screenshot writing uses buffered file output.


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

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

- Priority -

  ** 100% Heretic support
  ** EDF Inventory/Weapons/Pickup system
  ** DECORATE states for EDF
  Aeon scripting system
  UDMF support
  Linked portals
  Portal texture overlays
  ExtraData sectors
  Flat rotation and scaling
  Double flats  
  More standard TerrainTypes
  Hubs
  
  ** == TOP PRIORITY

- Long-Term Goals -

  Flat/texture interchangability
  Hexen Support
  Strife Support
  Improved network code


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

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 3.35.92):

+ Basic PrBoom 2.02 demo support now works.

+ Crash when less than 17 cast members were defined.

+ Button sounds never jump to position (0,0).

+ Reentrancy restored to P_SetPSprite.

+ Sound sample loss due to thread contention solved.

+ Automap grid lines are not lost near the window boundaries.

+ Automap adjusts boundaries properly for linked portal overlays.

+ tranmap.dat now stores full palette instead of only the first 256 bytes.

+ BOOM generalized W1/WR crusher types now work.

+ Dedicated screenwipe loop no longer consumes 100% CPU.

+ Allocations are no longer memset to zero at random if SCRAMBLER is
  defined.
  
+ Automap timer reflects proper level time even across savegame loading.

+ ACS open scripts no longer suffer random malfunctions.

+ Switch definitions that refer to missing textures no longer cause lines
  with non-switch textures to give off switch sounds.
  
+ Heretic Registered version E4M1 no longer exits to a non-existant E4M2.

+ vwidth / vheight parameters now use proper rangechecks.

+ Eliminated all undefined sprintf behavior.

+ Actions can now be bound to the semicolon key successfully.

+ Boss brain correct_height field removed to fix MAP30 when 3D object
  clipping is enabled.
  
+ -file "" is now ignored.

+ Only the first IWAD added is recognized as the active IWAD file, instead of
  the last.
  
+ Dynasegs now attach to the proper sector for their subsector.

+ BOOM INSTRUMENTED bug with tracking of virtual memory allocations is
  repaired.
  
+ Skin initialization after savegame loading crash repaired.

+ Random EDF crash in E_DisposeDamageTypes repaired.

+ Random sound engine crash due to dangling player_t::mo pointers repaired.

+ MBF DEHACKED lump bug with DOS line endings fixed by ignoring carriage
  return characters.
  
+ EDF correct_height field is now removed from certain classes of things
  when they are modified by DeHackEd patches, to stop SPAWNCEILING objects
  from hanging in mid-air.
  
+ SDL_mixer initialization failure on Linux no longer causes loss of sound
  and music device settings.
  
+ use_doom_config now also remaps path to the keys.csc file.

+ Compatibility with spcial1b.wad restored.

+ SWITCHES lump detection is now smarter.

+ Compatibility with fiffy5.wad restored.

+ Hexen lightning strikes are saved and restored properly, and always apply to
  all sky sectors on the map.

+ P_RadiusAttack is now reentrant outside of old demo playback, and cannot
  cause stack faults.
  
+ NOFRIENDDMG objects can still damage themselves.

+ Friends will not stop firing if a NOFRIENDDMG object is in the way.

+ SUPERFRIEND objects now really never retaliate.

+ Crushers spawn blood again if particle blood effects are enabled.

+ Random BOOM/MBF P_UpdateThinker crash repaired.

+ Lost Souls no longer exhibit non-reentrant behavior when colliding with
  other objects or walls, outside of old demos.
  
+ IWAD picker is not engaged if -game is used.

+ Negative damage to players no longer crashes the game.

+ Pipe characters can be typed into the console and menus.

+ Moving 3DMidTex lines now work again.

+ Random crash due to float->int overflow in R_RenderSegLoop repaired.

+ Dynasegs are no longer made two-sided unless the parent linedef is 2S.

+ Skin viewer can no longer access garbage memory locations when the player
  references frames that use sprites which are not remapped by the skin.
  
+ Demos added with -playdemo no longer conflict with other lumps in loaded
  WAD files.
  
+ Screenshots no longer pop up the console.

+ defaultskill variable is no longer ignored.

+ DEMO4 lump can play if provided in TNT and Plutonia WADs.

+ Various DirectX video mode palette issues are now sorted out.

+ DeHackEd maxhealth no longer affects items inappropriately.

+ Undefined usage of va_list eliminated.


Known Issues in v3.37.00:

- 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.