===============================================================================
Title                   : The Eternity Engine v3.40.10 "Aasgard"
Filename                : ee3.40.10-win32p.zip
Release date            : 05/01/2011
Author                  : Team Eternity
                          James "Quasar" Haley and Stephen "SoM" McGranahan
Email Address           : haleyjd@hotmail.com
Other Files By Author   : ee3.40.10-src.zip 
                          ee3.40.10-edf.zip
                          ee3.40.10-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/ee3.40.10-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 3.40.10 *

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.

    
- Menu Enhancements -

  
- 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 *

3.40.10 "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 3.40.00):

+ 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 v3.40.10:

- 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.