=========================================================================== Title : The Eternity Engine v3.35.90 "Simorgh" Filename : ee3.35.90-win32.zip Release date : ??/??/2008 Author : Team Eternity James "Quasar" Haley, Stephen "SoM" McGranahan, and Joe Kennedy Email Address : haleyjd@hotmail.com Other Files By Author : ee3.35.90-linux.tar.gz ee3.35.90-dos.zip ee3.35.90-src.zip ee3.35.90-docs.zip ee3.35.90-small.zip ee3.35.90-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. Dedication : This version of the Eternity Engine is respectfully dedicated to the memory of our friend, Jason "Amaster" Masihdas, 12 October 1981 - 14 June 2007. 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 Andrey Budko PrBoom-Plus Randy Heit ZDoom Graf Zahl ZDoom Martin Hedenfalk libConfuse library DJ Delorie DJGPP libc Sam Lantinga SDL, SDL_mixer, SDL_net et al. ITB CompuPhase Small scripting language Matt Weinstein MinGW libc et al. Shay Green snes_spc 0.9.0 library Derek Mac Donald Start map Bob Satori Graphics Special Thanks to : Julian Aubourg Anders Astrand Joel Murdoch SargeBaldy esselfortium Lut Gaston "Mordeth" Lahaut Assmaster Toke DooMWiz Nemesis Carnevil Cephaler #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, 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 * 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 3.35.90 * These include some of the major features added in the latest version: - Cardboard Renderer - This new core rendering engine eliminates virtually all numeric instability from Doom. This provides for the following enhancements: * 2S lines remain firmly in place even when the player is directly above them and between the two vertices. No more "wobbly" lines. * Long wall error is drastically reduced. * 2S line texturing remains stable even with the player's view point inside the texture. * Artificial limitations on area height are completely removed. * Flat rendering accuracy is greatly improved; visplanes no longer dance when light levels change, and flats line up perfectly with wall textures. * No more "sparklies" at the bottom of line textures. * Speed improvements. - Renderer Improvements - * Better, faster portals. * New blood and bullet puff particle effects. * Ability to specify and dynamically change colormaps for all sectors. * Better "flex" translucency and additive blending. * Block drawing functions can now clip to the frame buffer. * Linear font graphic rendering allows addition of user fonts. * Dynamic seg implementation allows for greatly improved PolyObjects. - EDF 1.8 - * Skins and player classes added. * Damagetypes and thingtype custom pain and death state lists added. * Spaces are allowed in unquoted strings inside sound sequence command blocks. * ACS spawn number block for thingtypes. * Heredoc string syntax added for future expansion. * Function values allow frame arguments to be specified along with the action in both traditional and compressed frame definitions. * Keywords have been added for all parameterized codepointers' arguments. * Cascading namespace resolution removes need to specify thing:, frame:, or other qualifiers for unambiguous names in arguments. * alphavelocity field added for thingtypes. * defaultsprite field allows controlling what sprite a thing's skinsprite remaps. * Sounds can now specify a preferred subchannel on which to play, allowing up to eight simultaneous sounds per object. - New Line Specials - * ACS control specials * Hexen parameterized lighting specials * Attached sectors * Earthquakes - New Small Features - Small scripts can now set and change the friendliness of things, change wall textures, change floor and ceiling textures, teleport things, and manipulate sector lighting through the new parameterized line special functions. - Interface Enhancements - * Menu now displays names of keys bound to page forward/backward actions on every menu where it applies. * Menu text box widgets improved. * Menus remember the last page visited. * New console font for better readability and output formatting. * Console background shading improved. - Compatibility - * Screen wipe routine can now optionally block the main loop; by default this is configured to happen during demo playback only. * comp_planeshoot variable added to control the ability to shoot the floor or ceiling. Fixes problems with Eternal DOOM glass switches. - Heretic Support Progress - * Corvus player class and skin enable proper player sound and thingtype behaviors, including player decapitation, wimpy death, and fiery death. * Improved D'Sparil sound behavior. - Optimizations - * Sounds are cached as linear-interpolated 44.1 kHz for faster mixing. * Large video buffers have been moved off the zone heap for better memory performance. - DeHackEd / BEX Improvements - * New codepointers including AlertMonsters, JumpIfTargetInLOS, SetTranslucent, CheckPlayerDone, FadeIn, FadeOut, and PlaySoundEx. * New CYCLEALPHA flag for perpetually fading things. * Weapon and monster codepointers are now compatible with each other. - SPC Music Support - EE can now play SPC music courtesy of the snes_spc 0.9.0 library. SPC data can be provided directly in normal music lumps. Preamp and bass boost settings are available to the end user. - Jumping - The player can now bind a key to the "jump" action on the Advanced Movement page of the keybindings menu. - NETCODE! - Eternity's network code is now operational, with a few bugs to work out. Deathmatch and cooperative play are now possible. - File and Data Organization - Eternity now stores its data files in the base directory. Game folders under the base folder can contain an autoload directory, a GFS file which specifies any number of WAD, DEH/BEX, root EDF, console scripts, and an IWAD to load from any location on the machine, a custom resource wad, and also serve as an IWAD search location. Each game has independent savegames and configuration files. Static limitations on file path length have also been removed entirely. * Coming Soon * These are features planned to debut in future versions of the Eternity Engine: - Priority - Linked portals Portal texture overlays ExtraData sectors Flat rotation and scaling Double flats UDMF support EDF Inventory/Weapons/Pickup system 100% Heretic support More standard TerrainTypes Working hub system New scripting engine - Long-Term Goals - Flat/texture interchangability Hexen Support Strife Support Improved network code * Revision History * 3.35.90 "Simorgh" -- ??/??/08 It took two years and almost 350 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 3.33.50): + -load can no longer try to load from an empty save slot + Console properly interprets or ignores all control characters + Default binding for toggling messages works again + New music lumps are added to the music hash table correctly + DSTINK sound provided for DOOM Shareware v1.0 - 1.2 + Nightmare respawning properly clipped with 3D clipping enabled + sounds.edf default fallback parsing works again + Infinite loop due to MBF thinkerclass list corruption repaired + TerrainTypes error message grammar fixed + Spectre fuzz draws properly when quad column cache is enabled + Polyobj_GetForNum division by zero repaired + BOOM spechit underflow on recursive clipping operation repaired + Terrain sound name length limit increased to proper length + FLOATBOB objects no longer cause inappropriate terrain hits + Weapon codepointers no longer crash if used by monsters; Monster codepointers no longer crash if used by weapons. + Quicksave / Quickload DEH_String error repaired + EMAPINFO corruption of last field / crash repaired + EDF boss spawner probabilities repaired + FireCustomBullets codepointer SSG spread repaired + qstring initialization security hazard repaired + OUCH face works properly with damage done by monsters + Crosshair / centermessage HUD widget interlock repaired + PCX screenshots now contain proper palette type value + Player does not bob when dead + Screen patch scaling / garbage at top of status bar fixed + Buttons limit removed + Switch sounds always use proper origin + Switch sounds do not cut off sector movement sounds + Parameterized switches always change texture on proper side of line + Buttons are now saved in savegames. + Interface sounds no longer cut off when starting a game or changing levels + FatAttack codepointers no longer crash if actor->target is invalid + FLOATBOB objects do not have MBF torque applied to them + Sky floor visplanes are no longer merged with sky ceiling visplanes + Sky floor visplanes of differing height are no longer merged + Rare EDF heap corruption error (block size does not touch next block) + Additive translucency now appears correctly + BFG can use 0 ammo per shot + Player corpses awaiting deferred removal do not crash when loading savegames Known Issues in v3.35.90: - 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.