=========================================================================== Title : The Eternity Engine v3.33.33 "Paladin" Filename : ee3.33.33-win32.zip Release date : 05/17/2006 Author : Team Eternity James "Quasar" Haley and Steven "SoM" McGranahan Email Address : haleyjd@hotmail.com Other Files By Author : ee3.33.33-src.zip ee3.33.33-docs.zip ee3.33.33-small.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. 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 Colin Phipps PrBoom Florian Schulze PrBoom Randy Heit 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 joe_ 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 without any restrictions. * Where to get the file that this text file describes * Web sites: http://eternity.mancubus.net/ee3.33.33-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 3.33.33 * These include some of the major features added in the latest version: - PolyObjects - Eternity's implementation of PolyObjects promises more flexibility, allowing multiple objects per subsector and allowing objects to move between similar subsectors freely. - Hexen Map Format - Hexen-format maps can now be loaded, though they are not yet playable. Extensions have been added to ExtraData to match new fields in the Hexen map format as well, including a "height" field for mapthings. - Heretic IWAD Support - heretic.wad and heretic1.wad are now supported directly as IWADs, and there is no longer any need to use -heretic or load doom.wad. - Menu Redesign - Multipage menu support has been restored. You can press Ctrl plus the keys bound to menu_left or menu_right to move between pages, or you can bind actions to the new menu_pageup and menu_pagedown actions. Multipage menus also define a table of contents widget. Bind a key to the menu_contents action to bring it up in any multipage menu. A small menu pointer has been added to fix problems with TCs that change the font color. An option has also been added to emulate zdoom's menu behavior, allowing the menu_toggle action to back up one menu instead of exiting as is normal. An advanced WAD loading dialog has been added. The user can define a custom menu by creating an EDF menu named _MN_Custom. Advanced menu search feature allows you to find anything in almost any menu without knowing exactly where it is at. - EDF 1.6 - New features in EDF include more control characters for strings enabling the use of colors, shadowing, absolute centering, and translucency. Dynamic menu system allows the user to define his/her own menus or override native menus such as the episode selection menu, and support for an optional user.edf file has been added. New color range translation lumps added in eternity.wad and eterhtic.wad allow use of DOOM or Heretic sprites in the opposite game without editing the graphics. Added DeHackEd number autoallocation for things, frames, and sounds by user request. New weapon counter codepointers allow for more advanced weapon frame transition logic. - New Parameterized Line Specials - One new floor, seventeen new ceilings, four new stairs including Hexen- style synchronized stairs, and five PolyObject specials are now available via scripting and ExtraData. - New HUD Features - Lost options for widget color and enabling/disabling have been restored to the new menus and added for new Eternity widgets. Scripted widgets can now have boxes around text and can use any of the natively defined fonts. Text can now be absolutely centered via use of control characters. - Chocolate DOOM Enhancements - Application state tracking code allows Eternity to release the mouse when it doesn't have focus and to avoid drawing to the screen when it is minimized, freeing up CPU cycles. ENDOOM support has been restored and is enabled by default; exit behavior has been changed as a result. - New Music Engine - Eternity now supports all music formats loadable by SDL_mixer, including MIDI, MP3, OGG, and modules. Special thanks to Julian Aubourg. - New Screen Patch Engine - Screen patches are now cleanly scaled in all screen resolutions and are clipped precisely to the screen, allowing them to extend off the edge. - New 3D Object Clipping Code - Besides repairing several bugs, the game engine now allows such things as running across touchy barrels as they explode, and Lost Souls that can bounce off your head. - Large Flat Support Flats in power-of-two sizes up to 512x512 are now supported along with a new fast but much more accurate flat drawing algorithm that avoids distortion in high resolutions and at close proximity to floors and ceilings. * Coming Soon * These are features planned to debut in future versions of the Eternity Engine: - Priority - Sound sequences 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 * 3.33.33 "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: + 3DMidTex switches on 1S lines are no longer allowed and will not crash the game. + R_FlushColumns no longer bombs out the game if no column is drawn during an entire frame. + Shareware Heretic works again. + Lost Soul bouncing option has been corrected for better compatibility. + Key-down flags are cleared at the start of play. + Skin sounds no longer conflict with EDF. + MIDI volume is set to zero when the game is paused to work around a bug in SDL_mixer. + dogjumping variable now has proper sync-critical status. + EDF crashstate is now fool-proof and objects will not miss entering it. + CD-ROM support disabled for Linux builds. + BEX string for CD-ROM mode notification is now actually used. + HUD widgets that extend off the screen will no longer crash the game. + 3DMidTex object clipping improved. + MF_JUSTHIT flag handling has been adjusted for possible compatibility concerns. + Zero-length keys.csc files will no longer confuse the game engine. + Screen wipe routine no longer randomly crashes in high resolutions. + Disabled runtime WAD loading during netgames. + Intermission sequence can no longer crash when wiping to the next level (Original DOOM engine bug!) + NOBLOCKMAP flag has been removed from all Heretic objects that do not actually need it. + Crushers no longer make inanimate objects bleed when 3D object clipping is enabled. + Heretic wind specials are now applied consistently regardless of an object's preexisting momentum. + Angle adjustment for some parameterized codepointers is more robust. + Alert and question widgets in the menu system now properly space text regardless of the font being used. + Two-way portal types reenable use of two-way anchored portal setups. One-way anchored portals will no longer crash the game if used this way, but the user may see an error message and feel strange pauses during play. + Line flag 2048 has been declared observed after crashes running Ultimate DOOM E2M7, which contains over 1000 linedefs with invalid flag values. Please see the Eternity changelog for full information on all bugs that have been fixed. Known Issues in v3.33.33: - 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.