***********************-= Team Eternity Presents =-*********************** The Eternity Engine Version: 3.33.01 Coded by: James "Quasar" Haley and Steven "SoM" McGranahan Based on SMMU - "Smack My Marine Up" by Simon "fraggle" Howard Start map by Derek "Afterglow" Mac Donald Special Thanks To: Lee Killough, the TeamTNT BOOM Team, DooMWiz, Colin Phipps, fraggle, Nemesis, Carnevil, Randy Heit, Julian, Joel Murdoch, schepe, SargeBaldy, and all Eternity Engine beta testers. ************************************************************************** **** COPYRIGHT *********************************************************** The Eternity Engine is distributed under the terms of the GNU General Public License. For more information, see the file "COPYING" included in the distribution archive. Copyright holders in this work, along with the source of their code, include (but may not be limited to) the following: id Software ............ GPL DOOM source distribution, 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 James Haley ............ Original code Steven McGranahan ...... Original code If you believe you own code in this work and have not been given credit, please contact the author. No one has been intentionally omitted for any reason personal or otherwise. Eternity also makes use of the following, which do not impact its copy- right: Sam Lantinga et al. .... SDL and SDL Mixer libraries (http://www.libsdl.org) * Source code for these libraries is available via CVS or tar.gz from this site. ITB CompuPhase, Inc. ... Small AMX and compiler **** 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. **** 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 ex- tensive documentation package for full information. **** Features New to Version 3.33.01 ************************************* These include some of the major features added in the latest version: * HUD Scripting Powerful new suite of native functions allowing the creation and maintenance of graphic and textual HUD widgets now available! * Improved Y-Shearing, Part II Vertical mouse sensitivity issue has been addressed and visual sprite glitches have been repaired. Screen motion is less clunky. * UI Improvements * Allow mlook option now on Mouse Options menu where it belongs. * Crosshair highlighting is now optional (added by user request). * New AI and Thing Options * RandomWalk and TargetJump codepointers for NPCs. * NOFRIENDDMG flag makes monsters take no damage from friends' attacks (added by user request). **** COMING SOON ********************************************************* These are features planned to debut in future versions of the Eternity Engine: * Priority * * Complete Heretic support * Improved Particle Effects (implementation has begun) * More TerrainTypes, including a scriptable type * Working hub system * Network code and massive changes needed to support it * Long-Term Goals * * Sound sequences * Polyobjects * Hexen Support * Strife Support **** Revision History **************************************************** 3.33.01 -- 06/24/05 * Minor fixes, some user-requested and CQIII-needed features implemented, and HUD scripting functions for Small. 3.33.00 -- 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 -- 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: + Garbage being drawn at ends of sprite columns when looking at certain y-shear angles was tracked to discrepancies in use of centery vs. centeryfrac in the column drawers; repaired fully. Change also makes y-shear motion appear smoother. + All player messages now use the player's configured message color, unless the strings themselves override that color with embedded color codes. + Erasing of text HUD widgets made more thorough. + whistle console command can no longer teleport the whistled object into inert objects. Please see the Eternity changelog for full information on all bugs that have been fixed. * Known Issues in 3.33.01: - 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.