The Eternity Engine is Team Eternity's flagship product. It is a highly featured DOOM source
port based on SMMU, currently available for Windows and Linux. It features full support
for all versions of DOOM, DOOM II, and Final DOOM, and is currently adding Heretic support. New editing
and gameplay features abound, but Eternity still features almost 100% DOOM compatibility,
including highly accurate demo playback - most DOOM v1.9 demos will stay in sync.
Frequently Asked Questions
Here you'll find a FAQ addressing common or confusing issues with the Eternity Engine.
This FAQ is geared toward the Win32 version of the Engine, but contains some
information which is pertinent to all versions. You can also read the programmer's changelog, which
contains up-to-the-minute news on bug fixes and features being added (warning - the changelog is
Eternity features a robust console with hundreds of variables and commands,
scripting ability, and flexible input language facilities. This information
will help you wade through the jungle of features.
GFS - Game File Script
GFS is a new way to add lots of files to Eternity in a clean and safe manner, and is
designed primarily for distribution with multiple-file modifications.
Eternity includes all the features of its great-grandparent port BOOM, as well as
virtually all those of MBF and SMMU as well. And on top of all this, it adds much,
much more. In this guide, you will find a growing collection of information on
editing features from DOOM and all these ports, including linedef, sector, and
thing types, new lumps, data formats, and more. This information is regularly updated
with every release of the engine.
MapInfo allows nearly complete customization of level-specific game engine behaviors. Eternity
supports both global MapInfo lumps and the insertion of MapInfo into the level header.
Small Scripting Engine
Small is Eternity's powerful new scripting language, designed by ITB CompuPhase and
used in many other games and commercial-quality applications.
EDF - Eternity Definition Files
EDF is a powerful new data specification language for the Eternity Engine that allows dynamic
definition of sprites, thing types, frames, and other previously internal data, while maintaining
backward compatibility with DeHackEd.
ExtraData is the end-all, be-all extension to the DOOM map format which allows a virtually
infinite number of data fields accepting values in any format to be attached to normal map
entities via a text script.
DeHackEd / BOOM Extensions
DeHackEd has been the base standard for DOOM executable patching since its inception,
and continues to be a solid and established basis for run-time data patching in modern
source ports. Here you can learn the basics, view some examples, and find out what new
features Eternity has added.