***********************-= Team Eternity Presents =-***********************

                           The Eternity Engine

                            Version: 3.31.10

        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
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 3.31.10 *************************************

These include some of the major features added in the latest version:
  
* ExtraData

  ExtraData is Eternity's new answer to infinite extension of the map
  format. Using a text script with syntax similar to EDF, ExtraData allows
  association of new extended fields for mapthings. Sector and line
  support will follow soon.
  
* Global MapInfo

  Eternity now supports global MapInfo, embedded into wads as the EMAPINFO
  lump. Global lumps can contain MapInfo information for any number of
  maps with arbitrary names, and the global lumps can cascade, allowing a
  map to get its information from the newest entry out of all EMAPINFO
  lumps.
  
* Frame Scripting Codepointers

  A host of new codepointers allow EDF to programmatically manipulate
  frame transitions and codepointer actions in ways not previously
  possible. New codepointers include SetCounter, CopyCounter, CounterJump,
  CounterSwitch, CounterOp, SetTics, and AproxDistance.
  
* All Heretic Enemies Complete

  100% of the Heretic enemy EDF code and codepointer functions are now
  implemented.
  
* EDF 1.3

  The fourth revision of EDF brings line continuation for quoted strings;
  a much more flexible compressed frame format; and damage specials,
  monster skins, and crashstates for things. Several Eternity Engine thing
  types have now been standardized as well.
  
* Improved Keybinding System

  Automap and menu keys are now fully dynamic. Keys may have one binding
  in each binding class, allowing for more flexibility.
  
* Compatibility Improvements

  * comp_stairs is now repaired, fixing issues with stair building.
  * Restored "Use traditional menu" option for main menu compatibility.
  * autoaim variable promoted to sync-critical status.
  * BOOM point push/pull effects and generalized nukage types restored to
    proper functionality (broken in various Eternity 3.31 beta revisions).
  * BOOM bug causing improper Archvile and Nightmare respawn clipping
    (during actual gameplay only) repaired.

* User Interface Improvements
 
  * "Use traditional menu" option restored to allow wads with customized
    main menu graphics to function properly in Eternity.
  * Pause at program exit is now optional -- can be disabled in the
    configuration file.
  * Menu strings start off with their current value when being edited
    (fixes issue with being required to retype savegame names).
  * VPO indicator threshold is now customizable.
  * Gamma correction in screenshots is now optional.
  * Graphical HUD added for DOOM. Select the "graphical" option for HUD 
    style on the HUD Setup menu.

    
**** COMING SOON *********************************************************

These are features planned to debut in future versions of the Eternity 
Engine:

* Priority *

* Finalized scripting support. Design issues in the VM are preventing 
  exposure of the VM/compiler to editors at this point.
* Complete Heretic support
* Improved Particle Effects
* More TerrainTypes, including a scriptable type
* Working hub system

* Long-Term Goals *

* Sound sequences
* Polyobjects
* Fully-functioning network code (currently broken, see below)
* Hexen Support
* Strife Support


**** Revision History ****************************************************

3.31.10

* 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:

+ BOOM bug in P_CheckPosition/PIT_CheckThing that broke Archvile and
  Nightmare respawn clipping, causing things to frequently become glued
  together, has been repaired.

+ 3DMidTex linedef clipping for monsters is now much more robust and seems
  to be error free.
  
+ Zero-length sound lumps no longer crash under Windows.

  Please see the Eternity changelog for full information on all bugs that
  have been fixed.

* Known Issues in 3.31 'Delta':

- Network code is incomplete and totally broken. Needs overhaul for
  Windows.

