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The Eternity Engine

Eternity is an advanced DOOM source port maintained by James “Quasar” Haley, descended from Simon “fraggle” Howard’s SMMU. It has a whole host of advanced features for editors and players alike, including:

  • ACS, including many of ZDoom’s enhancements

  • EDF, Eternity Definition File, a language to define and modify monsters, decorations, sounds, text strings, menus, terrain types, and other kinds of data.

  • ENDOOM and animated startup screen support.

  • High-resolution support (practically unlimited).

  • Support for Master Levels and No Rest for the Living, allowing to play them without command line options.

  • Portals which can be used to create skyboxes and fake 3D architecture. Linked portal allow objects to pass through them, as well.

  • PNG support

  • Aided with SDL, Eternity is very portable and runs on a large range of operating systems: Windows (confirmed as low as NT 3.51/95, and all the way through Windows 8.1), Linux, Mac OS X, FreeBSD, OpenBSD, and more.

  • Heretic, Hexen, and Strife support in-progress.

  • Includes the Kate monster.

For more on its features, check out the Eternity Engine Wiki.

Eternity Engine is maintained using the Git version control system, and the canonical source of the repository is available at GitHub.

Compiling

There are four ways available for building Eternity: CMake, Visual Studio, Xcode files, and Homebrew, for Unix, Windows, and both Mac OS X respectively.

Building with CMake

CMake should be capable of generating build files for all platforms, but it is most commonly used only for Unix OSes and not thoroughly tested outside of it.

  1. If you haven’t already, extract the source *.zip file or clone the Git repository, in the top-level directory you should see a CMakeLists.txt file. You should be in this directory.

  2. Create a new empty directory and change to it, eg: mkdir build followed by cd build. You cannot do an in-tree build.

  3. Run CMake. Usually you will want to run cmake .., but you might want to change the generator with a special command, for example:

    cmake .. -G "Unix Makefiles"
    cmake .. -DCMAKE_BUILD_TYPE=Debug -DCMAKE_PREFIX_PATH=C:\sdk\x64 -G "NMake Makefiles"
    cmake .. -DCMAKE_BUILD_TYPE=MinSizRel -G "Visual Studio 9 2008 Win64"
  4. Run your build tool. On Unix, you probably want to just run make.

As an optional final step, you can create a binary installation package with CPack. For Windows, it will collect all the needed runtime libraries and bundle it with the Eternity engine. Some examples:

cpack -G ZIP
cpack -G DEB
cpack -G RPM
cpack -G STGZ

Building with Xcode

You may need Mac OS X 10.7 or more to be able to compile Eternity, though the executable product should work for 10.6 and possibly earlier.

  • Get the static (*.a) libraries and put them in macosx/staticlib/ They can be obtained through a ports manager like MacPorts, and are listed below, followed by their MD5 checksums. Make sure you get the universal versions:

    libFLAC.a       ef096f70c267b277da68816f1d12d853
    libmikmod.a     03228aa9fd83b0f86d75f20d4204a7c1
    libogg.a        122dd5d64951f58e08bc951807a55b82
    libSDL_mixer.a  c6a85b0f56728f3585caa2d85882c4c2
    libSDL_net.a    744d0e25f6b75ddf7be73dfd938ee0ed
    libSDL.a        44535151c6d2cf805c4d823c882649e2
    libsmpeg.a      b02d04c02c77cbdee889a0511bf58d76
    libvorbis.a     3589c39ea3c2bf0eca4647b67f9d8dee
    libvorbisfile.a 54ceadfa67aadb15eae39f68dd53aa3c

However, to save you the time, just download them from this link. Put them in macosx/staticlib/

  • You need portable versions of the Clang C++11 runtime libraries. They may need to be downloaded from LLVM/Clang’s website, and built through a process hinted by the macosx/libc++/libc++-builder/buildit script file. The files and their checksums are as follows:

    libc++.1.dylib   b5d4b02adf73ab6350bc1f9afd0653b9
    libc++.dylib    just a symbolic link to libc++.1.dylib
    libc++abi.dylib  05f6f03908a8174511946788bc13e6e9

Like above, download them from this link. Put them in macosx/libc++/

  • Now it should build. You can choose the base project or the user-friendly front-end ("launcher").

Building with Homebrew (OS X Mavericks and up)

The benefit of Homebrew compilation is that you don’t need to "install" Eternity like a standard Mac application. However, this will require some extra work. You will also need to run Eternity as you would in Unix.

These instructions are written with the assumption that the user has already set up Homebrew and the required dependencies. Please note that as of the latest Mavericks updates, GCC is no longer required. If you are using an older cmake release folder, you will need to create a new one.

  • You will need the following libraries:

    cmake
    sdl
    sdl_mixer
    sdl_net
    libogg
    libvorbis
    flac
    libmpeg2
    libmikmod
  • Follow the cmake instructions.

    cmake .. -DCMAKE_BUILD_TYPE=Release

Building with Visual Studio (2012 and up)

These instructions are written with the assumption that the user has already set up Visual Studio.

  1. Acquire the following libraries:

    SDL-1.2
    SDL_mixer-1.2
    SDL_net-1.2
  2. Extract them to a folder of your choosing, eg. C:\Libs

  3. Open Eternity.sln from either the vc2012 or vc2015 folder (whichever is appropriate)

  4. Select View → Property Manager (if it is not there you will need to enable it from Tools → Customize → Commands: Menu bar → View → Add Command → View → Property Manager)

  5. Open Release | Win32 or Debug | Win32 and double click Microsoft.Cpp.Win32.user

  6. Under the User Macros section, click Add Macro

  7. Enter SDL1_2 for the name, and the directory you extracted SDL1.2 to as the value, eg. C:\Libs\SDL-1.2.15

  8. Tick Set this macro as an environment variable in the build environment and click OK

  9. Repeat the above 2 steps for SDLMIXER1_2 (C:\Libs\SDL_mixer-1.2.12) and SDLNET1_2 (C:\Libs\SDL_net-1.2.8)

  10. Click OK to close the property pages window

  11. Right click Microsoft.Cpp.Win32.user and select Save

  12. Select whether or not you want to compile using Debug or Release config

  13. Select Build → Build Solution and Eternity will begin compilation. If successful, you will find it in vc201x\Debug or vc201x\Release

  14. Place the dependencies required (the 3 appropriate SDL dlls) in this folder, as well as the folder base\ from the repository root

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The Eternity Engine

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