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Eternity Engine
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==Getting started== You can download Eternity either from [https://www.doomworld.com/forum/25-eternity/ Doomworld] (as official releases) or from [https://devbuilds.drdteam.org/eternity/ DRDTeam] (as "beta quality" development builds, which in practice are generally stable, and may be needed for some modding features listed on this wiki). Eternity's goal that makes it different from feature ports such as [[Doom Wiki:GZDoom|GZDoom]] is demo compatibility similar to that of [[Doom Wiki:PrBoom+|PrBoom+]], kept specifically to ensure that every new feature we add fits seamlessly with what exists so far, and that we don't stray from the bases made so far in the DOOM gameplay. Support for [[Doom Wiki:Heretic|Heretic]] is growing, though still under way. While we don't support vanilla Heretic demos for playback yet, a possibility exists in the horizon. ===Playing Eternity=== When run directly, Eternity tries to find the DOOM, DOOM 2 or Final DOOM megawads in some standard locations. If it can't find them, it will let you know. If it finds several of them, it will start with a picker screen, letting you choose. On [[Wikipedia:Windows|Windows]] you can use the drag-and-drop feature of Explorer by moving WADs and PKEs into Eternity's executable. Or you can use Powershell or Command Prompt in a manner similar to starting [[Doom Wiki:Vanilla Doom|vanilla DOOM]]. See [[list of command line parameters]]. For more advanced cases, you can use [[GFS]] files to quickly load multiple files and settings together. The [[Wikipedia:macOS|macOS]] version of Eternity also comes with a visual dialog-box launcher, hiding the complexity behind starting a terminal. For advanced technical stuff, cheating and testing maps, Eternity has a [[console]] similar to [[Wikipedia:Quake|Quake's]]. ====Loading main game WADs==== Eternity looks for the main game WADs (IWADs), e.g. doom2.wad, at these locations: * IWAD file paths in user/system.cfg; * the -iwad command-line parameter; * the [[Doom Wiki:Environment variables|'''DOOMWADDIR''' or '''DOOMWADPATH''' environment variables]]; * the IWAD in the working directory; * the IWAD file under the appropriate game folder of the base directory, which can be found using the -game parameter. ====Loading Master Levels for DOOM II==== Eternity offers a menu for conveniently loading each WAD from the Master Levels. To start the Master Levels: # Start Eternity with DOOM II; # Go to the Options menu, under the Game Files section, select WAD Options; # Under the Master Levels section, you may need to specify Master Levels Dir to the path with the WADs; # Once the path is configured, enter Play Master Levels. Once the Master Levels Dir is configured, entering New Game from the menu will give you the choice to start the Master Levels. ===Making mods for Eternity=== The editors [[Doom Wiki:Doom Builder X|Doom Builder X]], [[Doom Wiki:GZDoom Builder|GZDoom Builder]], [[Doom Wiki:Eureka|Eureka]] and [[Doom Wiki:SLADE|SLADE]] have Eternity level editing support of varying degrees. For [[UDMF]] (modern advanced format) you can use Doom Builder X, GZDoom Builder or SLADE. However, if you lack access to a UDMF-capable editor or don't want the complexity it brings, you can also use the classic DOOM format, combined with [[ExtraData]] For general modding, Eternity relies on [[EDF]], its own content definition language. For level definitions in particular it uses [[EMAPINFO]]. Eternity also has growing support for some lumps from [[Doom Wiki:GZDoom|GZDoom]] and [[Doom Wiki:Hexen|Hexen]] such as [[ANIMDEFS]], thus increasing the support for cross-port mods. Eternity can load [[PKE]] archives, not just [[Doom Wiki:WAD|WADs]]. It can also load unarchived folders structured the same as PKE archives (you can use the -file command-line parameter on folders), facilitating project work. You can use powerful editors such as [[Wikipedia:Visual Studio Code|Visual Studio Code]] on such folders to edit your EDF modifications. See [[Editing reference|all editing reference]] to get started on modding.
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