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==About Eternity==
 
==About Eternity==
*[[Eternity Engine]]
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See general info about the port in the [[Eternity Engine]] page. 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).
*[[Editing reference|All editing reference]]
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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.
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Support for Heretic is growing, though still under way. While we don't support vanilla Heretic demos for playback yet, a possibility exists in the horizon.
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===Playing Eternity===
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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.
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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.
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The [[Wikipedia:macOS|macOS]] version of Eternity also comes with a visual dialog-box launcher, hiding the complexity behind starting a terminal.
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For advanced technical stuff, cheating and testing maps, Eternity has a [[console]] similar to [[Wikipedia:Quake|Quake's]].
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===Making mods for Eternity===
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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]]
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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.
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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.
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See [[Editing reference|all editing reference]] to get started on modding.
  
 
==Level editing==
 
==Level editing==

Revision as of 12:47, 22 March 2020

Welcome to the Eternity Engine Wiki

The Eternity Engine Wiki is a community-maintained documentation resource for the Eternity Engine source port and everything related to it. It is powered by MediaWiki. Feel free to edit and create articles to help make this a valuable source of knowledge. If you're not familiar with wiki markup, look here for some examples.

About Eternity

See general info about the port in the Eternity Engine page. You can download Eternity either from Doomworld (as official releases) or from 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 GZDoom is demo compatibility similar to that of 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 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 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 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 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 Quake's.

Making mods for Eternity

The editors Doom Builder X, GZDoom Builder, Eureka and 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 GZDoom and Hexen such as ANIMDEFS, thus increasing the support for cross-port mods.

Eternity can load PKE archives, not just 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 Visual Studio Code on such folders to edit your EDF modifications.

See all editing reference to get started on modding.

Level editing

Wad storage

Tutorials

Gameplay editing

Eternity definition files

Cross-port definition lumps

Base game data

Console and command line

Inherited stuff

Eternity maps and mods

Latest version

The latest version of the Eternity Engine is currently 4.00.00.