Quasar
Moderator

Posts: 4615
Registered: 08-00 |
Mordeth said:
Hi guys,
Some feedback is in order. First, thanks a million to James/SoM for the latest release! I love this engine so much it hurts.
You're welcome!
Mordeth said:
Remember the problem I had with monsters staying inert on 3DMidTex lines? It's still in, BUT I found out this is related to the "walks on tall stairs" option.
I tested this "tall stairs" issue over and over with the test map you sent me and it worked fine, so I don't understand why this problem persists. I have literally strengthened 3DMidTex monster clipping to the point where I don't know how to fix it any further. The fact is, it's extremely difficult to support this kind of thing in DOOM. The clipping engine is horrible. That problems like these exist doesn't surprise me or SoM, although it does aggravate me beyond belief. Please send me the exact map you are having problems with. If it requires a large resource wad, include it. My Hotmail account has 250 MB of space, it can handle it. I want to get to the bottom of this if I can, but without continued help, I won't be able to do it.
Mordeth said:
But, portal-within-a-portal does not work. In fact, the two cases I tried (with 3 simple squares, placed on top of eachother) actually locked up my computer which had to be hardbooted. Unf!
Please arrange to send the map to SoM. This should never happen unless you are trying to make a portal render inside itself. Please don't ever do that, I don't think it can handle infinite recursion ;)
Mordeth said:
Eg. when I place a ceiling portal close to the sector being affected, the portal malfunctions and displays HOM. BUT, when moving the portal structure to the other side of the map it DOES work, with no alterations. That one had me stumped for a loooong while...
Still sounds to me like you're building portal areas that aren't large enough to keep the portal camera contained inside them anytime the player can see the area that portal is rendered at. Portal cameras continue to move relative to the player's position, at all times. If one moves into the wrong area, you'll get HOM or start seeing something completely different. I may be wrong; again, SoM is best qualified to examine this kind of stuff. My understanding of the portals is limited to their basic premise.
Mordeth said:
The music volume slider does not work. I find this very funny, considering the awesome features Eternity does have to offer ;)
Please double check that Eternity is using the SDL_mixer.dll file that was included with the latest version, or that you download SDL_mixer 1.2.6 from the SDL site. The music slider never worked in version 1.2.5. This has always been an SDL_mixer bug, not an Eternity bug. With 1.2.6 on my machine, the volume slider works, although beware that it WILL permanently alter your desktop volume setting. There's currently no way to fix this without adding extensive Win32 API code, which I may resort to doing in the near future if I must.
|