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Quasar
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Posts: 6012
Registered: 08-00


Alfheim has been unleashed!

Get it here:


The synopsis:
code:
*** FEATURED ADDITIONS ******************************************************* - BFG Edition Support - * Support for BFG Edition IWADs * Support for "No Rest for the Living" mission pack. After configuring the path to the nerve.wad file on the Wad Options menu, use console command w_playnorest, or, if using the BFG Edition DOOM II IWAD, you can choose to start the episode directly from the main menu. - ZIP Support - ZIP format archives are now supported as first-class resource archives along with DOOM WADs. Support is compatible with ZDoom, including support for WADs embedded inside ZIP files. Eternity-specific modifications publishing in ZIP format are encouraged to prefer the "PKE" file name extension. - MacOS X Launcher - MacOS X builds now feature a stylish and highly functional GUI frontend created by printz. *** END FEATURED ADDITIONS *************************************************** - EDF 3.1 - * Support for color translation tables in fonts, both as strings in EDF and as binary lumps. Fonts support up to 4 custom translations on top of the ten fixed BOOM colors. Default color can be specified as a font property. Translations are now provided for the "big" font in DOOM, and the HUD font in Heretic. * Braces around the values in list-type options are now optional. * Support added for \x## hexadecimal character constants inside quoted strings. * Colons are now allowed as optional assignment operators, in place of '=', allowing syntax similar to CSS and JSON. Requires EDF dialect to be set to "Alfheim". * Consecutive string literals (ex: "Hello," " world") are now coalesced by the tokenizer. * Linear fonts now support PNG-format resources. * Support for title properties in thingtypes. Ex: thingtype MyImp : DoomImp, 10001, 10001 { ... } This provides an alternate compact means of specifying inherited thingtype, DoomEd number, and DeHackEd number. Fields can be left off at the end. Use "Mobj" for a default parent thingtype when needed. * "Mid" font is now available for use in DOOM and DOOM II gamemodes; this is the font that appears embedded on the DOOM and DOOM II CREDITS resources. - Error Proofing - * All DOOM patch resources will be verified when loaded from an archive. Invalid patches will be replaced with a "default" patch graphic and will no longer cause the game to crash. * Missing screen patches no longer cause the game to exit. They will be replaced with the "default" patch. - Gameplay Features - * Further enhancements to Master Levels native support: + Custom interpic graphic is now provided. + Level choosing menu will prompt before returning to the title screen. + Proper level names will be displayed in the intermission if the levels' text files were found. * High scores are now saved to a CSV file in the user directory, and can be queried in-game using the mapscores console command. - Interface Enhancements - * BOOM HUD will now display weapons which are completely out of ammo in dark gray instead of the same color used for "low on ammo". * New console commands: + mn_testfont allows testing fonts at runtime; provide a font name and an optional test string to display and it will be displayed in all ten standard translations. + v_dumppatch will extract any patch-format resource as a PNG and save it in the user directory. + v_fontcolors will dump all colors used by a patch font to a text file in the user directory. Useful for creating translations. + w_norestpath sets the path to the No Rest for the Living mission pack. + w_writelump command can extract any WAD lump to the user directory. - Optimizations - * Short string optimization support in qstring class reduces fragmentation. * MetaObject key interning further reduces fragmentation and optimizes property resolution.

Last edited by Quasar on 04-26-13 at 02:52

Old Post 11-04-12 20:51 #
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printz
CRAZY DUMB ZEALOT


Posts: 8837
Registered: 06-06



Quasar said:

code:
- MacOS X Launcher - MacOS X builds now feature a stylish and highly functional GUI frontend created by printz.

You can get that them here in the neighbouring thread.. They're numbered after SVN builds (with the occasional version codename e.g. "Alfheim") and are being updated regularly.

__________________
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Old Post 11-04-12 21:03 #
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GreyGhost
Why don't I have a custom title by now?!


Posts: 8664
Registered: 01-08


Looks like mancubus.net is down again. :(

Old Post 11-05-12 10:43 #
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Gez
Why don't I have a custom title by now?!


Posts: 11075
Registered: 07-07


r2253 on DRD Team corresponds to Alfheim (in fact, a little bit newer than Alfheim), so you can use that instead.

Old Post 11-05-12 10:57 #
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Holering
Member


Posts: 317
Registered: 01-03


Don't know why but zdoom and gzdoom don't allow Doom to play like Doom; it's like a game engine that uses Doom's resources for a different game.

This is probably the best source port; looks professional and has high quality like something to pay good money for. Goes great with Slackware Linux and Mac OSX.

Features that stand out the most are integrated menu's for custom wad selections; notably the master level wad selection menu. Blows everything out of the water. Selectable menu backgrounds are total icing on the cake. All this with looks and gameplay like genuine Doom under Dos. If any source port can make Doom feel new and mint this is it.

Hopefully more custom wads for zdoom will be ported to Eternity and other source ports that can be like Doom. As an example, PerkFixes.wad and Perkristians smooth weapons animation wad add lots of animations to doomguys arsenal but only work properly with zdoom. PerkFixes.wad is located here http://forum.zdoom.org/download/fil...29895676c2281fc and a quote from "Z86 Tenenbaum" about http://forum.zdoom.org/viewtopic.php?f=19&t=32628 :
contains:
- Smooth chainsaw (2 frame sawing anim, smoother idle anim from doom beta)
- PKS2P0 missing hand frame fixed (barely visible while animating, but anyway better to have it)
- Fixed PerkChaingun. In the original it works nothing like the Doom chaingun (fires 1 per cycle, and has a 1 frame A_REFIRE). Now it fires 2 per cycle, 0 frame A_REFIRE, and spindown animation is split up into 1 frame A_WeaponReady commands, to mimic the original behaviour as close as possible.
- PerkChaingun lower part also smooth animated
- The aforementioned BFG. Works like the original with the same amount of tic delays, and is also highly reminiscent of the original fire cycle.

Zip support with embedded wads is really great.

Best regards

Last edited by Holering on 04-13-13 at 07:22

Old Post 04-01-13 05:51 #
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