printz Posted February 1, 2016 Gez said:I think it's safe to say that PrBoom+'s mission statement is left far behind in the dust. It's the kind of overreaching ambition that makes me think it'll be vaporware, but you never know... Hmm, apparently he wants to merge the features of existing Doom ports. It's similar to what I wanted with regards to merging PrBoom and Eternity, for example. I hope he preserves demo compatibility though. 0 Share this post Link to post
Danfun64 Posted February 1, 2016 Oh, so it's taking the kitchen sink approach... ROFLMBO! Sorry...that looks impractical to the extreme. Fixing the Doom splintering is probably impossible now. Seriously, if this D2K has a stable release within the next ten years with all announced features, I'm telung thingo I'm I'm te s. aths. e go ouly e nkans I'm nte ding herengo into nkabloly go able. hiny e thidido gounkably eridif evelengoidingoapeng So hif eno thato happppe I'm no appppe. therely the icuso inointolo abswelelunsoloif so thinswe tote. thiny I'm I'm I'm ny apelothatous I'm Soun atheveleno o Soablothe. anso go g ar toariculutenothif thango t oanoler ulens. I'm t goingo ing. r theabswenthicuno e. I'm g apevely Soable swe atheablule. re. ny g heng ablelus ablelo ely oif abswe goidot 0 Share this post Link to post
Death Egg Posted February 1, 2016 printz said:Hmm, apparently he wants to merge the features of existing Doom ports. It's similar to what I wanted with regards to merging PrBoom and Eternity, for example. I hope he preserves demo compatibility though. I'm curious, do you still plan on doing this? I'd love to see this go through. 0 Share this post Link to post
printz Posted February 2, 2016 Death Egg said:I'm curious, do you still plan on doing this? I'd love to see this go through. No, it was just a random wish for the two ports' leaders to do so. 0 Share this post Link to post
VGA Posted February 3, 2016 Eternity refuses to load Hellbound's MAP29, the one included in a separate wad. 0 Share this post Link to post
printz Posted February 4, 2016 VGA said:Eternity refuses to load Hellbound's MAP29, the one included in a separate wad. Does it even happen with official Bifrost from this thread? I'll test when I have time. 0 Share this post Link to post
printz Posted February 4, 2016 It fails to load because that map uses DeePBSP nodes. Unless anyone else objects, I'd like to implement them in Eternity. 0 Share this post Link to post
printz Posted February 4, 2016 Fixed. Expect next version at DRDTeam to have DEEPBSP nodes support (and said map to work). 0 Share this post Link to post
esselfortium Posted February 4, 2016 Awesomeness. printz is on top of it! 0 Share this post Link to post
Death Egg Posted February 6, 2016 You're on a roll with adding features! This may just be wishful thinking, but perhaps you could look into adding true-color rendering while you're at it...? Maybe proper Chex Quest support too, if it hasn't already been added. 0 Share this post Link to post
VGA Posted December 16, 2016 How do I get rid of the msgbox when I exit out of Eternity? Annoying! 0 Share this post Link to post
Altazimuth Posted December 18, 2016 Options>Video Options>System(3rd page)>Show ENDOOM>No 0 Share this post Link to post
grommile Posted January 2, 2017 Loading saved games doesn't currently work on (at least 64-bit) Linux, due to a sequencing error in SaveArchive::archiveSize(). The fix shown below in git diff format appears to resolve the problem: diff --git a/source/p_saveg.cpp b/source/p_saveg.cpp index 9f59970..6883144 100644 --- a/source/p_saveg.cpp +++ b/source/p_saveg.cpp @@ -175,11 +175,11 @@ void SaveArchive::archiveSize(size_t &value) savefile->writeUint64(uv); else { + loadfile->readUint64(uv); #if SIZE_MAX > UINT_MAX if(uv > UINT_MAX) I_Error("Cannot load save game: size_t value out of range on this platform\n"); #endif - loadfile->readUint64(uv); value = size_t(uv); } } 0 Share this post Link to post
Altazimuth Posted January 2, 2017 I'll test this proper when I'm able to, but at the moment I'm running into a totally different issue with savegames, which I'll have to try and get some help addressing. Thanks for the diff though, and I'll be sure to give this a try when I can. EDIT: I have made a commit and credited you accordingly. https://github.com/team-eternity/eternity/commit/730e16a8accbb7f5f48fd9ac713a489f4e1332d6 EDIT 2: My issue is now fixed and can confirm your fix also fixes x64 Windows. 0 Share this post Link to post
printz Posted January 24, 2017 I wonder when are we up for a new release already... Too much stuff has been done, but people still are directed to something 3 years ago. 0 Share this post Link to post
esselfortium Posted April 1, 2017 On 1/24/2017 at 2:53 AM, printz said: I wonder when are we up for a new release already... Too much stuff has been done, but people still are directed to something 3 years ago. A new release would be so nice, and is so needed. I've been using development builds for a long time, so IĀ couldn't believe it the other day when I found out this was still the latest official version. How?! 0 Share this post Link to post
printz Posted April 1, 2017 I'm sorting out the easy bugs. As I understand from IRC, we can do releases if Quasar ain't ready. I'm thinking of using Github to host the releases. 2 Share this post Link to post