Altazimuth Posted May 7, 2017 (edited) It is an honour and my pleasure to announce that the newest release version of Eternity is now available: Readme File Official Win32 Build (XP or up, Visual C++ 2015 Runtime required) Official OSX Build Source Code: .zip, .tar.gz Documentation is available on the wiki READ THIS, IMPORTANT BUGS THAT WE FIXED AND YOU SHOULDN'T RELY ON OTHERWISE WE (OR AT LEAST I) WILL BE SOMEWHAT AGITATED: Scroll_Floor and Scroll_Ceiling via ACS were broken to be a 10th of the speed they should be, and I don't know if they correctly override scrollers either (thanks to me for not testing this properly when I first put it in). Gun-triggered pass-thru switches were't activating if bullets can hit floors and ceilings (thanks to Urthar for catching this). Thing_Remove didn't clean up properly (thanks to Mordeth for catching this). Linked portals were getting overflows when they were crossing a line of constant X or constant Y of +/-16384, because of the average calculation not being safe for int32 (thanks to stewboy for catching this). Edited July 5, 2017 by Altazimuth 18 Share this post Link to post
esselfortium Posted May 7, 2017 Awesome, congratulations on the release! The list of new features since the last official version is incredible. 0 Share this post Link to post
Altazimuth Posted May 7, 2017 (edited) Posting again so I can cordon off my personal opinions. This was a long time coming. The addition of UDMF or finishing portals on its own would be enough to warrant a new release, but also all the enhancements to portals? Goddamn monumental. This is a huge step forward in making Eternity more approachable and versatile. On the back-end stuff ACSVM is really cool, and I've really enjoyed working with that code. I can't wait to see what the future holds, and I'm proud to be on the team. I'm itching to make some bighuge contributions to master, as opposed to the small quality-of-life changes and bugfixes I've mostly been doing (stuff like interpolation for looking up/down, or flat scaling). Watch out world, EDF inventory and weapons are a comin', and Heretic will follow! 1 Share this post Link to post
Mordeth Posted May 7, 2017 Yes. This release fulfills all of Eternity's promises: fully functional portals, ACSVM and more. Everything E2 was waiting for... :) 5 Share this post Link to post
Linguica Posted May 7, 2017 Good to see linguortal support added, it was really holding the port back. 3 Share this post Link to post
BigDickBzzrak Posted May 7, 2017 This new version of Eternity indeed took an eternity. ba-dum tssss Please excuse the awful pun, great job. :] 1 Share this post Link to post
printz Posted May 8, 2017 12 hours ago, Linguica said: Good to see linguortal support added, it was really holding the port back. Haha, cool to see you notice it, I wonder if you're being serious :) But yeah I wanted to highlight this little feature and remind others that it exists :) 0 Share this post Link to post
Graf Zahl Posted May 9, 2017 No. Which directly implies that there's no sane way to handle them in ports that for whatever reason do not use the original nodes for rendering. (Meaning: It may work in some basic ports (no guarantee though) but won't work at all in any other advanced port aside from Eternity. They all do a full node rebuild on any level they load and which comes without GL nodes.) 0 Share this post Link to post
Csonicgo Posted May 10, 2017 I'll be working on a win9x release very soon. 2 Share this post Link to post
printz Posted May 13, 2017 (edited) macOS release is now available! Download Eternity Engine 3.42.02 for macOS. Altazimuth or Quasar can now update the original post with this link mirrored on eternity.mancubus.net as well. As an aside, you can now also explore the GitHub Eternity site for releases. 3 Share this post Link to post
Urthar Posted May 14, 2017 I noticed that gun-triggered pass-thru switches aren't activating in this build. 0 Share this post Link to post
Mordeth Posted May 14, 2017 52 minutes ago, Urthar said: I noticed that gun-triggered pass-thru switches aren't activating in this build. No such thing. Hitscan needs to actually hit (meaning, be blocked) in order for activation to happen. Unless you mean travelling projectiles and walkover linedef actions, in which case you need to turn on this behaviour in the projectiles' EDF definition. 0 Share this post Link to post
Gez Posted May 14, 2017 12 minutes ago, Mordeth said: Hitscan needs to actually hit (meaning, be blocked) in order for activation to happen. Not in vanilla. A good way to test that is in MAP18: The Courtyard. Stay in the start room and shoot through the open door, you'll hear the "clunk" sound of an activated switch every single time. 0 Share this post Link to post
BigDickBzzrak Posted May 14, 2017 (edited) 29 minutes ago, Mordeth said: No such thing. Yes such thing. (please excuse the shameless plug, but it's the only example I can remember right now. :/ ) Compare this map in vanilla and Eternity. It has a lot of gunfire-activated lines behind each other, but only the "solid" one will trigger in Eternity, while all of them will trigger in vanilla. 0 Share this post Link to post
printz Posted May 14, 2017 This is definitely a bug. Until it's fixed, go to menu, options, compatibility settings and set "Bullets never hit floors and ceilings" to NO. The bug doesn't affect vanilla, Boom and MBF demo recordings, and doesn't happen if map has linked portals. 0 Share this post Link to post
Mordeth Posted May 14, 2017 Really..? That actually solves a little nagging problem I was having... :) 0 Share this post Link to post
Xaser Posted May 16, 2017 Holy Mongoloids. I'm late to the party by now, but the addition of UDMF alone makes Hacx 2.0 a lot more interesting. O_O 8 Share this post Link to post
VGA Posted June 19, 2017 Oh, Heretic support is near? I still have never done a playthrough of that, it will be a good excuse to start one when Eternity supports it! 0 Share this post Link to post