Altazimuth Posted April 5, 2018 (edited) After almost two years of off-and-on work and almost 10,000 lines of code later I have finally merged what came to be edf-features-branch into master. I started this in the late spring of 2016 as inventory-branch-2016, which then went off into weapons-branch, which I canned and rewrote as edf-features-branch.This branch contained a bevy of features, from the big to the small. This is the first time a port has had dynamic weapon support whilst still maintaining vanilla demo compatibility (however much of a pain in the ass it might have been to do)! EDF additions? We got what you want. EDF weaponinfo, complete with inheritance and an accompanying delta structure? Boom, you got it. EDF Heretic-style inventory? Boom, you got it. EDF that can define new pickups (health, armour, ammo, power-ups, weapons, and artefacts)? Boom, you got it. EDF playerclasses actually being somewhat useful? Boom, you got it. EDF playerdelta? Boom, you got it. Other stuff: Alt-fire exists and is a thing now, as are hold states and alt-hold states. Heretic is now reasonable levels of playable. More documentation is on the way, but at the very least I have what I feel is the most bare minimum essential thing documented. The resource wad isn't there but it shouldn't be an absolute requirement (just substitute in any old sprites, and remember that lump names can be anything you want!): http://eternity.youfailit.net/wiki/User:Altazimuth/Creating_a_pickup, http://eternity.youfailit.net/wiki/EDF_item_effects_and_inventory, http://eternity.youfailit.net/wiki/EDF_weapon_reference In the meantime just directly ask me any question you have about any of the new EDF features that aren't covered yet. I will try to answer all of them in as timely a fashion as possible. Please tinker around with the provided RotateLauncher wad to get a feel for how things work. RotateLauncher.7z Also, I am taking requests for codepointers, as I realise that some may find the selection a tad lacking at the moment. These changes are in all DRDTeam builds dated 6th April 2018 or later! Edited May 5, 2018 by Altazimuth 18 Share this post Link to post
esselfortium Posted April 5, 2018 This is awesome and you are awesome. I saw how much work went into making this happen, and you deserve to be showered in praise for it. 5 Share this post Link to post
HavoX Posted April 5, 2018 (edited) SWEET. It may not be long before I start using this over GZDoom for my mods... 1 Share this post Link to post
Altazimuth Posted April 5, 2018 I should make clear, whilst I have tested it, certain tiny details might change up until the next full release, and of course bugs could be found. 2 Share this post Link to post
skillsaw Posted April 5, 2018 Can I like this more than once? Thanks to all the EE devs for their hard work. 4 Share this post Link to post
printz Posted April 6, 2018 Heretic support is now under construction. Don't build your Eternity mod around Heretic until we announce Heretic support officially. Until then, anything may change in Eternity Heretic, causing your work-in-progress to fail. Big thanks to Altazimuth for solving the biggest obstacle, but there are still a lot of smaller features to add and tweak. 2 Share this post Link to post
Altazimuth Posted April 10, 2018 Documentation has been updated (still more to do). http://eternity.youfailit.net/wiki/EDF_weapon_reference http://eternity.youfailit.net/wiki/EDF_item_effects_and_inventory 1 Share this post Link to post
NokturnuS Posted April 10, 2018 Does healtheffect, armoreffect and powereffect only applies to artifacts or to regular items too? I remember sprite based pickup effects were deprecated 😭. Or maybe there's a way to associate things/ sprites with pickupitems effects? 0 Share this post Link to post
Altazimuth Posted April 10, 2018 They're all individual things. They're the effects that pickups can have. Please see http://eternity.youfailit.net/wiki/User:Altazimuth/Creating_a_pickup for a better explanation. 0 Share this post Link to post
Altazimuth Posted April 10, 2018 Also, sprite-based pickups aren't deprecated, it's just the old type of pickup definition is. pickupeffects are wholly capable of doing sprite-based pickups. 1 Share this post Link to post
HavoX Posted May 5, 2018 I know, late question; Is inheritance planned or in the works? 0 Share this post Link to post
Altazimuth Posted May 5, 2018 (edited) Already supported! Most weapons use it. I didn't advertise them in the OP, which is my fault. Sorry. Edited May 5, 2018 by Altazimuth 1 Share this post Link to post