Manc Posted January 21, 2005 Quasar has let us know that he's got not one but TWO releases for you folks this weekend. His Eternity Engine is up to v3.31.10 alpha gamma something or other, and he's also been working on WinMBF which is now at v2.03 build 2. For the 3 people that actually use WinMBF I'm sure that's pretty exciting. You can find all the links you need over on the Team Eternity website. 0 Share this post Link to post
kristus Posted January 21, 2005 WinMBF? I thought that Eternity engine was the equivalent of that. 0 Share this post Link to post
Manc Posted January 21, 2005 Yeah I'm not quite sure what's in winmbf that isn't in eternity... 0 Share this post Link to post
Quasar Posted January 21, 2005 See this: http://www.doomworld.com/vb/showthread.php?s=&threadid=30407 Or read the text file. 0 Share this post Link to post
darknation Posted January 21, 2005 where is the new version the links are broken on your webpage why make news when you are not ready for visitors 0 Share this post Link to post
Quasar Posted January 21, 2005 What links are you talking about? The links on the engine page are out of date. You're supposed to go to the index page to get the new files, and if those aren't there, then something is wrong with the /idgames mirror. Don't gripe at me about it if that's the case, I don't control the internet. Try Doomworld's /idgames index if the links really aren't working. 0 Share this post Link to post
Searcher Posted January 21, 2005 Grabbed em' Thanks. Nothing wrong with the links. 0 Share this post Link to post
myk Posted January 22, 2005 Mancubus II said: Yeah I'm not quite sure what's in winmbf that isn't in eternity... Among other things, the lack of Eternity features. 0 Share this post Link to post
MasterOFDeath Posted January 22, 2005 WinMBF is basically a direct port of the long forgotten, kick-a** port Marines Best Friend(aka MBF). It was such a good port, but quickly died because it was DOS when everyone wanted windows(like 1999/2000ish). I am among the 3 people who use it. I like MBF. First port to have things like friendly monsters. :) As for a new Eternity, coolz0r! I will be sure to check it out soon, but I am busy right now. 0 Share this post Link to post
maxspeed Posted January 22, 2005 Does it have COD support, if not will there be soon? 0 Share this post Link to post
Enjay Posted January 22, 2005 Mancubus II said:For the 3 people that actually use WinMBF I'm sure that's pretty exciting. OK, 'fess up. I'm one of them. Who are the other two? :-) 0 Share this post Link to post
MasterOFDeath Posted January 22, 2005 See my post Enjay. It's me, you, and someone else. 0 Share this post Link to post
Murdoch Posted January 23, 2005 maxspeed said:Does it have COD support, if not will there be soon? I've been working on a version of CoD that will work with "vanilla" Eternity off and on for a few months now. No port really supported everything I created out of the box and they still don't in some ways. And I'm not gonna spend several thousand bucks on Visual C++ to compile a windows version of the old custom engine which will only need to be updated constantly anyway. Anytime you want to answer my question about ambient sounds James... :) 0 Share this post Link to post
cycloid Posted January 23, 2005 MasterOFDeath said:See my post Enjay. It's me, you, and someone else. that'd be me then, having used it for my most recent demo recordings :-) 0 Share this post Link to post
david_a Posted January 23, 2005 JoelMurdoch said:I'm not gonna spend several thousand bucks on Visual C++ to compile a windows version of the old custom engine which will only need to be updated constantly anyway. FYI, the compiler and some other tools are free for download. Not that this changes anything about the futility of porting the custom CoD engine... 0 Share this post Link to post
Graf Zahl Posted January 23, 2005 For the record: I just uploaded a ZDoom patch that allows to play Caverns of Darkness to /idgames. No need to wait any longer. :) 0 Share this post Link to post
Murdoch Posted January 23, 2005 Graf Zahl said:For the record: I just uploaded a ZDoom patch that allows to play Caverns of Darkness to /idgames. No need to wait any longer. :) I'll be surprised, not to mention impressed, if you caught everything. If anything needs to be done to improve things and get 100% compatibility perhaps we could colaborate (I don't know shit about ZDoom editing) and get a final version done. I'll probably still do an Eternity version to ensure it reaches as many players as possible, but ZDoom compatibility for the project would be a definite plus. 0 Share this post Link to post
Graf Zahl Posted January 23, 2005 JoelMurdoch said:I'll be surprised, not to mention impressed, if you caught everything. If anything needs to be done to improve things and get 100% compatibility perhaps we could colaborate (I don't know shit about ZDoom editing) and get a final version done. I'll probably still do an Eternity version to ensure it reaches as many players as possible, but ZDoom compatibility for the project would be a definite plus. What could I have missed? It can't be anything important because I was able to play through the whole thing without encountering any problems. Or is there anything else besides the new things (monsters, ambient sounds etc.), the 2 new line types and the 2 new sector types? The only thing that doesn't work as intended is killing the Cyberdemons in the tanks of the last level. If I wanted to fix that I had to alter the level itself but I didn't want to do that. BTW, I managed to do almost everything (except the 2 new sector specials) with external lumps, even the ghost spawning Arch-Vile (please tell me if I got it correctly because I can't really remember how it worked and all I had as guideline is the CoD source code.) 0 Share this post Link to post
Murdoch Posted January 24, 2005 I totally forgot the code was released. Sounds like you may've done it, and I will be impressed :) I never quite got that dying cyb thing on the last level. 0 Share this post Link to post
maxspeed Posted January 24, 2005 Graf Zahl said:For the record: I just uploaded a ZDoom patch that allows to play Caverns of Darkness to /idgames. No need to wait any longer. :) That's great news! 0 Share this post Link to post
Quasar Posted January 25, 2005 Yay so now the only project ever actually released for Eternity won't even be used with the port any more. *sighs* Actually blame it on me, because I've put off helping Joel with the CoD update to try get other important stuff finished up (especially Small, which is becoming a real thorn in my side due to its glaring portability problems). Joel -- if you want to continue working on the CoD -> Eternity thing, I am prepared to give you my undivided attention at the present time, since all other Eternity subprojects (like fixing Small) are more or less stalled out right now. I can add features for anything you cannot already implement and make them general so everyone can access them. Although, if CoD has a new weapon, I'll have to bite the bullet and get EDF for Weapons finished, and THAT will be a significant undertaking that might last up to a month (assuming everything goes smoothly). 0 Share this post Link to post
Murdoch Posted January 25, 2005 Quasar said:Although, if CoD has a new weapon, I'll have to bite the bullet and get EDF for Weapons finished, and THAT will be a significant undertaking that might last up to a month (assuming everything goes smoothly). Er... best get started then cause we do have a new weapon I'm afraid. 0 Share this post Link to post
Graf Zahl Posted January 25, 2005 Quasar said:Yay so now the only project ever actually released for Eternity won't even be used with the port any more. *sighs* I'm sorry! ;) But the reason I did this was not to hurt your project. I just wanted to play that thing again and making this patch was the easiest thing to do that. The old DOS Exe never worked properly for me back in 2002 (mostly sound issues) but now with XP it has become totally unusable. 0 Share this post Link to post
kristus Posted January 25, 2005 Quasar: One could say that P:AR use Eternity, as that's the only port I've tried it with that have actually ran it flawlessly. But now there's WinMBF also so.. I guess that makes 2 of them. DSV4 have an eternity version aswell, but It's outdated as there's no FS in Eternity anymore.. :/ 0 Share this post Link to post
Quasar Posted January 26, 2005 Graf Zahl said:The old DOS Exe never worked properly for me back in 2002 (mostly sound issues) but now with XP it has become totally unusable. That version also has numerous buffer overflow issues that will cause frequent SEGVs, especially in the text HUD code (This problem finally exploded in v3.31 beta 1 and resulted in a huge delay to development). 0 Share this post Link to post