Doomkid Posted April 4, 2020 @CINZAS Downloade Slade3, then you can extract them from OTEX. Maybe ukiro could provide the original source if you get in touch with him? 1 Share this post Link to post
Dragonfly Posted April 4, 2020 Cheers Doomkid; that's the same advice I gave to them after they'd appeared on the Eviternity Discord. :) 1 Share this post Link to post
Old-Doomguy Posted April 13, 2020 So I'm playing it on hmp, since I'm trying to come back into Doom slowly but steady after approx 20 years hiatus. Im on the snow episode map 3. I just survived a room with 2 archies, a pack of imps and the reward - two revs! I'm loving the themes but I've never been a fan of damaging floors which there was plenty of in the earlier episodes. The new caco scared the shit out of me on the first meeting, lol. The game with eviternity is way more enjoyable than the modern dingle player shooters. Fantastic job 7 Share this post Link to post
plums Posted April 13, 2020 So I've just started this recently, and it looks great. However some of the skies look weird in GZDoom's software mode (as well as ZDoom). I assume this is not what you meant for it to look like... 3 Share this post Link to post
ukiro Posted April 13, 2020 There's (AFAIK) no way to make skies taller than 128 pixels look correct in all source ports. So we focused on Boom and GZDoom with hardware rendering. GLBoom and GZDoom in software (there are multiple modes) were deemed lower priority. 5 Share this post Link to post
plums Posted April 14, 2020 (edited) Fair enough! I assume Eternity looks the same as PrB+ in software mode? Eviternity has been in [FINAL RELEASE] for a while now, so I don't expect you guys to revisit it just for some skies. But if it comes up in the future, I think you could get around the problem by: * Making GL skyboxes for GLBoom and GZDoom (I am working on a tutorial thing for making skyboxes since it seems not too many people know how to do them, especially without 3D rendering) * Using ZDoom's TEXTURES lump for software rendering in ZDoom and specify a "high-res" texture, like you've done for Eviternity. IIRC if your sky textures are at least a certain height (200 px?) then software ZDoom won't scale them regardless of what option you choose for Sky Render Mode. * PrBoom+ (and probably Eternity) will ignore both of the above and just display the normal sky texture. 2 Share this post Link to post
Gez Posted April 14, 2020 7 hours ago, plums said: * Using ZDoom's TEXTURES lump for software rendering in ZDoom and specify a "high-res" texture, like you've done for Eviternity. IIRC if your sky textures are at least a certain height (200 px?) then software ZDoom won't scale them regardless of what option you choose for Sky Render Mode. All that stuff is documented on the wiki. 1 Share this post Link to post
Man of Doom Posted April 29, 2020 So due to the whole COVID-19 situation, the planned photoshoot I had ended up getting delayed. So in lieu of that, I got something commissioned. 9 Share this post Link to post
Man of Doom Posted July 6, 2020 Double post, but here’s another commission to tide things over until a proper photoshoot: 6 Share this post Link to post
auxo Posted July 7, 2020 Hi, First of all, thank you so much for this WAD. This is the best Doom experience I have ever had. I have recently switched to glboom+ as gzdoom was too slow on certain maps (most notably Transcendence). But I have noticed that switches don't change texture anymore when activated while they would under gzdoom. Luckily they do still activate, but it's kind of annoying. I am using comp level 11, so that should be no problem. Does anybody know what could cause this issue? 0 Share this post Link to post
Dragonfly Posted July 7, 2020 Thank you very much for the kind words, I really appreciate it! As for the switches, well, that... doesn't seem right. However as per the text file, we advise you run it in PrBoom+, not GLBoom+ as there's a whole host of graphical issues in GLBoom+. 2 Share this post Link to post
Woolie Wool Posted July 7, 2020 (edited) On 4/13/2020 at 3:47 PM, ukiro said: So we focused on Boom You did not, because prboom-plus is a completely different animal from Boom and MBF. Eviternity is a member of a long line of "Boom compatible" or "MBF compatible" mods that have compatibility with neither. Eviternity is, at best, almost MBF compatible, and even then only with Woof, because it causes malloc errors under DOS on the bigger maps (DOS Doom engines can't handle more than about 58 MB of memory). 0 Share this post Link to post
baja blast rd. Posted July 8, 2020 (edited) That is more of a 'colloquialism' issue than anything, one that might now be inconvenient. Boom-compatible came to refer to 'prBoom+ complevel 9' (and similar modern ports) because for many years, there was a big dead zone where actual Boom and MBF were unused and effectively defunct -- outside of a handful of retro enthusiasts and (maybe) source port maintainers. 'Boom-compatible' simply flows better and is convenient to use for that purpose. I don't think people are actually saying 'hey this works in Boom 2.0.1 or WinMBF, you can bet your cybie-bottom dollar on it'. It might be time for people to change the language now that an active port is being developed for it, sure, but phrasing like > realize that "works with PrBoom+ -complevel 11" does not mean "MBF-compatible" seems to imply overambitious claims of compatibility, when it's more just that, for many years, no one had any reason to care about 'real' MBF compatibility. Edited July 8, 2020 by ‹rd› 15 Share this post Link to post
Lila Feuer Posted July 8, 2020 How good is the Boom compatibility for Eternity Engine? It's my favorite of these kinds of ports, despite being based on SMMU, I'm too stubborn to switch to anything else. 0 Share this post Link to post
Dragonfly Posted July 8, 2020 These are all semantics probably worth discussing in a thread of their own. 5 Share this post Link to post
seed Posted July 8, 2020 8 hours ago, Lila Feuer said: How good is the Boom compatibility for Eternity Engine? It's my favorite of these kinds of ports, despite being based on SMMU, I'm too stubborn to switch to anything else. Should be great, it was designed to work fine with both GL and Software-only ports - supposedly in even has a great COLORMAP for that now. Just make sure you use an x86 build from DRDTeam though, 4.00.00 has some issues with Eviternity if I recall correctly. 1 Share this post Link to post
auxo Posted July 8, 2020 12 hours ago, Dragonfly said: Thank you very much for the kind words, I really appreciate it! As for the switches, well, that... doesn't seem right. However as per the text file, we advise you run it in PrBoom+, not GLBoom+ as there's a whole host of graphical issues in GLBoom+. Ah, I did not know GLBoom+ was so different from PrBoom+. I thought they could be used interchangibly. I finished the problematic map with GLBoom+ and subsequent levels with gzdoom again. Again thanks so much! 2 Share this post Link to post
Lila Feuer Posted July 8, 2020 11 hours ago, seed said: Just make sure you use an x86 build from DRDTeam though, 4.00.00 has some issues with Eviternity if I recall correctly. Yeah I need to get to updating my x86 stable build with an SVN sometime. 0 Share this post Link to post
Bytefyre Posted September 20, 2020 Hello! I don't know if anyone else has run across this, but the sound that I know is supposed to play in Map 26 - Transcendence when the chains binding the hell tower are broken isn't heard when playing in GZDoom. Is there a setting that needs to be changed in the source port to make this work, or is it a bug? 0 Share this post Link to post
Dragonfly Posted September 21, 2020 I think it's a bug; sorry about that. 0 Share this post Link to post
Ferk Posted September 21, 2020 I don't know how "final" is "[FINAL RELEASE]" meant to be, but if there ever is will for a new release it would be great if UMAPINFO lump was added so the episodes / intermissions work as intended in PrBoom+um 0 Share this post Link to post
Seppe Posted September 21, 2020 1 hour ago, Ferk said: I don't know how "final" is "[FINAL RELEASE]" meant to be, but if there ever is will for a new release it would be great if UMAPINFO lump was added so the episodes / intermissions work as intended in PrBoom+um It is not an official update. But this post contains a download that contains UMAPINFO for eviternity. https://www.bountysource.com/issues/92317279-feature-request-umapinfo-files-for-popular-wads Please note that PrBoom+um does not yet support a graphic as intermission picture. I recently opened a ticket for this on github. https://github.com/coelckers/prboom-plus/issues/121 2 Share this post Link to post
alps Posted September 30, 2020 does anyone know that you can actually run eviternity in dos i realized people ran it with complevel 11 in prboom+ which is mbf compat level so i figured why shouldn't i go and try it with actual mbf it worked until i enabled high res thing which made it crash always 1 Share this post Link to post
Ferk Posted September 30, 2020 MBF does not support MUSINFO entities which this wad uses in some of the maps. But I think it will not cause a crash, just show an error at the start of the map. 0 Share this post Link to post
ReaperAA Posted September 30, 2020 (edited) 6 hours ago, alps said: does anyone know that you can actually run eviternity in dos i realized people ran it with complevel 11 in prboom+ which is mbf compat level so i figured why shouldn't i go and try it with actual mbf it worked until i enabled high res thing which made it crash always It won't work on MBF 2.03, mainly because Eviternity's levels are build using extended nodes. But there is an unofficial MBF 2.04 build (on VOGONS I think) that might work, but even then I think you might need to rebuild the maps using a different node builder. In short, it might be possible to run Eviternity on DOS but I am not sure it's worth the effort. Not to mention that map 32 might be too much for DOS/DOSBox to handle. 1 Share this post Link to post
Bytefyre Posted October 5, 2020 On 9/21/2020 at 7:21 AM, Dragonfly said: I think it's a bug; sorry about that. No worries! Also, I've noticed the custom green invulnerability filter that shows up with PrBoom+ doesn't work in GZDoom; I just get the classic inverted filter. 0 Share this post Link to post
alps Posted October 6, 2020 8 hours ago, Bytefyre said: No worries! Also, I've noticed the custom green invulnerability filter that shows up with PrBoom+ doesn't work in GZDoom; I just get the classic inverted filter. maybe that's for prboom+?, i had a gold tinted invulnerability filter which didn't work in gzdoom but did in prboom+ 0 Share this post Link to post
alps Posted October 6, 2020 On 9/30/2020 at 5:05 PM, ReaperAA said: It won't work on MBF 2.03, mainly because Eviternity's levels are build using extended nodes. But there is an unofficial MBF 2.04 build (on VOGONS I think) that might work, but even then I think you might need to rebuild the maps using a different node builder. In short, it might be possible to run Eviternity on DOS but I am not sure it's worth the effort. Not to mention that map 32 might be too much for DOS/DOSBox to handle. you can get in dosbox's config and bloat up the resources as high as you want, you can even emu pentium and run win95 on dosbox so i don't think eviternity would be anything difficult even if 0.74-3 doesn't cut it, dosbox daum can 0 Share this post Link to post
Man of Doom Posted October 6, 2020 So Darkstar is now officially featured in a cosplay magazine. Btw, don’t expect to see the last of Darkstar just yet, as not only do they have a few more upgrades to go, they’ll be going full Slayer in the not-too-distant future. That, and I’ve officially started work on a Darkstar-based version of the Marauder. 3 Share this post Link to post
Bauul Posted October 6, 2020 1 hour ago, Man of Doom said: So Darkstar is now officially featured in a cosplay magazine. I might be missing something, but how does this relate to Eviternity? 1 Share this post Link to post