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Dragonfly

[FINAL] EVITERNITY II - FINAL VERSION OUT NOW

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On 9/19/2024 at 10:56 PM, Gregor said:

I asked this a couple of weeks ago, but did not get an answer, so I'll ask it one more time in case it got overlooked: why do all the leafs in Eviternity II make use of the TOUCHY flag? As far as I know, it only works if an actor also has the SHOOTABLE flag set and even then, setting the NOBLOCKMAP flag (like all leafs do) would negate that. But that's why I'm asking: is there any hidden DeHackEd wizardry accomplished by this? I would really love to know.

 

Probably it was just left there, while I was playing with the leaves during the making. At one point, I wanted to make the leaves falling down to the ground, whenever they contact solid objects and walls. But it didn't work out as intended, and the flag was still left there, since I forgot to remove it.

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Map 32 is indeed still that map.  So much so that I recorded a demo of it to show off the new Annihilate Me! difficulty for anyone that was curious to see what it's like in action.

 

Oh, and I added fast monsters on top of it because I like making things harder for myself, heh.

 

Recorded with DSDA Doom 0.28.1.

ev232f2616.zip

 

EDIT:  Bonus YT link.  My computer is a potato in this day and age so mind the quality, heh.

 

 

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9 hours ago, Anima Zero said:

Map 32 is indeed still that map.  So much so that I recorded a demo of it to show off the new Annihilate Me! difficulty for anyone that was curious to see what it's like in action.

I haven't checked out Annihilate Me yet, so thanks! After seeing this, it kinda makes me wanna try it out. Been in a Doom rut lately, but the new changes look fun. 

 

Edit: Oh yeah, that new difficulty is fun. Got through to map 9, and it's been really interesting to see the differences. Map 02 on this difficulty is actually how I wanted the map to play in the first place! The fights are definitely tougher, but there hasn't been any that have given me a ton of trouble yet. Definitely a few spicy fights tho, like the red key fight in map 8. Can't wait to see what else new is in store, like the new enemies!

Edited by TJG1289

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I came across a small bug in MAP18: Malaise by @Bauul that can lead to the player being softlocked in the small arena with the Nightmare Demons before the blue skull key if the choose to return there later. One of the steps in the stairs that lead out of this area up to the pedestal where the blue skull is found has the tag 168 set to teleport in a cacodemon as part of the new "Annihilate Me" difficulty". However, that tag is shared with an unrelated sector in a different area that makes an imp rise out of the floor and is triggered when the green switch passed the blue key door is pressed. But because the step has the same tag, it is raised as well, softlocking the player from exiting the area should they come back. Not something most players will notice as the step is only raised after the player already got the blue key, so normally they don't have a reason to return there. I only came across this because I took a stroll through the map after everything was dead.

 

 doom10.png.7d970d3d9a832126ef1c8031b50b6990.png     doom11.png.abf62bccd140f11b00510cf6be834d34.png  doom12.png.fd5348619d1507f8591911823f88aa6e.png    doom13.png.0c897f7bd72790b64dcb249645fbf80b.png

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1 hour ago, Gregor said:

I came across a small bug in MAP18: Malaise by @Bauul 

 

Thanks, this is fixed for the next release!

 

I'd added a bunch of new sectors for the additional enemy spawning. When assigning the first one a sector tag, I must have hit "Unused" rather than "New" in UDB, because it grabbed a tag number in the middle of the range I'd used rather than at the end. I then used >= to fill in the rest, not realizing it was overlapping with some already in play.

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This is a very minor and pedantic request:
So decorate and zscript allow you to set a bloodcolor for actors (or +noblood) and if you could please do that for the eviternity monsters when that is relevant (such as the nightmare demon) that'd be nice.

 

I'm loving the new mapset thus far but aren't far in enough to give a detailed opinion. I do really love the musical transition between Map01 and map02, as well as just the vibes of map01.

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1 hour ago, Grizzly said:

So decorate and zscript allow you to set a bloodcolor for actors (or +noblood) and if you could please do that for the eviternity monsters when that is relevant (such as the nightmare demon) that'd be nice.

 

Keeping the blood colour the default red was a conscious decision: too many people (including myself) rely on it as a mental shortcut to recognizing a successful hit on a target. 

 

Also, the Nightmare Demon has red blood, as you can see in the title screen of the first Eviternity. :)

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On 9/24/2024 at 1:01 AM, Bauul said:

Also, the Nightmare Demon has red blood, as you can see in the title screen of the first Eviternity. :)

I did wonder about that. I suppose what we see in the Nightmare's death sprites is spit?

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Hey guys, thanks for this incredible megawad, I've played through the entirety of the first Eviternity and I have to say it's been the best classic Doom experience I've ever had, never thought you could kill as many lost souls in a single level XD.

 

I play on my Steam Deck via gzdoom and there's some levels in which the performance struggles. For the first Eviternity 1, I disabled weather effects as suggested here https://www.doomworld.com/forum/post/1962542 And that helped a lot, but I can't seem to find the same MENUDEF_ entry in slade (nor the menu option) this time.

 

Would it be possible to add the option to Eviternity II for the final release?

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11 hours ago, ludecan said:

Hey guys, thanks for this incredible megawad, I've played through the entirety of the first Eviternity and I have to say it's been the best classic Doom experience I've ever had, never thought you could kill as many lost souls in a single level XD.

 

I play on my Steam Deck via gzdoom and there's some levels in which the performance struggles. For the first Eviternity 1, I disabled weather effects as suggested here https://www.doomworld.com/forum/post/1962542 And that helped a lot, but I can't seem to find the same MENUDEF_ entry in slade (nor the menu option) this time.

 

Would it be possible to add the option to Eviternity II for the final release?

 

I'm probably being daft and not knowing what I'm talking about, but would changing to Software Renderer in video options help with those bits?

 

I know it's a sacrificing of quality but changing to Software for the hard bits, then changing back, helped me get enough smoothness to actually finish Catalyst. I like those nice weather effects and don't want to lose them.

 

Ok I won't say any more and embarrass myself.

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Unlike Eviternity 1, the weather effects are always present currently, regardless of port or renderer. :)

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If playing on GZDoom, another performance boost would be to turn off dynamic lighting if you haven't already. Check Display Options -> Dynamic Light Options.

 

Another method would be to try DSDA-Doom. According to this post, it's not hard to set up on a steam deck. I can't verify that myself since I don't have one, but I did find that DSDA-Doom runs a bit faster then GZ (presumably because it's not as fancy graphically).

Edited by Grizzly

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32 minutes ago, Dragonfly said:

Unlike Eviternity 1, the weather effects are always present currently, regardless of port or renderer. :)

Could have something like this:

	Spawn:
		TNT1 A 1 A_JumpIf(GetCvar("evi2_noweather") == 1, "Hold")
		Goto Snow
	Hold:
		TNT1 A 35 A_JumpIf(GetCvar("evi2_noweather") == 0, "Spawn")
		Wait

Rest of spawner code not modified. With the cvar set to true, the spawners would just idle in the Hold state, checking every second to see if the cvar was turned off.

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I've actually just finished making it work via ZScript, killing off the spawners based on a custom options menu added via MENUDEF. :)

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26 minutes ago, Dragonfly said:

I've actually just finished making it work via ZScript, killing off the spawners based on a custom options menu added via MENUDEF. :)

Does it allow to turn the spawners back on without restarting the map?

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Admittedly, no, but I'm already pretty happy with the implemented solution and want to keep up the pace with testing - the issue of optimising for weaker hardware is available now :)

 

image.png.9e471395b41eda74dbdaefeddd02d463.png

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This is amazing! Thanks for taking the time to look into it!
I know nothing of Doom modding nor zscript but I'd like to get into it and collaborate on Doom wad optimization, do you have a link to the issue that I can see?

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4 hours ago, Dragonfly said:

Admittedly, no, but I'm already pretty happy with the implemented solution and want to keep up the pace with testing - the issue of optimising for weaker hardware is available now :)

 

image.png.9e471395b41eda74dbdaefeddd02d463.png

Is there a way to add a setting that disables the trail effects on some projectiles (such as astral arachnos/mancs)? I have an absolute demon of a PC so it's not a problem for me but I can see that being something that lags some less powerful machines (especially when there's a lot of them on screen, like in Myriad) and when in the Rome of optimisation options it seems like a natural next step.

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Hmm, not sure how far we want to go down this rabbit hole, perhaps an external wad (fan made, perhaps) can be made that further optimises it should people still have issues. :)

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I noticed while looking through the DECOHack source file that the astral mancubus only has a radius of 40 compared to the 48 of a regular manc. Since the sprite doesn't indicate any size difference and all other variants of Doom II monsters retained the same dimensions as their vanilla counterparts, I wondered if this change was intentional or a typo.

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I can't speak to the intentionality of it as this would have most likely been Antares' decision when creating the monster's code, but it's something I am a big fan of regardless. Also, thinking deeper about it, changing anything as potentially major as a monster's radius at this point would be complete and utter madness from a testing standpoint, so it'll stay as is. :)

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7 minutes ago, Dragonfly said:

I can't speak to the intentionality of it as this would have most likely been Antares' decision when creating the monster's code, but it's something I am a big fan of regardless. Also, thinking deeper about it, changing anything as potentially major as a monster's radius at this point would be complete and utter madness from a testing standpoint, so it'll stay as is. :)

No, no, I didn't mean to suggest it should be changed at this point. I'm aware this could lead to all kinds of "sticky" situations. I'm just asking for the wiki article, whether to include the radius change as an oversight or intentional design.

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4 minutes ago, Gregor said:

No, no, I didn't mean to suggest it should be changed at this point. I'm aware this could lead to all kinds of "sticky" situations. I'm just asking for the wiki article, whether to include the radius change as an oversight or intentional design.

 

Hopefully Antares can fill in the details when he wakes up, but I can confirm he replicated the radius in both the DECOHACK and DECORATE (all enemies are defined twice in Evi 2 for maximum port compatibility) so I would be absolutely amazed if it was an oversight.  It's certainly a difference from the base Manc that was well known (and very much appreciated) by everyone else on the team.

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7 hours ago, Gregor said:

I noticed while looking through the DECOHack source file that the astral mancubus only has a radius of 40 compared to the 48 of a regular manc. Since the sprite doesn't indicate any size difference and all other variants of Doom II monsters retained the same dimensions as their vanilla counterparts, I wondered if this change was intentional or a typo.

 

That was intended during the development, so there's no need to change that thing.

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Idk why but the partial invisibility isn't working properly in GZDoom. Enemies are still firing directly at me. 

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15 minutes ago, TJG1289 said:

Idk why but the partial invisibility isn't working properly in GZDoom. Enemies are still firing directly at me. 

Get a more recent development build of GZDoom.

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12 hours ago, SyntherAugustus said:

Sorry if this was already reported, but I found this glitch in Map17.

 

Well spotted. This has been fixed. :)

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On MAP36 this pain elemental from the northeastern building with the rocket launchers and these cacos and astral cacos from the central area never teleported in.

ken stuck.png

 

I also had a pair of archies and a rev not teleport into the blue key building on my first run but it didn't happen again when I went back through to get the screenshots.

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