ukiro Posted September 28 Thanks for reporting, those errors in 36 were fixed a while back (and a couple more related issues). I really hope we caught them all now. 3 Share this post Link to post
Nilex Posted September 30 (edited) Few bug finds before 1.0 (RC6-Hotfix, GZDoom v4.12.2, default compact, UV): MAP 12 - Backpack secret is unobtainable if missed the first time. Nearby walls permanently raise after the switch at the end of this section is pressed. If the switch is pressed too soon it seems the wall permitting entry via the stairs also gets perma stuck in raised position. MAP 34 - In the starting area, red switch platform has a misaligned stone texture on its northern alcove. Looks to be upside down. Best seen from bellow. MAP 18 - One of the stairs leading up to the blue key raises later on, creating an inescapable area. Occurs sometime after collecting the blue key but before the main battle in the inner courtyard. Affected step also loses its vertical texture (becomes transparent). Already reported but it occurs in UV as well. And reason for return exists when there are ammo pickups around. MAP 21 - Southern pillars have no movement sounds but there is such sound coming from out of map bounds heard in westernmost point. MAP 35 - It's possible to run out of the southermost purple area after pressing the hexagonal switch, before the trapping wall rises. Upon returning, spawned Cacos stay dormant behind a wall, not reacting and therefore unkillable. Seems this was reported and acknowledged but never fixed. Planned to bug drop once done but it doesn't look like I'll finish before final. That's what I've caught so far. 0 Share this post Link to post
Dragonfly Posted September 30 Thanks @Nilex! Regarding your feedback: MAP12: The actual cause was a linedef at the Blue armor secret, designed to prevent the player cheesing the fight from the BA secret's high ground. I've fixed this by adding a couple of line triggers as you progress towards the exit teleporter which lower both the wall that locks you from the backpack as well as the backpack platform, making it obtainable once again. MAP34: Thanks, fixed! MAP18: Already fixed, thanks! MAP21: Not really fixable due to needing joined OOB sectors to control the intended height of the platform, opting to not fix, since no matter where this is placed the sound will be offset from the desired origin points. MAP35: This has now been fixed, thanks for re-flagging it! 2 Share this post Link to post
Dragonfly Posted September 30 HAPPY BIRTHDAY, DOOM II! To celebrate, we're launching the final version of Eviternity II! We're finally at a place we feel Eviternity II can be packaged up and released to the world with the peace of mind knowing it's not going to change any more, much like we did with the original Eviternity. Blast your way through 36 maps across 6 episodes, take in the sights of the exciting new locales and rock out to a killer soundtrack with Eviternity II! It's been an absolute joy to craft these worlds, we hope you enjoy playing Eviternity II as much as we enjoyed making it! DOWNLOAD NOW --- MERCH STORE As many have requested a way to buy the titlepic design, Eviternity now has a merch store, check it out! BROWSE SHOP Redbubble.com is a print-on-demand service. For questions around sales, quality, and returns, see their FAQs and read product reviews on the site. The Redbubble interface isn’t always crystal clear, but the designs are available on a variety of items depending on what fits. This includes lots of clothing options, prints, and more. Redbubble hides this in an annoying way but here’s a few examples: Titlepic as a jigsaw puzzle Eviternity II Logo on a hat Portrait crop Titlepic on a tanktop Eviternal Song Art as a framed art print Map36 “Kenosis” Automap View as a cotton tote bag OTEX Logo as a magnet --- CHANGELOG To see what's changed since compared to RC6-Hotfix, please see the below changelog: Spoiler EVITERNITY II - Final CHANGELOG GENERAL: GZDoom-exclusive additional options menu added inside the "Full Options Menu", allowing you to disable weather effects, leaf spawning effects and grass sprites to reduce lag. Implemented sprite offset fixes provided by A_D_M_E_R_A_L. Updated Astral Arachnotron sprites so they are no longer greyscale. Adjusted vertical offset of Astral Arachnotron's attack to more closely match the sprite. MAPINFO, ZMAPINFO and UMAPINFO updated to replace post-credits text and alter Annihilate Me difficulty's internal naming. ResetHealth and ResetInventory removed from MAPINFO and ZMAPINFO so cheese strategies to skip the death exit when entering the secret maps now work in all ports. Minor changes in dehacked code regarding randomized events. MAP02: Tidied up some geometry to prevent sector flickering on software renderers. Fixed misaligned texture. Automap cleanup. MAP05: Automap cleanup. MAP06: Automap cleanup. MAP07: Fixed missaligned texture at the exit. Automap cleanup. MAP08: Fixed missaligned texture at the entrance. Automap cleanup. MAP09: Automap cleanup. MAP11: Automap cleanup. MAP12: Added teleport loops to monster closets to prevent the possibility of locking the player out of 100% kills. Prevented an issue which causes 100% secrets to become unavailable if specific pathing was taken. MAP14: Removed stuck imps in the eastern arena on Annihilate Me difficulty. Put some in a closet instead. In the Annihilate Me difficulty, Plasma ammo is much more stringent, rockets as well but not to the same extent. Moved some pickups around in the Annihilate Me difficulty. Less megaspheres in Annihilate Me. Secret invuln is now next to the secret exit in Annihilate Me. Backback is back in its original place, other backpacks have been removed in Annihilate Me. More enemies in Annihilate Me! You now need to have all keys and finish all encounters to enter the secret exit in Annihilate Me. However the platform on which the secret exit stands (and the goodies therein) is still accessible with just the keys. Fixed a broken monster alarm. Added a teleport into the northwest lock-in fight on Annihilate Me. Added monster only teleport lines to northwest lock-in fight to mitigate early exit cheese. Made some small visual tweaks. Automap cleanup. Texture realignment. MAP15: Rocket launcher pickups changed; one added at start of map as well as some rocket ammo scattered throughout. Berserk pickup added. Monster-only teleport linedefs changed in yellow key area to try and prevent masterminds from teleporting into places they don't fit. Fixed a lighting gradient in the red key area and removed some redundant control sectors. Some mancubii near the start had incorrect multiplayer tags assigned, this has been fixed. Automap cleanup. MAP16: Automap cleanup. MAP17: Fixed a hom in the outer area after the red key switch. Automap cleanup. MAP18: Fixed a couple of conflicting sector numbers. Removed cut level content from the void. Removed cheese to skip final fight. Moved some rockets on Annihilate Me to prevent them being caught on moving geometry. Automap cleanup. MAP19: Automap cleanup. MAP20: Automap cleanup. MAP21: Automap cleanup. MAP22: Moved player 1 spawn back into original location. Added backup teleport lines in monster closets to prevent monsters getting stuck. Automap cleanup. MAP23: Automap cleanup. MAP25: Automap cleanup. MAP26: Texture alignment improvements. Automap cleanup. MAP28: Flagged extra ammo as multiplayer only. Minor rebalancing to ammo distribution. Automap cleanup. MAP29: Automap cleanup. MAP32: Automap cleanup. MAP34: Swapped green armour for blue at the start. Made Perforator no longer a secret, now attainable before blue key fight. Various Ammo and monster adjustments. Added Megasphere to "Freya" secret. Some visual upgrades throughout map. Reduced excess armor and megaspheres on AM difficulty. Fixed texture alignment. Automap cleanup. MAP35: Fixed an issue where a trap can be cancelled out by quick movement, causing the monsters to not become inaccessible, denying 100% kills. Automap cleanup. MAP36: Multiplayer only cacos for final building were scrolling the wrong way in their monster closet. Monsters teleporting in for the outdoors fight in the cyber lift tower had their teleporter closets made a bit more fail proof, and the monster types changed up a bit for AM skill. In the northeast, teleporting flying monsters that come after the RL has been grabbed now enter the arena quicker and more reliably. In that same northeastern fight, there's a blue armor on coop UV (used to be just lower skills). In the central building, some torches were doubled and/or pointed the wrong way. SSG fight has tweaked monster assortment on AM skill. Cental building's western wing on AM skill had ammo moved to eliminate a cheese strategy. I'm leaving cheese option in for UV folks. Tiny tweaks to final fight for AM skill. Red key fight has corners opening delayed slightly on AM skill. General texture alignment tweaks. Automap cleanup. MAP37: Added third easter egg featuring the song "Eviternal" by James Paddock, AD_79, Tristan Clark, The Final Event, Velvetic and Dee Leggett Rearranged teleport destinations to balance the gameplay of Easter Egg One. Reworked Easter Egg entry system. (8/4/2021, 8/4/2022, 24/9/92) Automap cleanup. --- For all past versions, see the changelog within the downloaded zip of Eviternity II. 64 Share this post Link to post
RaRu Des2122 Posted September 30 (edited) Congrats, worshipful @Dragonfly and all your big team (and ALL of us, of course) with final release! This is a great reason to play through this gorgeous and beyond any standard assessment megawad again! It's so symbolic that we had to wait for the exactly 36th page of the topic before the final release! 2 Share this post Link to post
h38 Posted September 30 (edited) WOOHOO!! Congrats to the whole team!!! Amazing news!!! I'm doing a replay of both installments ASAP Edited September 30 by h38 : wanted to add a funny image for it 7 Share this post Link to post
LVENdead Posted September 30 I'm actually legitimately excited to get my hands on a poster of the key art. It's so fucking good. Congrats on completing the long journey to get Eviternity 2 into its final form! 3 Share this post Link to post
TJG1289 Posted September 30 Congrats on the final release! One question: Is the OST going to be released on Bandcamp or anything? I think I remember hearing the plan was the respective musicians would release their songs on their pages, but were focused on finishing the WAD first. 1 Share this post Link to post
Dragonfly Posted September 30 7 minutes ago, TJG1289 said: Congrats on the final release! One question: Is the OST going to be released on Bandcamp or anything? I think I remember hearing the plan was the respective musicians would release their songs on their pages, but were focused on finishing the WAD first. Speaking for myself primarily, I simply wanted to be the original uploader on Youtube to ensure a good quality version that plays how I intended it is more likely to be the way people found my music when searching for it. I'm not sure as to the plans of the other musicians, but for now I can link the Youtube upload - full ost here - and some of the musician's respective bandcamp pages should you want to support them! https://tristanclark.bandcamp.com/ https://jamespaddock.bandcamp.com/ https://velvetic.bandcamp.com/ https://ad-79.bandcamp.com/ 6 Share this post Link to post
RaRu Des2122 Posted September 30 Strangely, MAP34 now starts in the technical area with a conveyor belt. Is this how it should be? 7 Share this post Link to post
Dragonfly Posted September 30 WHAT HOW DID THAT HAPPEN HOTFIX INCOMING, WILL REPLACE LINKS EVERYWHERE SHORTLY. 16 Share this post Link to post
Andrea Rovenski Posted September 30 will wait a few more weeks for demos :) looking forward to finally playing this!! (hard to avoid spoilers!) 4 Share this post Link to post
Dragonfly Posted September 30 Crisis averted, the links on the website have updated to the "true" final version (unless someone else spots something comically gamebreaking). That's what I get for making changes in the 11th hour, sorry for busting your map @Bri! 14 Share this post Link to post
stephyesterday Posted September 30 42 minutes ago, Dragonfly said: WHAT HOW DID THAT HAPPEN HOTFIX INCOMING, WILL REPLACE LINKS EVERYWHERE SHORTLY. 20 Share this post Link to post
Redneckerz Posted September 30 A jigsaw puzzle is something that certainly peeks my interest. I do love more permanent stuff and there is a ton of options available. It is my birthday soon, so why not take it up a notch. Obviously i have already praised Evi2, but it is a incredible release. A mapset that serves purpose and is a chapter in the Doom playbook to show how it should be done. This isn't Doom. It's playable art. 7 Share this post Link to post
EndlessMoose Posted September 30 Fuck it, T-shirt & poster it is then! 1 Share this post Link to post
Dee Legit Posted October 1 (edited) I can't believe it, you actually made the Doom community spend money on something Spoiler CONGRATS on the final release!! Can't wait till 2028 when Eviternithree comes out. Edited October 1 by Dee Legit 8 Share this post Link to post
RICHIE B Posted October 1 An Eviternity II t-shirt!! :O I know what I want for Christmas. 1 Share this post Link to post
Lord Belial Posted October 1 8 hours ago, Dragonfly said: Speaking for myself primarily, I simply wanted to be the original uploader on Youtube to ensure a good quality version that plays how I intended it is more likely to be the way people found my music when searching for it. Well then, I'll just have to settle for permanently having a tab open of Vector :D Congratulations on the final release! An incredible achievement. I look forward to some time off so I can take a run at Annihilate Me! 1 Share this post Link to post
cannonball Posted October 1 Congratulations to all of you for this momentous piece of work. Hopefully I will get a chance soon to play this again on the new difficulty setting. 3 Share this post Link to post
hawkwind Posted October 1 (edited) Congrats on release. I noticed that these issues did not get addressed in the final ... Chandeliers not rendering flush with the ceiling. Change the Y offsets for SP00I, SP00J and SP00K from 61 to 65 to fix. Map 35 - An issue with the ceilings of sectors 610/611 when sector 610 has lowered. To fix increase the ceiling height of sector 611. See page 33 for map 35 point 2 and screenshot. Map 36 - T2698 drops from the ceiling when switch at line 531 is used. I added this to Dehacked to fix ... Thing 108 ( Hanging torso 2) Width = 1048576 See page 33 for map 36 point 1 and screenshot. Edited October 3 by hawkwind 2 Share this post Link to post
Xymph Posted October 1 (edited) Congrats on the release. DMMPST reports on MAP17: Thing 1369 (Former corporal, type 8001) has no skill flags Also, while it's up to the maintainers, your idgames upload is likely to get rejected for ignoring the file naming rules. Edited October 1 by Xymph 1 Share this post Link to post
Dragonfly Posted October 1 As is often the case (and was already proven once with this release) anything called "Final" seems to welcome fresh pairs of eyes and reveal new problems... ugh. We will publish one last update, most likely later today. At that point, what will be, will be! Sorry speedrunners, the wait is almost over, I promise! 24 Share this post Link to post
Xymph Posted October 1 Yup: the WADINFO lump is the RC5 version of last December. 2 Share this post Link to post
Searcher Posted October 1 Congrats on the release. Truly an historic day. What an amazing mapset. 3 Share this post Link to post
Eviternatus098 Posted October 1 Not sure if this has been mentioned (spoiler ahead) Spoiler The death message for the grand duke of hell is this: 1 Share this post Link to post
Dragonfly Posted October 2 Okay, third time's the charm so they say! The website has been updated with the actual final build. GET IT NOW! I'll arrange a reupload (and hopefully be better able to follow guidelines) for idgames on my return from vacation next week, but until then you can use the three mirrors on the Eviternity website, as well as the ModDB mirror. Enjoy! 12 Share this post Link to post
marina2 Posted October 2 7 hours ago, Dragonfly said: Okay, third time's the charm so they say! The website has been updated with the actual final build. GET IT NOW! I'll arrange a reupload (and hopefully be better able to follow guidelines) for idgames on my return from vacation next week, but until then you can use the three mirrors on the Eviternity website, as well as the ModDB mirror. Enjoy! Are you sure all download sources have the same version? .zip File from moddb are named differently from other (Eviternity-II-Final 1 vs Eviternity-II-Final). 2 Share this post Link to post
Dragonfly Posted October 2 Yes, the contents are identical to the byte. ModDB simply renamed the zip since it shared the same name as the other upload, annoyingly. 1 Share this post Link to post