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printz

Monsters can now see and attack you through all linked portals

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I've just updated all (not just vertical) Eternity linked portals to be seen through by monsters and explosions. Basically now you can make maps with many levels with monsters placed on tiers. You can make apartment buildings with revenants sniping you from their windows.

Get the build tomorrow from http://devbuilds.drdteam.org/eternity/

There are still stuff missing (oh my):
- shooting bullets through portals (but rockets and plasma work)
- autoaim
- telefrag safety
- correct clipping
- correct rendering of things
EDIT: these seem to be done now. What I still have to fix are details! See the "portal beta testing" thread for downloads!

(EDIT: some of these have been fixed in the mean time, as indicated by the strikethrough. See my comments lower in this thread.)

But for now at least you can design around these limitations.

Here's a demo screenshot (both friends and foes are involved):

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This is a huge get for Eternity. Keep up the great work, printz. I can't wait to see what you have planned next.

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printz said:

But for now at least you can design around these limitations.

I dunno, hitscans not working seems like a big deal.

This makes me wonder. Eternity's killer feature is incomplete for how many years now?

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First UDMF support and now this? Eternity needed a savior like you. Now, maybe if you could look into voxel support...

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Death Egg said:

Now, maybe if you could look into voxel support...

Interestingly there is a file called r_voxels.cpp but it's almost empty and one of the first comments is as follows:

//   Abandoned to the mists of time!!!
There is some starter code that Quasar wrote to load a .vox file into a structure but even this function isn't fully complete. This was abandoned due to the way that voxels in Doom were "standardised". Things may have been different if Randy developed ZDoom such that it used original (non-BUILD) code and an open file format for voxels. Given that Quasar has made it clear in past that he wants Eternity to avoid ZDoom's licensing issues, I doubt that even if voxels were implemented, they would work the same way that ZDoom voxels work.

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Autoaim and hitscan now work through any portals, which means that gameplay should be usable with such designs in mind, even though thing clipping and telefragging is not fixed. Development builds should be available shortly on http://devbuilds.drdteam.org. As they are beta-quality releases, feel absolutely free to notify us on bugs, either here or at https://github.com/team-eternity/eternity. It would be best if you also mention the zip you downloaded from drdteam, because you could be using a version that I fixed in the meantime.

As for voxels, I stated my uncertainty of their purpose in this thread (https://www.doomworld.com/vb/source-ports/85295-what-are-voxels-good-for-in-a-doom-based-port/). However I wouldn't want to be a spoilsport that rejects them for subjective reasons. Maybe they're useful for something and maybe they can be cleanly added to this port...

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Another absolutely huge get for Eternity. I can't overstate how amazing this is and I hope that you keep up the great work, printz.

As for voxels, I certainly am not opposed to the idea and would certainly like to see a clean implementation in Eternity, even if it means being different from ZDoom's.

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printz said:

Autoaim and hitscan now work through any portals

Nice!

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printz said:

Autoaim and hitscan now work through any portals, which means that gameplay should be usable with such designs in mind, even though thing clipping and telefragging is not fixed. Development builds should be available shortly on http://devbuilds.drdteam.org. As they are beta-quality releases, feel absolutely free to notify us on bugs, either here or at https://github.com/team-eternity/eternity. It would be best if you also mention the zip you downloaded from drdteam, because you could be using a version that I fixed in the meantime.

As for voxels, I stated my uncertainty of their purpose in this thread (https://www.doomworld.com/vb/source-ports/85295-what-are-voxels-good-for-in-a-doom-based-port/). However I wouldn't want to be a spoilsport that rejects them for subjective reasons. Maybe they're useful for something and maybe they can be cleanly added to this port...

Woah!

As for voxels, I feel like in the scheme of things they're not that important. They'd be nice to have, sure, but afaik we still don't even have very good tools for creating them, and I've not seen them get a whole lot of use in ZDoom. So, I'm much more interested in seeing this long-awaited progress on portals and UDMF.

Thank you printz!

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Printz stop! What if we really have to present the Mordeth award to Mordeth? Think of the reality-changing ripples!

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dew said:

Printz stop! What if we really have to present the Mordeth award to Mordeth? Think of the reality-changing ripples!


let what must be done, be done

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I started working on fixing the sprite cut-off at sector portal edges. Here's a first result. You can see how some cacodemons are darker at the bottom because of different sector light:


How it's implemented for now: for each thing that's detected to cross a sector portal, a new vissprite is generated in the sector beyond the portal at the equivalent position.

I've also done other work to fix portals, but it's done in a separate branch, not the drdteam dev builds.

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Impressive. The effect is subtle enough here but with more dramatic lighting contrasts it might end up looking weird, dunno.

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Not that impressive. I still don't know how to get the real sprite size and offset while in the physics code, so sometimes the sprite is still cut. For now I only used the thing height. Since explosions in Doom are much smaller than their sprites, they will still be cut.

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