Starting using Eternity, initial thoughts

Hello. I have started using Eternity because I really like whatever the software renderer is doing (not privy to the technical stuff :P), I like that it is supporting more advanced mapping features, and I like that there aren't tas commands with which someone could modify demos (to my knowledge).

 

I am using the following dev build:

Eternity-x64-3.42.03a-271-gbb07591.7z    Feb 07 2018 03:12:40    2,937,912

 

After using it for a bit here are some observations I have made:

1.) Red screen from pain palette carries over to main menu - If I die I generally go back to the main menu and reload my game. If I die from something like a cyb rocket my screen is red from the pain palette.. if I press escape to go back to the main menu to reload a save the main menu is also red from the pain palette which prevents me from navigating the main menu. Can it be/is it possible to stop the pain palette from appearing when you are at the main menu?

 

2.) Addition of a 'restart map' button - prboom+ has a restart map and a skip map button. These functions are incredibly convenient to have assigned to a hotkey.

 

3.) Sound fx and midi are linked. If I reduce midi volume the sound fx get quieter. Is it possible to have these two sliders act separately from one another?

 

4.) It sounds like monsters are falling back asleep and waking up again like in vanilla cl2 (I hear boss monsters waking up constantly if they cannot see me). Is it possible to prevent this behavior from happening?

4 people like this

Share this post


Link to post
2 hours ago, Killer5 said:

3.) Sound fx and midi are linked. If I reduce midi volume the sound fx get quieter. Is it possible to have these two sliders act separately from one another?

Make sure you have midiproc.exe in your Eternity folder. The drdteam builds don't seem to provide this for some reason (@Blzut3 needs to resolve this) so you'll need to probably grab it from a main release.

 

2 hours ago, Killer5 said:

4.) It sounds like monsters are falling back asleep and waking up again like in vanilla cl2 (I hear boss monsters waking up constantly if they cannot see me). Is it possible to prevent this behavior from happening?

It sounds like you've turned on "Monsters give up pursuit" in the compatibility options.

Share this post


Link to post

@Edward850

Thanks for pointing out the give up pursuit command.

 

However the sound fx volume is still linked to the midi volume slider when I add 'midiproc.exe' to my eternity folder.

 

Eternity-3.42.03a-272-g0d2197c.7z    Feb 10 2018    03:12:232,674,779

 

Folder looks like this

 

 

y.png

Edited by Killer5

Share this post


Link to post

No problem. Also, I'll see what I can do about your issues 1 and 2. The second one should be pretty easy, as adding console commands and bindings is pretty trivial. The first one is a personal annoyance, though I'm not sure entirely how to deal with it cleanly.

 

EDIT: I've added a "restartmap" command. It's not in the menus, but you can type in console:

bind <SOMEKEY> restartmap

to bind it.

Edited by Altazimuth

Share this post


Link to post

Hello. I've recently tried using the same build of Eternity as Killer5, but noticed larger maps were giving me significantly lower FPS than PRBoom+ in Software mode. If anything, it's closer to ZDoom in that regard when it comes to high sector maps or large numbers of enemies. Here is an example from Speed of Doom's map28: 40FPS in PRBoom+ vs 19FPS in Eternity. Same deal with testing high monster counts, such as in nuts.wad, where I get about half the frame rate of PRBoom+. So, is it just me or is Eternity's performance closer to that of ZDoom rather than PRBoom+ when it comes to handling large maps or monster counts?

Share this post


Link to post

Eternities software renderer will be slower than PRBoom+, it's higher precision and thus has an extra overhead cost. Running nuts.wad with all the boom extensions enabled will also be slower, and thus requires -vanilla mode to strip that off.

You are also likely comparing a build of PRBoom+ built with the intel compiler, compared to Eternity which isn't.

1 person likes this

Share this post


Link to post

There is a high priced proprietary compiler made by Intel that is optimized to a degree that usual compilers don't match. Official PrB+ executables were compiled with this fancy pants compiler and were thus SIGNIFICANTLY (like 20%?) faster than if they had been compiled with GCC or MSVC or whatever.

1 person likes this

Share this post


Link to post

...this is the first I've ever heard of it. How would one build with this compiler?

Share this post


Link to post

I imagine some resolution scale options would make a few eternity users happier. Prboom+, Zdoom and Choco/Crispy all have resolution scaling, so it's pretty much a standard at this point.

 

12 hours ago, Danfun64 said:

How would one build with this compiler?

Have a lot of money and here you go 

Be aware though, there are reports that Intel compiler is only optimal for Intel processors (surprise surprise)

Share this post


Link to post
10 minutes ago, DerTodIstEinDandy said:

I imagine some resolution scale options would make a few eternity users happier. Prboom+, Zdoom and Choco/Crispy all have resolution scaling, so it's pretty much a standard at this point.

Planned. I skimped on it when moving over to SDL2, but I'll see what I can do. I felt guilty at the time. Thanks for the reminder though (I had forgotten about it).

 

10 minutes ago, DerTodIstEinDandy said:

Have a lot of money and here you go 

It's also free for students (I think at places of higher learning), but I dunno what the terms of use are (in terms of distributing compiled programs).

Edited by Altazimuth
1 person likes this

Share this post


Link to post
On 2/12/2018 at 0:17 AM, Edward850 said:

Make sure you have midiproc.exe in your Eternity folder. The drdteam builds don't seem to provide this for some reason (@Blzut3 needs to resolve this) so you'll need to probably grab it from a main release.

midiproc isn't built by CMake to my knowledge.

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now