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Altazimuth

Eternity Engine 4.00.00 Völuspá

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Posted (edited)

A notable new feature here is that you can make groups of monster species who don't infight or are totally immune to damage. Multiple kinds of imps finally possible without massacring each other! You can now have hitscan-attacking soldiers who don't suffer friendly fire! See EDF thinggroup, the new thingtype "damagefactor immune" setting and the new thingtype flags at the end of the list.

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Posted (edited)

Thanks! I looking forward to next updates in hope of full Heretic support which I've really need, because after finishing my current project I have plans to make new limit-removing Heretic episode.

Edited by riderr3

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You set it by setting 1920x1080fd in the video settings menu. Substitute your desired resolution for that. The key character here is the d at the end.

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Hi,

I love how Eternity feels, very smooth!

Is there work being done on a net code for Eternity?

 

I was thinking about making a dll for Eternity to work in Game Connector even though it has no multiplayer at the moment.

It can still be used as a frontend of sorts so there will be preset options to change video modes as well as window to fullscreen before launching the engine.

 

Thanks

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UPDATE FOR macOS USERS

 

If you downloaded the macOS version and noticed that the Command key (just by pressing it) toggles fullscreen, then worry no more! Download again the DMG from this page to have this problem fixed. Savegames and demos will still be compatible!

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Posted (edited)

I take that back, Eternity does have multiplayer but it's a rather strange way of setting it up.

Why do the clients need to have their IP in as a parameter? - they should only need the servers IP and port.

Not to sound like a grumpy old scab or whatever but heh, it just seems as that the network setup is a little overly drawn up. 

 

It should really be something of the nature of:

Hi I'm the server here's my IP address and port number.

Hi I'm client 1, 2, 3, and, 4, we all see your address and port number, we will connect to it now.

Server responds with Ok nice to meet you, and they all shake hands. :P

 

But currently it seems like they all have to show their ID's, model of their car, dogs name, aunt Bills kids, and someone sneezed.

So they manage to connect. but they all have stuff on their minds now, and one of Bills kids might be sick.

 

 

Heh. aside from the multiplayer stuff, I really like this release! 

Alt+enter, windowed to full screen, all works perfect.

Everything is really working well in this version I like it!

 

Thanks!

 

 

 

 

Edited by Mr.Rocket

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Posted (edited)
2 hours ago, Mr.Rocket said:

Why do the clients need to have their IP in as a parameter? - they should only need the servers IP and port.

Because Eternity isn't client server, it's P2P and doesn't have a server to connect to but rather a full on mesh network. Each peer logically needs to know the address endpoint of every other peer to fully establish a mesh. It's still using Linux Doom's network interface which was supposed to be setup with an external tool, not manually by the user.

Also nobody will play it anyway. Like PRBoom+, Eternities multiplayer in its current iteration isn't meant to be used, it simply exists as a formality and simply because it can (it will always work as long as multiplayer demos work) outside of any actual intent.

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I've noticed if I recap the framerate in Eternity on my laptop PC as the 2nd peer it helps a lot.

In other tests if I lower its res to well, an original 320x200 size, it's pretty smooth over the network.

It feels better than Prboom+ actually.

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I think I found a desyncing demo: dvii-21-1609-pw.lmp from dvii-1i.zip pack. It desyncs for me after a couple of minutes in both 4.00.00-win32 release and Eternity-4.00.00-218-g4ef5d247 devbuild. Not sure if this demo is exactly complevel 9, although it should be?

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I found the process for building from source on Linux (Slackware 14.2) to be pretty easy and straightforward with the included documentation. I had setup Timidity already for another engine and EE picked up on that without having to modify anything else. I'm also finding I like this engine a lot on macOS, although I haven't figured out how to setup Timidity on that yet.

 

Thanks guys, EE has become my favorite engine for playing non-zdoom based content.

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Observation: The macOS dmg for EE does not seem to be recognized as a mountable image on OS X 10.11.6 El Capitan.

Extracting the .app on another Mac running High Sierra and copying it over seemed to work just fine however.

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On 8/23/2018 at 6:21 AM, ReFracture said:

Observation: The macOS dmg for EE does not seem to be recognized as a mountable image on OS X 10.11.6 El Capitan.

Extracting the .app on another Mac running High Sierra and copying it over seemed to work just fine however.

If this is happening, then my next releases are going to be in ZIP archives.

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