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About Altazimuth

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    Excuse me, do you have a moment to talk about Eternity?

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  1. 2019/03/03, 21:00: Redid the ENTIRE branch, whilst doing demo tests. I have made the first scripted weapon using EDF weaponinfo. It allows you to load and quickly fire up to 3 rockets, but has a regular fire mode which is more reliable. It's basically the rocket launcher from Unreal Tournament 4 (that's the new one).
  2. I think that before the final byte (which should be 0x80) of the lump, you need to insert 4, 8, or 12 bytes, all with value 0x00. The ticcmd size in a demo is 4 bytes large, so that would be 1, 2, and 3 ticcmd respectively.
  3. Due to the complexity of the code, it's difficult to make a comprehensive guide. In addition, each port will have slightly or vastly different ways of doing things, which can make moving from one port to another difficult. At one point I made a very rudimentary guide for Eternity for an interested party, but it turned out that the party in question was unable to act on their interest. The guide is still floating about, but I'm not happy with how shallow it is: I only managed to get as far as I did because Quasar babied me through my first contribution, and knowledgeable people in #noteternityenginerelated were exceptionally in helping me get on my feet. Eventually you get an intuition for how Doom code works to an extent, but even then there are some areas that are beyond me, and I doubt I'd do well if you dropped me into ZDoom's code and tried to get me to understand what's going on a lot of the time.
  4. I've been rambling on IRC for Uni's idea for what must be around half a year or more now. I reckon it'd be cool, assuming there's at least some level of a vetting process to stop iterations of the same community favourite getting in every year. Personally, I wanna see more programmers, preferably for source ports. Whether or not you work on GZDoom or Eternity or Chocolate Doom or 3DGE doesn't bother me, but if we want progress to keep marching on - be that in the form of bugfixes or cool new features - we need people to keep maintaining and working on the code that's out there.
  5. @Ryath This is a vanilla bug. Basically due to a timing bug, the DEMO lumps desync, because the gametic that is important for the Revenant's rocket isn't relative to when the demo starts. EDIT: dew says that you can pad your demos such that the next one starts on a properly "aligned" tic. You should only need to pad between 1-3 tics per demo (if and only if the next demo desyncs, otherwise don't pad), as the tracing shot only traces on tics that are multiples of 4.
  6. Well vertical sprites make things more complicated, though last month I had an idea of two sprites for extreme vertical angles. Sprites would be drawn from the viewpoint of straight up from underneath, and one straight down from above. You only need one of each, since then you could ideally rotate the sprite. A working implementation that doesn't feel wonky would mostly likely be a large pain in the rear though, I'd imagine. Even then you'd need spriters to make two extra sprites for it to actually be worth anything.
  7. What would you like to see from a revived WinMBF? I'm intrigued on what the scope of that project would be. Personally I'd like to see some updates to Crispy Heretic & Hexen, though I dunno if that counts as a revival. As for the reason, I'd just like to play Heretic/Hexen in a port that's closer to their original feel.
  8. Well it's been a while. I did SDL2 so now it's back to the ole grindstone. 2017/11/30, 11:20: P_TouchSpecialThing is dead, long live P_TouchSpecialThing! Old P_TouchSpecialThing has been phased out, as all hard-coding has been removed (except for a single special item that can't be generalised but I've sorted that out). You can now create a pickupeffect from within a thingtype, which makes the EDF look nicer, and is overall more sensible. pickupeffects also have a new property, "changeweapon", which lets you set the player's weapon (if they have it) when they pick up the given item (berserk changes to fist, for example). Finally, a new flag has been added, "GIVESBACKPACKAMMO", which allows any item to give backpack ammo when picked up (though the max ammo increase is handled elsewhere, and is hard-coded). 2017/11/30, 16:25: No more EDF uses pickupitem, though it is still supported. Everything has been migrated to the more modern pickupeffect, and all the underlying logic uses the pickupeffect structure. 2017/12/01, 10:15: I forgot to update the Heretic EDF yesterday. Now Eternity uses nothing but pickupitems for its own EDF. Additionally, certain Heretic pickups are now sprite-based instead of thingtype-based. 2017/12/01, 11:15: Just did some testing, Batman Doom's slot machine pickup works. That's good. 2017/12/01, 23:35: Rudimentary automatic tracker generation is in-place. Now the minimum number of things you need to define is 3. A thingtype, a weapongiver, and a weaponinfo.
  9. I managed to get the stand-alone version of Eternity's renderer cycling hue in truecolour mode. Hopefully all this tinkering will lead somewhere. Heh, I forgot to post this earlier and now this makes amusing juxtaposition against the 4-colour CGA dealie (which looks really awesome, for the record).
  10. I assure you, there were cutscenes before in Doom mods long before UDMF. ACS is what lets you do that. See: Void, Super Sonic Doom, Imp Encounter, etc. EDIT: Forgot about SMMU, which let you do stuff like this via FraggleScript, and it didn't even have Hexen format.
  11. It's a pangolin! I'm not sure on genus or species though.
  12. Not yet. I need to, because the text input handling is something I gotta check. EDIT: Well it's in master now. I did test text input handling.
  13. What do you mean by this? I'm able to enable fullscreen either by manually editing the geom string, or setting "Favorite Screen Mode" to "Fullscreen", then doing "Choose a mode..." Are you referring to the kinda "fake" fullscreen? I can change that if people want it changed. The fake fullscreen is documented here under SDL_WINDOW_FULLSCREEN_DESKTOP:
  14. OK so I have this weird-ass bug where eventually SDL_Init(SDL_INIT_JOYSTICK) doesn't just not fail, but the program hangs on it. Like mysteriously even the version that worked earlier today that I compiled has stopped working.