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Everything posted by Altazimuth

  1. Altazimuth

    Starting using Eternity, initial thoughts

    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). 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).
  2. Altazimuth

    Eternity Engine 3.42.03a Heimdal release 2 (hotfix)

    You can make new threads if you want, or post an issue on Github. There's also IRC and Discord.
  3. Altazimuth

    Starting using Eternity, initial thoughts

    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.
  4. Altazimuth

    Starting using Eternity, initial thoughts

    The midiproc you have is still using SDL1. Here's the SDL2 versions. 32-bit: midiproc-win32.7z 64-bit: midiproc-x64.7z
  5. Altazimuth

    Mouse random 180 degree turns

    It's something that the latest Fall Creators Update broke. I'm pretty annoyed that it's a thing, even if the SDL2 builds fixed it.
  6. Altazimuth

    Eternity Engine 3.42.03a Heimdal release 2 (hotfix)

    If you're on Arch then we have a package in the AUR. I think we can't get away with being in most repositories due to eternity.pke having copyrighted resources though. We should probably swap out the dog sprites for the GPL-friendly ones that Nash made.
  7. Altazimuth

    Will any dos port run object 34 sonar?

    I think ooold Eternity Engine might manage? This should be what you want I think: http://eternity.mancubus.net/ee-old/ee331b7-dos.zip Here's the folder of old EE versions if that doesn't help: http://eternity.mancubus.net/ee-old/
  8. Altazimuth

    Eternity Engine 3.42.03a Heimdal release 2 (hotfix)

    DRDTeam builds use SDL2. I recall Edward reporting this whilst SDL2 was in the pipeline. https://devbuilds.drdteam.org/eternity/
  9. Altazimuth

    Ducks quack

    Here's one of my favourite species of duck, the mandarin duck (A. galericulata).
  10. Altazimuth

    EDF Weapon Progress (completed and in dev builds)

    2018/03/03, 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). Some point before 2018/01/26, 12:40: I implemented the tome of power, and the stuff it needs to work. The tomed skull rod and tomed blaster aren't working at the moment though. Getting the flamethrower to work was a real kludge. 2018/01/26, 12:40: Been working on documentation. Once I've done that, I can try and get some users to try it out, and then I'll know what the end-user experience is like when it comes ot creating their own weapons.
  11. Altazimuth

    UnNecessary aka UnAligned 2 (Done for real!)

    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.
  12. 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: http://eternity.youfailit.net/index.php?title=User:Altazimuth/Code_Guide 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.
  13. 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.
  14. Altazimuth

    UnNecessary aka UnAligned 2 (Done for real!)

    @Ryath This is a vanilla bug. https://doomwiki.org/wiki/Revenant_tracers_desync_internal_demos 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.
  15. Altazimuth

    We don't need 3D models! But we do need...

    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.
  16. Altazimuth

    Which source ports would you like to see revived?

    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.
  17. Altazimuth

    EDF Weapon Progress (completed and in dev builds)

    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.
  18. Altazimuth

    Post Your Doom Picture (Part 2)

    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).
  19. Altazimuth

    Why don't people just use UDMF format?

    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.
  20. Altazimuth

    Doomworld's thread of adorable!

    It's a pangolin! I'm not sure on genus or species though.
  21. Altazimuth

    Eternity now uses SDL2. Now in master!

    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.
  22. It's just EE but SDL2. Beta 1 changes that I can remember: It's SDL2 now, which is nice. The "unicodeinput" config variable is gone. All text input is UTF-8. A new console variable "displaynum" exists, and lets you set what display the window is created on when you run Eternity. A new console command "maxdisplaynum" has been added, that tells you the largest number that displaynum is allowed to be. Apparently this fixes some mouse bug under the most recent major Windows 10 update? -directx and -gdi are no longer a thing, as the "directx" and "windib" displays drivers are gone, and in their place is just "windows". Beta 2 Changes: 8in32 and software bitdepth are gone. Version name has been updated. SLD 2.0.7 and mixer 2.0.2 are now being used. Beta 3 Changes: Horizontal mouse scrolling is no longer erroneously read as scrolling up. True fullscreen is now default. Desktop fullscreen is now a geom flag, "d" for "desktop" (requires "f" as well). displaynum can now be easily modified from the menu. It even wraps around if you go left or right all the way! Under Windows, the "winmm" audio driver is used now, instead of "directaudio". Changes before merge to master Added fullscreen toggle Fixed chat not working in netgames ProTip: If you use the ETERNITYUSER environment variable, I'd back up your contents of that before getting this, as it'll mess with a few settings. All you need is Windows (XP sp 3+?) something to extract the 7z and the Visual C++ 2015 (update 3) runtime installed and you're good to go. Beta 1 Beta 2 Beta 3 Please please please report any and all bugs you find in here or on GitHub.
  23. Altazimuth

    Eternity now uses SDL2. Now in master!

    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: https://wiki.libsdl.org/SDL_WindowFlags
  24. 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.