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Altazimuth

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Everything posted by Altazimuth

  1. Altazimuth

    DOOM 4 VANILLA v2.2 [NEW!!] - MOAR FIXES

    @Noiser Is the issue with Eternity still present in the latest builds of D4V? If so could you give a brief description of what's wrong? I don't mean to be a bother but I'd really appreciate knowing where to start to look. Was it just that the vortex rifle wouldn't work if the DEHACKED lump present in the WAD was loaded?
  2. Altazimuth

    DOOM 4 VANILLA v2.2 [NEW!!] - MOAR FIXES

    Please report issues like this in the EE subforum or Github. If this works in Choco and the like but not Eternity then something is wrong on our end. Do you have any idea what the issue is, or if newer versions fix it?
  3. Altazimuth

    Can't compile(Linux)

    No music? Uhhh... You still have the problem if you update to the latest git revision?
  4. Altazimuth

    Can't compile(Linux)

    I'll fix that. I didn't think that it'd actually compile the failed static_assert. Is that UB? I'll rejig those. I guess MSVC is just wrong. EDIT: Fixed it. Fucking MSVC accepting non-conforming code:
  5. *opens console* *types bind mouse3 mdk*
  6. Altazimuth

    Doom 64 coming to PC and modern consoles?

    Apples and Oranges aren't verbs, Graf.
  7. Altazimuth

    Can't compile(Linux)

    It's no issue. I apologise that you had to go through this in the first place. What does CMake still fail with after initing?
  8. Altazimuth

    Can't compile(Linux)

    I figured as much. OK you gotta run "git submodule init" on the command line. I'm concerned by the directory being present but empty, as it foils my check that the "adlmidi" directory exists that is supposed to check if the submodule is installed. Git is just too damn user-hostile.
  9. Altazimuth

    Can't compile(Linux)

    That's... odd. When I used CMake on windows libADLMIDI ended up in the appropriate place. libADLMIDI very much contains a CMakeLists.txt, and the submodule should be in "eternity/adlmidi". Does "eternity/adlmidi" not contain CMakeLists.txt? Additionally, the following should be in the CMakeLists.txt which means that static is the static library and the static library only should be built. option(libADLMIDI_STATIC "Build static library of libADLMIDI" ON) option(libADLMIDI_SHARED "Build shared library of libADLMIDI" OFF) I pushed a commit. Maybe it fixes it for you? I'm unsure. Please let me know.
  10. Altazimuth

    Can't compile(Linux)

    OK given you're on Arch you'll need to punch in following (assuming you're using sudo): sudo pacman -S sdl2_net You may also need "sdl2_mixer" installed. The issue is that you're missing the sdl2_net library on your system, which is required. Let me know if there's any other trouble.
  11. Altazimuth

    Eternity Now Has OPL3 Synthesis

    Now in DRDTeam builds is OPL3 synthesis using libADLMIDI. I'd apparently did the first commit regarding this on the 20th of Sept 2017, and spent a few very large gaps not working on it. Settings for this can be found on the first page of "Sound Options." Press enter when selecting "MIDI Device" to switch between default SDL_Mixer MIDI and libADLMIDI. OPL3 Emulator is what it says on the tin; DOSBox is the default since it's reasonably accurate and fast but @nukeykt's excellently accurate albeit less-fast Nuked OPL can be found to the left of DOSBox (1.7.4 and 1.8). OPL chip count is what it says on the tin as well, and increases number of channels allowed at the cost of more processing power required. The "Set OPL3 Bank..." option provides a massive alphabetically-sorted list of banks; I strongly suggest trying many out as they're pretty fun. You only need to load a new music track for your settings to come into effect rather than having to restart. Thanks to @Blzut3 for updating the DRDTeam SDL2 so quickly to 2.0.10 (at my request), @Aquila Chrysaetos for reminding me of an issue I needed to fix that fixing helped enable this, @Csonicgo for DMXOPL (the default bank) and being the primary person to remind me this is a thing I wanted to implement in the first place (and for pointing me in the direction of libADLMIDI), and finally Wohlstand (the creator of libADLMIDI) for libADLMIDI and providing direct support when I needed it.
  12. Altazimuth

    Eternity Engine 4.00.00 Völuspá

    This milestone release is dedicated to the memory of our dear friend, Kaitlyn Anne Fox. This version also marks the first stable release after the migration from SDL1.2 to SDL2. Readme File Official Win32 Build (XP or up, latest x86 Visual C++ 2015 Runtime required) Official OSX Build Source Code: .zip, .tar.gz Documentation is available on the wiki (some new features are still in the process of being documented) WINDOWS USERS: It's of the utmost importance that you update your midiproc (provided in the Win32 zip)—as well as Eternity—and I would personally suggest also deleting any old dlls before moving the new files in. Please note that the translation range from red to pink is strictly temporary, for internal use, and shouldn't be relied on when making mods.
  13. Altazimuth

    Doom 2 but it has Half-Life sound effects

    Really enjoying just casually using this, though it's also a nice reminder of the generality of some sfx in Doom (like the imp fireball noise).
  14. Altazimuth

    Eternity Now Has OPL3 Synthesis

    If anybody is curious then I'm willing to record MIDIs they might want to hear played back. Nothing too long please since it's a manual process of me just recording EE in Audacity and exporting to ogg.
  15. Altazimuth

    Intellectual debts

    Dude don't edit your post after I replied to it to make it look like I'm quoting text that was never there. I know we're having a tiff here but not cool. You can't just delete the portion of the post I'm replying to. Now you just go back to the same old request of asking me to prove a negative. We're not going to see eye to eye on this matter. I posted my evidence, and I'm not going to spend the hours of trawling IRC logs just to find the relevant bit that might have what I remember strengthens my claim in the vain hope that it might make you change you mind, when it's clear to me that that's not going to happen. It's not worth it. I do not feel overarching details are code/implementation. I accused Graf directly of code theft, and obfuscating out details to throw off the scent. Don't put words in my mouth. We're going in circles here and it's getting tiresome. I apologise that things have been so hostile between you and I, but I feel like you've been ignoring everything I've said. Right now I want to hear Graf explain for himself, and not have somebody else do it for him. @Graf Zahl You still never answered who the people are who "have no f*cking clue what they are doing with their reckless actions."
  16. Altazimuth

    Intellectual debts

    See my prior post. Where does SoM explain how portals in EE were done, "how he was doing it, etc."? You keep asking me to prove code theft so now I'm asking you to prove SoM explained how portals work.
  17. Altazimuth

    Intellectual debts

    OK I'll bite. Where did he get the ideas for this alleged clean-room implementation? Where'd he find out how to do this? When I asked him SoM stated he didn't recall ever explaining the concepts that allow portals to work on the forums, so you prove to me that he did that and did it enough that Graf could look at that post and extrapolate from there.
  18. Altazimuth

    Intellectual debts

    Odd usage of blow over but whatever; usually blow over is an idiomatic phrase meaning for something go go back to being calm after a proverbial storm. Anyway that's besides the point—I said yesterday "It's worth noting the most major of instances where code is used, that being particles, does appropriately attribute Randi. Other examples of code are single lines or small snippets." We also have top-of-file credits all over the place. If TeamTNT and id were credited like that they'd be at the top of every damn file. If you really wanted to follow coventions of Eternity you'd actively credit him in the source for such an important feature, the same way Randi is copyrighted at the top of some cam_ files, the same way you are credited in xl_umapinfo, and the same way functions like P_AdjustFloorClip for the important 3D clipping do. Eternity credits at the top of files all over the place, and a lot of the time in the code itself. You know as well as everybody else does that you're using this as an excuse to have a "gotcha!" moment of attempting to hoist me by my own petard and it looks really petty, especially for somebody who's been a part of the community for around two decades. It's a real stretch, Graf. Eternity has CMake. It works for Visual Studio. Blzut3 uses this as his primary method for building Eternity. You could have at least communicated in the PR that you were working on it. It was two days between the PR being closed and me posting on the forums and in that time you weren't able to say anything?
  19. Altazimuth

    Intellectual debts

    You're kidding, right? You insult me directly and name-call, not even in retaliation since the worst language I used up until that point was accuse Graf of lying and call his original copyright notice "mealy-mouth ass-covering", and you're OK doing that but when I call you out on your own awful behaviour you suddenly just refuse to talk to me? I'm expected to put up with your hypocrisy, foul language, and manipulation but me calling you out on even a fraction of it's not OK? The hell is my "own worst offense?" Also no I really didn't intentionally misinterpret your post in some effort to discredit you. Regadless of this you discredit yourself with your attempted deflection. Rachael, I'm still astounded by your attempt at dismissiveness by trying to paint me as a some bottom-feeding plebian attempting to become popular. I've been around for a while and being popular with all the users isn't my end-goal. If popularity is what I seeked then I would have just worked on GZDoom.
  20. Altazimuth

    Intellectual debts

    @Graf Zahl I'd been meaning to ask but got sidetracked. So who're "some people?"
  21. Altazimuth

    Intellectual debts

    Same post: Doesn't being supportive of a project usually require providing constructive criticism? This looks more like the words of a toxic fan to me. So me asking for three lines of attribution—that I already supplied in a pull request—is dictating and "really fucked up," but you trying to use guilt to manipulate me into adding OpenGL by implying I don't care about the source port I've worked on for half a decade isn't? Frankly I don't see how it's fair to bring up a port's (with only two developers, both of whom are very busy) of lagging behind when I'm primarily here to resolve a licencing issue. Honestly it's just plain direspectful to mention something that completely irrelevant to the topic, directly criticising the port in an unhelpful way whilst indirectly insulting myself, printz, and any other Team Eternity members past or present.
  22. Altazimuth

    Intellectual debts

    https://forum.zdoom.org/viewtopic.php?f=49&t=56853&sid=7ca31b12c2efd09d05a7f9f73c7ed9b0&start=60#p1003874 I'd have figured the person who said the above would be above name-calling and direct insults. You tell me but to my eyes your post quoting me seems pretty upset.
  23. Altazimuth

    Intellectual debts

    After much gnashing of teeth it's been addressed, and not the the extent I'd have liked. I question the massive resistance to this in the first place. "I didn't steal code and also what I did was legal" isn't a normal response. Even beyond that, I'd call *ZDoom's grabbing of any an all features that make any other port unique, as well as the mods specifically targeted at those ports, at the least reckless and at the most disrespectful. Your example is inherently bad by being so much more simplistic than portals. Linked portals took SoM a very long time to develop, and not just any developer is gonna be capable of making them the same way any rando can back sugar cookies. Also you'll find there are lots of recipes to make individual things, but Graf just happened to use the exact same ingredients to make an incredibly complex dish. Fully working linked portals have so many moving parts, and are extremely specialised. Sugar cookies are made of such common and basic ingredients that most anybody who knows anything about cooking could come up with them. Who is "we"? Are you a GZDoom developer, or merely acting as a proxy for them? There's no way to prove this is the only way to do portals. This is disprovable by contradiction, but to contradict this would take a really long amount of time, so claiming this is the only way to do this is basically pointless. "Lately" my left foot. Excluding BOOM features a small list: MBF helper dogs, 3D midtextures, fragglescript, 3D floors, MBF sky transfers? All of these were introduced to ZDoom yonks ago. What other engines adopt DECORATE? I'm genuinely confused by that one. As for UDMF that was intentionally created by Quasar with the specific intent of being a "Universal" cross-port standard. I disagree. ZDoom absorbing every single feature of other ports makes it seem a lot less worthwhile to work on ports that aren't ZDoom, and so everything ends up revolving around a single port in terms of where the vast majority of development goes. Even then the "universal implementation" bit is bunk, because ZDoom's portals and Eternity's aren't compatible, and Graf explicitly stated that certain things that differentiate Eternity's portals will never come to GZDoom. Along with that there's also the consideration that, last I checked, Eternity's portals intentionally had some restrictions in place for easier processing that ZDoom's didn't and that also makes them not compatible. Also again you make things seem far simpler than they are. Doing portals by line/things/level structure alteration is not the issue here. The issue is the methodology used to construct the portals at runtime. Where all the data is that defines this doesn't matter in the slightest. I argued Graf stole the code and that was the copyright violation, not the idea of portals. As I said before it's a well-known fact that ZDoom and GZDoom will happily take unique and cool features from other ports, but I consider that a secondary issue, more tied into the morals and ethics that anotak mentioned which I'd be happy to discuss at-length. Yes, I referred to this in an earlier post. "Mealy-mouthed ass-covering" is what I called it and I stand by that. Users aren't going to research this. How many GZDoom users to you reckon talk about early 3D floor implementations, like Julian Aubourg's in RORDoom, SoM in Doom Legacy, or DOSDoom and EDGE's? Given that in videos on Youtube I can recall users claiming Brutal Doom is what added things like freelook and jumping to Doom I seriously doubt at least 99% of GZDoom users will even know that SoM is the pioneer of portals in Doom and responsible for techniques that GZDoom uses (and I believe the code too). SoM had to do all the hard work discovering the techniques that did and didn't work and ZDoom just used all that hard work without as much as a mention of SoM before I kicked up a stink. It's not like ZDoom has an entire page on linked portals and then tells people the feature originated in EE. All there are's a fleeting mention in Line_SetPortal and a logo for EE in the xlat section. Sector_SetPortal doesn't even mention EE, instead just having the xlat section alone. I pointed at specific parts of code. You're asking me to prove a negative here. Asking me to spend just as long as SoM did on portals just to prove that there are other ways to implement portals in order to prove you wrong is highly unfair and you should be aware of that. ZDoom from the early days has taken code, and apparently as recently as 2016 is no exception. Fiercely predatory competition may not have always been its primary tactic to stay on top, but it certainly ended up being a large part of it thanks to how it was developed. ZDoom doesn't stand on the shoulders of giants, but instead on the corpses of other source ports.
  24. Altazimuth

    Intellectual debts

    It's worth noting the most major of instances where code is used, that being particles, does appropriately attribute Randi. Other examples of code are single lines or small snippets. To me this is parially is a matter of principle, doing what's right as well as what's required. Portals were for the longest time Eternity's big draw, so I'd certainly be willing to say that portals are easily just as important, if not moreso than particles. Based on that precedent I believe GZDoom should appropriately give credit to SoM for taking code and algorithms to implement the killer feature of a rival application, thus removing any benefits it might have over ZDoom. To me this reads as an admission that even in a scenario where Graf had taken code and wanted to change the attribution on that file he knows he couldn't because he realises it would mean that he violated the GPL by having it in there, unattributed, and during a time where the project wasn't fully GPL.
  25. Altazimuth

    Intellectual debts

    Yup Eternity definitely never directly credits commonly-used sources outside of AUTHORS in the actual source.
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