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Everything posted by Altazimuth

  1. Altazimuth

    Eternity Engine 4.02.00 Forseti

    A relatively small release. This fixes some nasty bugs, introduces renderer resolution that can be independent of the window resolution, and that's about the last of the big interesting changes that end-users will notice. The rest of the changes can be found in the readme. Readme file Official Windows builds: x64, x86, x86 for CPUs without SSE2 Official macOS build Source Code: .zip, .tar.gz Documentation is available on the wiki (some new features are still in the process are being documented) Example WADs:  SOON™ Update: I botched initial release. If you downloaded either of the x86 Windows builds please make sure to re-download these files.
  2. This thread is intended to be a round-table between maintainers of ports with UMAPINFO support. The ports I know of behaviour of are dsda-doom, Eternity Engine, GZDoom, Odamex, and Woof!. Knee-Deep in KDiZD in particular demonstrates an edge-case in episode-handling behaviour (Eternity it requires modification to do so) that the spec does not explicitly define the intended behaviour of. It only defines a single episode, and different ports handle this differently. There are two approaches that different ports take. GZDoom and dsda-doom show no episode select, but will respect the episode start, so will launch the single episode on the appropriate map. Eternity, Woof!, and Odamex all pop up an episode select with only an individual episode. The core thing I want to do here is try and maybe get a Rev 2.2 which either clarifies this behaviour, or if we can't come to an agreement at least explicitly states the behaviour is implementation-defined. I'm tagging a list of people who I know work on ports with UMAPINFO support. Apologies if I forgot to tag you, though others here with better knowledge than me please feel free to tag others. I want discussion of this to be as inclusive among the people actually having to develop support for this as possible: @fabian, @AlexMax, @Graf Zahl, @rfomin, @printz, @jval. My personal opinion: I honestly don't mind if it becomes officially implementation-defined. My guess as to the most "sensible" answer is that dsda-doom (via PR+UM) and GZ have the reference implementations, so their behaviour should be considered the correct one and codified as such. By the same token though, I really don't think it's so overwhelmingly important that ports should have to conform to this very specific behaviour. So what do others think? Should it remain implementation-defined, or should there be a default and if so what should that default be?
  3. Altazimuth

    UMAPINFO "episode" Unspecified Behaviour Resolution

    Are you sure you have Public Build 3? It's fixed in mine. Anyway, I will try and work on a hack to make Eternity behave the same as the rest of them. I already have one working, I just need to make sure it works properly. EDIT: It works properly in Eternity now.
  4. I'm going to sleep now so can't reply further but that looks like it may be the case. It looks like Boom is what introduced that behaviour initially, via a variable called "haswolflevels", so maybe dsda-doom exhibits the same thing. It probably should be fixed in some capacity, though I'll need to get my mitts on the German IWAD to do so.
  5. Correct. Options > Status Bar > Single Key Display (set to no).
  6. Altazimuth

    UMAPINFO "episode" Unspecified Behaviour Resolution

    That is not accurate as of the latest release, which fixes that issue.
  7. Altazimuth

    UMAPINFO "episode" Unspecified Behaviour Resolution

    I would appreciate if we address ancillary concerns after a concensus is reached on the main matter. I'd like to try keep things focused for now.
  8. Surprise! Super excited to play this. Been waiting a hot minute.
  9. Altazimuth

    EDF cast call help

    Can't say off-hand. If the frame you referenced is present and the sound plays appropriately normally (so is a normal sound that works and not an ogg or whatever) I don't see why it wouldn't work. Without the ability to look into this example proper I don't know if I can really help further. Honestly the old cast call system doesn't feel too fit-for-purpose these days in a world where you don't have to define a bunch of EDF frames. Might be a good idea to make it where you can do a "frames" thing and it'll attach some new frames or something, though I don't wanna marry myself to any such ideas. I guess in a pinch you could do loose frame blocks just for this stuff.
  10. Altazimuth

    Doomworld has been compromised.

    That thread title is comically alarmist. Encrypted passwords and such have been leaked, yes, but that doesn't mean everybody is instantly pwned, and to use such inflammatory language isn't going to achieve anything except for making people panic when they don't need to. It is sensible to change your password now and exercise caution, but this is not the end of the world, nor Doomworld.
  11. No worries. Thanks for getting on top of the matter! Please keep me posted on things.
  12. If you're using a recent enough build it should be fine, as it's using native MIDI and doing playback within Eternity instead of using midiproc. @rfomin have you ran into any reports of similar issues for other projects that base their Windows MIDI playback on your code?
  13. Not reason why it shouldn't work. Seems fine for me at least, so it must bee the script @Blzut3 has running. Blzut3, you got any ideas?
  14. Altazimuth

    What happened to the ROTT remaster?

    It's got the folks you'd expect working on it to varying extents. I said this in my tweet but I'll say it a-goddamn-gain: Huge shoutout to @AlexMax for doing a phenomenal job, going truly above and beyond for this game and who, without, the game would be in nowhere near as good a state as it's currently in. As those in the know might expect, @Kaiser was also instrumental for laying down phenomenal groundwork (and is continuing to do great work). Other usual suspects from our team will likely become more involved with various parts as time goes on. I'm doing the usual for me of various loose odds and ends.
  15. Altazimuth

    [/idgames] Xerxesia - My Wadography in 32 Maps

    Eh don't worry about it. Proper support would more have been an accident than intentional, to be honest. People shouldn't really use Hexen-in-Doom right now as an exact cross-port standard. There's probably some ZDoom-specific bits Eternity is missing or something.
  16. Altazimuth

    [/idgames] Xerxesia - My Wadography in 32 Maps

    For the record I fixed a bug that caused MAP03 (and potential later maps) to have incorrect things spawning in Eternity. I don't have the time to test the full set, but it should all work in Eternity now starting from today's DRDTeam devbuilds.
  17. Altazimuth


    I'm taking a break from EE. @printz
  18. Anything else to this crash? Is it reliable, and did you have any additional mods loaded? Also, do you have the minidump from it anywhere?
  19. Altazimuth

    is Chocorenderlimits still a thing?

    @HrnekBezucha This post has a zip with the 2012 CRL archive. I started tidying the source (removing all the changes to whitespace that make comparing code harder) but got tied up and never got back to it. You can find that here. https://github.com/Altazimuth/chocolate-doom/commits/render-limits-1.5.0 It may be possible to compile on Debian or its ilk but I'm uncertain. Should be possible, I'd hope.
  20. This marks the addition of the last outstanding major modding feature from MBF21 to Eternity. The only things left are a few comp options and a few fixes. You can now run Vesper and the like in Eternity and they shouldn't be broken! I make no guarantees about things not being broken I tested most codepointers but some of them I just sorta didn't since I considered them so simple so there's a possibility that I screwed those up.
  21. Altazimuth

    The Activision Blizzard Situation ¿Any Thoughts?

    Have this meme I made in 2 minutes while talking to a friend, which is part of my take on the current situation.
  22. Altazimuth

    What do you miss about Doom?

    There's really not a great deal I miss in terms of wider community trends. I think the community is in a terrific place now, possibly better than it's ever been in a variety of ways. The one wider community thing I really miss from when I first started playing online in 2008 or so, that immediately comes to mind at least, is there being populated casual CTF servers. Most of what I miss is more personal: people who have since left the wider Doom community, sub-communities that have dissolved, people no longer filling roles, etc.
  23. Altazimuth

    Any Forks of crispy-doom that support decorate

    Can confirm. Requires lots of demo checks and some of the old hard-coded stuff just can't really be sensibly done if you make weapons dynamic.
  24. Altazimuth

    Ozonia Boom Megawad - on /idgames!

    Are the Hierophants supposed to use A_Punch? I haven't checked in GZDoom but in Eternity and dsda-doom this results in nothing happening.
  25. Altazimuth

    DSDhacked [unlimited everything]

    Yeah, I'd discussed this, but not on forums, with kraflab and co. I had some concerns about this that, to my knowledge, have been remedied somewhat. I've been slowly plinking away at MBF21 support but work and depression has kept me from making progress at any sort of decent clip. I'll be trying to tackle DSDhacked after MBF21 but I won't lie, I am still somewhat concerned about feasibility of implementing this into Eternity.