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Everything posted by Altazimuth

  1. Altazimuth

    PrBoom+/UMAPINFO v

    Not UMAPINFO, all the other fucktillion random ramblings. We need to keep FOCUSED.
  2. Altazimuth

    PrBoom+/UMAPINFO v

    Scope creep.
  3. Altazimuth

    PrBoom+/UMAPINFO v

    I'll be trying to help anotak out, or at least trying to support playback of anotak's PRB+ demo format in Eternity. Demos are extremely important to PRBoom+ and without it this fork is a dead duck in an additional way beyond the UMAPINFO implementation being C++, which even as a mostly-unrepentant C++ apologist I reject, as it leaves use with the port with the alleged "reference" implementation of the feature unable to have this implementation used by Crispy, or other similar C-only projects. C++ will do as a stopgap in the meantime though, and your implementation works just fine so as it stands it works for a good proof of concept. As an aside, why does https://github.com/coelckers/prboom-plus/blob/master/prboom2/src/scanner.cpp#L422 make it lower rather than upper (given that WADs are all upper to begin with, which will be the more likely format used)? Could I request that upper be the default, just so that the data in the demo footer doesn't need any additional messing with in every port that would want to support this format?
  4. Altazimuth

    Sunder - Update is here! Four new maps! Not a joke!

    Bethesda: "Hey guys we're showing more Doom Eternal content today at our E3 press conference!" I_G: "Hold my beer."
  5. Altazimuth

    Going to QuakeCon? Check in here.

    Sadly no BYOC stuff, but I'm going!
  6. Altazimuth

    The Visual Studio 2019 Dillema

    OK I sorted it out go pull and look at the documentation for building with VS 2019.
  7. Altazimuth

    The DWIronman League dies to: Base Ganymede

    EE uses "-vanilla", yes. "-complevel" is not currently supported.
  8. Altazimuth

    The DWIronman League dies to: Base Ganymede

    What's the issue you have with demo playback? I can try look into it when I get back to working on EE proper.
  9. Altazimuth

    The Visual Studio 2019 Dillema

    The trouble is that the props file is in a location something like this: C:\Users\Max\AppData\Local\Microsoft\MSBuild\v4.0\Microsoft.Cpp.Win32.user.props. I could create a props file and add that to the project, but then you won't be able to enjoy other projects with the same macros already working. I'll probaly make a temporary solution, at least.
  10. Altazimuth

    Good Soundtrack, Bad memories [videogames]

    Without Stickerbush Symphony I probably would have been a LOT angrier at the levels it appears in. Silver Surfer has a phenomenal soundtrack, but is a nightmare to play. I really regret trying to beat it. Battletoads also has a great soundtrack, but the track that plays during the Volkmire's Inferno flying section is permanently etched into my mind, as well as the track that plays during The Revolution. Finally, Sonic 06; no further comment.
  11. It wouldn't be on the status bar. Given that that's how it is in the original, that's fine then.
  12. It's a tempting proposition. The trouble is I have no idea what would need to be changed. I've wanted to try do this for a while now. New ammo could easily be defined but Mordeth is correct, there's currently no way to display new ammo types in the HUD. My question is if any new codepointers are defined or what have you, which might make things a bit trickier.
  13. 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.
  14. Altazimuth

    Eviternity crashing with latest build of EE

    People from the future: This was fixed and in uploaded dev builds a couple days before this post was made, but not incredibly well advertised. You don't need to worry about it.
  15. Altazimuth

    [FINAL RELEASE] Eviternity

    It's no bother. Sorry for the bug causing you trouble in the first place, and thanks for reporting it.
  16. Altazimuth

    [FINAL RELEASE] Eviternity

    Have you played MAP02 already? Did that work fine? It should crash eventually if you're on a faulty build.
  17. Altazimuth

    [FINAL RELEASE] Eviternity

    The ACSVM errors are unrelated. Are you on the absolute latest devbuild?
  18. Altazimuth

    [FINAL RELEASE] Eviternity

    Actually crashes? Where? I've seen ACSVM errors that don't crash the engine (expected, since it uses unknown opcodes), but no crashes. There was a crashing issue in any map with a sky transfer as well that I got printz to fix.
  19. Altazimuth

    Back to Saturn X Episode 3 [WIP]

    Oh, BTSX, you're home—thank god. Please never make me or your mother worried like that ever again.
  20. Altazimuth

    Essel's feature wishlist

    I mean I dunno what more there is to do. Inventory is effectively done, it's just weird Heretic effects aren't supported, but inventory is basically done. We only support mono wav sounds, not ogg or flac (because blech). This exists, as well as Reload/Zoom/User[1-4].
  21. Altazimuth

    Post Your Doom Picture (Part 2)

    I was attempting to make a specific function in EE that took up a lot of time more efficient by using SSE2 instructions (I did it in the end, but it ended up being slower than the original version). My first attempt yeilded this:
  22. Altazimuth

    Automap Question

    The trouble with midiproc in dev-builds is that Blzut3 compiles the dev-builds with CMake instead of using the manually-constructed Visual Studio projects. As CMake can't handle RPC (as far as I know) properly, this means that midiproc isn't compiled when using CMake, and therefore isn't in the dev-builds. At some point I want to try fold Chocolate Doom's midiproc in as it should be more CMake-friendly.
  23. Altazimuth

    Metaternity 2019

    You should probably clarify whether users are to submit WADs or pkes. WADs are easier to just churn out as individual maps (due to the Doom Builder family not supporting saving maps as zip/pke/pk3), but pkes are easier to manage (in my opinion). Of course you could accept WADs then put them in to a pke at the end. If you need support with this or anything at all down the line then I'd be more than happy to help, and the same applies to all people considering applying. I wish you the best of success with this project!
  24. Some preamble: So you may have heard me ranting on about it, but I've been gradually pegging away at EDF weapons. In the wake of a personal tragedy last week, I went to see my doc and she told me I should take a break and rest, and working on Eternity is my version of rest. Since yesterday I've been making rapid progress, and now have some stuff that I can show off. Below is a clip showcasing EDF weapons, in which I've messed around with the attackstate and upsounds of weapons. Later on I'll make a video sf something that actually looks more like a demo of a weapon, and less like I just kinda threw stuff at the wall and wanted to see what'd stick. TODO: Fix counters Remove temporary hard-coding (partially done, a lot to go) Remove old hard-coding (partially done) Implement deltas Hook weapongivers and their ammo given up to weapons (100% working, including multiple ammo given per weapon) Add Heretic weapon codepointers (75% done) Allow picking up of new weapons (big end-goal) Implement inheritance Add DECORATE state syntax support Automate generation of weapon trackers (partially done, but needs tightening up) Move vanilla weapons to be 100% EDF, including DECORATE states Implement a functioning priority system (mostly done, gotta allow deltas) Probably other stuff I'm forgetting I'll be updating this post semi-frequently. Times are BST (hopefully we'll not see GMT before this is finished). If you have any questions, please ask and I'll be more than happy to answer. 2017/04/10, 15:45: I might stream some development in the evening today at https://www.twitch.tv/altazimuth, depending on how long passover drags. I'll update if that's the case. I plan on making weapon tracking work with EDF, instead of the old method. 2017/04/11, 01:00: I just finished streaming, forgot to update the thread with that, but the VOD is available. I managed to gut the old tracking system (i.e. an array of bools) and replace it with tracker artefacts that are tied to the weaponinfo: https://github.com/team-eternity/eternity/commit/94aa6e2b8c9d62a9889281be70bf1d413a769e7f 2017/04/12, 14:35: IDKFA and IDFA will now give the player weapons of only their class, as opposed to ALL weapons: https://github.com/team-eternity/eternity/commit/152c96735573776bc12403cc7ab00bd3c5dd764c You still can't switch to those weapons, but I'm hoping to get that done by the end of the day. 2017/04/12, 17:45: You should be able to define brand new weapons and cheat them in now.
  25. Altazimuth

    Excellent source port, minor interface feedback

    Hi! Thanks for all the feedback. Menu: I fixed that a bit back. Sorry that I didn't manage to catch it before the release. I don't think so but I'm not 100% certain. As I said though I don't think so. Noted. The option menus require a big overhaul but nobody wants to attempt to do so. Smaller changes like what you suggested are sensible though, and help disambiguate in the meantime. In-game WAD loading is a bit dicey. printz made some good strides to making it robust, but I still don't know just how feasible it would be to actually support full dynamic reloading of everything. Not that I'm aware of. Display: Not sure what to do about that. If it were changed I'm sure somebody would complain. Not that I know of? It could be looked into though, albeit I'm not sure how to achieve that. Title bar buttons are disabled on Windows for whatever reason. I'm not exactly sure why. I think it might have caused issues once upon a time, or on XP? No, but I can look into that at some stage (I make no promises because I'm extremely unreliable at this stage). I appreciate the kind words about the engine, and am glad you're enjoying this.