Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

ETTiNGRiNDER

Members
  • Content count

    1221
  • Joined

  • Last visited

Everything posted by ETTiNGRiNDER

  1. Definitely a port bug as it seemed to work fine when patching Heretic-Plus. Unfortunately the HHE program was basically left unfinished and has a lot of obtuse/wrong stuff about it; I suspect that the HHE patch support that's in Chocolate and derivatives basically looked at the small pool of pre-existing patches that are out there (there's probably fewer than ten, even less that do anything beyond rename maps) and then just assumed how it "should" work for the rest of the functions rather than doing any empirical testing. Even I, who have been doing empirical testing of what HHE does and can do, haven't fully mapped out all the more obscure stuff like codepointer reassignments. If you want to make the bug report, please feel free, otherwise I'll stick it on my to-do list along with the other stuff I wanted to report on at some point.
  2. I don't know when or if I might find the time and motivation to work on this any further, so here is a full Heretic episode for you to peruse. 8 revised editions of my prior released maps to update the visuals and gameplay, plus 1 never before released one (E2M2). The minimum target EXE is Heretic-Plus with HHE but map definitions for ZDoom, Doomsday and Eternity have also been included. Designed primarily for single-player but two-player co-op was tested as well. I'm calling this 99% complete since I'm pretty satisfied with where the maps are at, but kind of wanted to add a few extras like title/end screen graphics and the like before calling it final and sending it to idgames. See the TXT for further info. titans.zip
  3. @rzh Remove this bit from the patch file and see if it works then: Text 7476 7 FLAT516 This is intended to change the flat used for the background of the finale screen, but the port might be wrongly changing the name in animation definitions.
  4. Did you use the "-hhever 1.3" parameter? Otherwise I'm going to guess it might be disliking that I manually edited the patch file or something. I find that HHE support in the Chocolate ports is a bit spotty but usually text reassignment is OK.
  5. Vanilla for vanilla, Build was mostly superior. A couple things @Gibbon missed are that you could overlap sectors so some degree of room-over-room was possible (but it wasn't full freedom like Quake was, the two areas had to be pretty much separate from each other), and that you could also use any static tile as a scenery sprite, rather than Doom's strictly defined scenery objects. It did have a couple drawbacks, notably the .ART system was a bit more of a nuisance to work with compared to .WAD in most instances (if you just wanted to swap out one graphic, you had to replace the whole .ART block containing it, or else use a patcher tool in a similar vein to DeuSF). The physics were also jankier in some cases, an infamous bug is that you can break through a wall into void space fairly easily, and unlike in Doom where that's a speedrunning trick, entering the void results in instant death in Build. There's a whole video called "Duke Dead Quick" that showcases a bunch of instances of this.
  6. ETTiNGRiNDER

    doom myths or rumors?

    There was an old claim that "IDDOOMISDUMB" existed as some sort of cheat code. One reference is here: http://cd.textfiles.com/hackersencyc/PC/SOFTDOX/CHEAT320.TXT I'm guessing it was just a case of someone trolling, but if there's more history to it, I'd be curious.
  7. ETTiNGRiNDER

    Endless Random /idgames WAD Adventures #030

    Darn it, I've been working on revised editions of my maps and one of the things I did was take that out since it seemed like most players just found it weird and confusing. Shall I take that as a vote to add it back in?
  8. ETTiNGRiNDER

    'Wads of Wads' CD from 1994

    Done, thanks. It seems like Archive's being ornery about showing both images as a gallery like it usually does, but I got the new one to show as the front cover at least. This may unfortunately break the torrent download option as Archive torrents are infamous for refusing to complete the last few percent and if I recall correctly one of the reasons is that it doesn't update them when the files are updated. Let me know if this is the case and I'll try to figure out if there's anything I can prod to get it to re-generate the torrent.
  9. ETTiNGRiNDER

    Eternity Engine 4.02.00 Forseti

    Let's see. So far so good. $ cmake .. -- The C compiler identification is GNU 8.3.0 -- The CXX compiler identification is GNU 8.3.0 -- Check for working C compiler: /usr/bin/cc -- Check for working C compiler: /usr/bin/cc -- works -- Detecting C compiler ABI info -- Detecting C compiler ABI info - done -- Detecting C compile features -- Detecting C compile features - done -- Check for working CXX compiler: /usr/bin/c++ -- Check for working CXX compiler: /usr/bin/c++ -- works -- Detecting CXX compiler ABI info -- Detecting CXX compiler ABI info - done -- Detecting CXX compile features -- Detecting CXX compile features - done CMake Error at CMakeLists.txt:39 (message): adlmidi not found. Please install adlmidi submodule.
  10. ETTiNGRiNDER

    Eternity Engine 4.02.00 Forseti

    For the source code package that was provided to be buildable according to the build instructions in README.adoc?
  11. ETTiNGRiNDER

    Eternity Engine 4.02.00 Forseti

    Heads up, I couldn't use these on my GNU/Linux. When I "git submodule update --init" as mentioned in the build instructions, it complains: fatal: not a git repository (or any of the parent directories): .git Doing cmake without that step just tells me it needs to be done. The only way I could get a working version of the source code was by doing an actual git clone via git clone https://github.com/team-eternity/eternity.git Then it works.
  12. ETTiNGRiNDER

    Lost Media Wads or Resources

    I still kick myself sometimes for not having burned JWANGO13.WAD and JWANGO15.WAD to disc or something back when I had them. It seems like they're completely lost now.
  13. ETTiNGRiNDER

    Setting up DOSBox Properly

    I'm interested (preferentially for the "show me a commented config file" option). I've been using DOSBox fairly extensively for playing/testing DOS-related Heretic and Hexen stuff, especially since there are a few cases last I checked where Chocolate-Heretic and Chocolate-Hexen accuracy could still be improved, plus research on DOS-based adjunct programs like HHE. Picking up tips that I might be able to apply to non-ported games is always good, too.
  14. Am I doing something wrong or is APODMX still a bit disappointing? I got the Heretic source as released by Raven to compile using it (with only minor tweaks to get the compilation process to go through) but the music output isn't great. I get that replicating the exact timbres might be hard but it seems to drop notes in some tracks and doesn't appear to work with any sound card setting besides "AdLib".
  15. Did we do Heretic ones yet? The random PWADs section of H!ZONE included a couple that I've only partially tracked down. Neither had a text file on H!ZONE, though in the case of HOLYWAR it also exists on some other CD compilations with the text files intact. Thus far I've never found HELLFURY on any source but H!ZONE. I've asked for leads before, but not gotten any further since then. HOLYWAR.WAD E1M1 - WRATH.WAD E1M2 - HEINOUS.WAD E1M3 - DIABOLIC.WAD E1M4 - WINDS.WAD E1M5 - DETHKASM.WAD (Edited) E1M6 - FORTLAV2.WAD (Edited) E1M7 - KYOPI1B.WAD E1M8 - BEAST.WAD (Probably made for the set?) An intact release of HOLYWAR.WAD (with the auxiliary files) can be found here as HOLYWARS.ZIP: http://cd.textfiles.com/svdiamond/CDR18/ Or here for the ZIP contents as separate files: http://annex.retroarchive.org/cdrom/cotc-8/GAMES/HOLYWARS/index.html HELLFURY.WAD E2M1 - ??? (Also a broken level, crashes vanilla with visplanes once the walls drop and I don't think you can exit even if you use a port) E2M2 - ??? E2M3 - HERESY.WAD? (Also on H!ZONE, the version in HELLFURY is edited with more areas) E2M4 - FINAL1.WAD E2M5 - DIABOLIC.WAD E2M6 - WINDS.WAD E2M7 - H-TEMPLE.WAD (Also on H!ZONE, not on idgames, supposedly a conversion of TEMPLE11.WAD for Doom, but it isn't Mark Mackey's TEMPLE11) E2M8 - THEKEEP.WAD E2M9 - ??? Any leads on the ??? slots? The Wad-Archive site gives an automap view of each map if it helps.
  16. ETTiNGRiNDER

    Which do you prefer, software rendering or openGL?

    Software. GL butchers so many things about the visuals; chopped off sprites, messed up lighting, no colormaps, greyed-out colors. Most of the "solutions" to these are either half-assed or make things slow and bloated.
  17. ETTiNGRiNDER

    Programming language

    Most Doom engines are C, but some have either been shifted into C++ or, occasionally, translated into other languages entirely. The Freedoom project specifically is probably marked as Python because of its build scripts, not what the game itself runs on, since a specific "Freedoom engine" isn't included.
  18. ETTiNGRiNDER

    If You Could Add A New Class To Hexen...

    Rogue. Fast like the fighter, low armor like the mage, balance of melee vs. ranged would be similar to the cleric. Flechette could be a proximity trap and the mystic ambit incant could be a partial invisibility (like Heretic's shadowsphere) perhaps. This also has the added bonus of making a nice parallel for Hexen II, where Hexen tended to have "basic" classes while Hexen II had more "specialized" ones. Fighter --> Paladin Cleric --> Crusader Mage --> Necromancer ??? --> Assassin Rogue fills the blank nicely. I do approve of the Druid idea too, though, because then it would be like a callback to Black Crypt where the classes were fighter, cleric, magic-user and druid.
  19. ETTiNGRiNDER

    EXE hacking

    Segmented memory probably?
  20. In co-op the puzzle items stay and can be re-collected/collected by multiple players so if you have puzzles that involve "find X copies of a single puzzle item scattered around the hub" then they can potentially be cheesed in co-op. Deathkings of the Dark Citadel works around this by having some co-op specific scripts that barricade the niches where the items are put until each puzzle item has actually been accessed for the first time. I'm not aware of any other issues.
  21. ETTiNGRiNDER

    Heretic 2 - Source code recreation part 2

    Good luck, I hope the project goes better this time.
  22. similar, but mine is Z and C to cycle, X to use.
  23. ETTiNGRiNDER

    RAVEN MIDI Pack project - COMPLETE.

    Here's the conversion, although it's based on the prior version rather than the one you just posted. The IPS patch should be applicable to either, though, you might just have to reconvert any tracks that were added/changed. Included some technical notes on the location and layout of the music table in the EXE as well, though it's fairly straightforward. heremus.7z
  24. ETTiNGRiNDER

    Conspiracy Theorists Make My Brain Hurt

    Do we really, though? "Post-truth era" implies the existence of a former "truth era" and I'm not convinced that was ever the case. Dig into records of any time period and you can find ample examples of superstition, sensationalism, pseudoscience and tall tales, and the proportion of people that believed them was probably no lower than today.
  25. ETTiNGRiNDER

    RAVEN MIDI Pack project - COMPLETE.

    So I got around to seeing if I could backport the music pack to DOS as easily as I thought might be possible and it went pretty smoothly--no apparent issues converting the tracks to MUS and hacking the assignment table in a hex editor was as easy as I thought it would be. @Jimmy should I go ahead and share the patches for this? I'd probably use IPS format for the EXE patch as HHE seems to be a total no-go for this, its string editing support is lousy and the music assignments aren't where it expects text to be. That also means it's only applicable for true vanilla, not chocolate (you'd have to make a tweaked chocolate build for that.)
×