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Csonicgo

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About Csonicgo

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  1. Can you share your methods in the thread? How did you manage to patch it?
  2. Csonicgo

    Doom 32X Resurrection

    Yes, the Mega Everdrive Pro has preliminary MegaSD support in beta. :-)
  3. Csonicgo

    Doom 32X Resurrection

    I think the new Mega Everdrive Pro Firmware allows for 32X+ features, so this soundtrack should work there as well, if you didn't want to support the MegaSD due to reasons I won't go into here.
  4. Csonicgo

    Vanilla visuals ≠ Bad visuals.

    The only thing unappealing in these photos is that unscaled status bar.
  5. Csonicgo

    If DOOM Didn't exist, what would happen?

    If Doom didn't exist, Trump wouldn't have been president. Not saying that's a good thing, or Doom is a bad thing, it's just the truth. To explain why would take me eighty paragraphs, so, uh, trust me on that one.
  6. Csonicgo

    Comparison of Source Port Compatibility

    I shall be doing that Monday. This was a test of the waters to see if this was viable in the first place. This would primarily be for modders to know what features will work in what ports and which ports to recommend or test on. Yes, the aim was to get something solid *enough* to post on a doom wiki sandbox, and then have corrections made there. I wanted to get the community's opinion on this before I wasted any time. :P
  7. Csonicgo

    What file formats does Eternity support?

    As far as I know, Eternity Engine only supports raster images in Doom formats or the DeepSea formats. No GIFs or PNGs. For sound effects, EE only supports the Doom sound format, and basic WAV format, 8-bit, mono. Not sure if 44.1kHz or higher is supported.
  8. I've been working on a document tracking source port support of various "Vanilla features" that have popped up in the Doom community, that Vanilla Doom can technically support. I'm hoping to convert this into a Doom Wiki article very soon. This is by no means complete or 100% accurate. I am aiming to have everything in this table 100% sourced down to the lines of source code if possible. An explanation on some text on this chart: 100% DeHackEd support criteria is as follows: The source port has the correct DHE infighting behavior The source port handles situations in which an argument of a codepointer may be NULL (that is, it must NOT crash!) If the source port has extended features for DEH patches, Vanilla patches should not be affected Source ports should not be expected to load multiple DEH patches, unless any map/mapset/PC/TC expects this behavior. I have not found one in the wild yet. Source ports should not be expected to load DEH patches from earlier versions of DeHackEd. 100% COLORMAP support criteria is as follows: All of the COLORMAP used by Vanilla Doom must be used. If the source port has "high color" rendering, it must take this into account by interpolating between ramps. The COLORMAP must be applied correctly to orthogonal walls, as is in Vanilla Doom. 100% support for Irregular Nodes is as follows: Nodes that can work in Vanilla Doom should also work in the source port. The behavior of any engine using those nodes should match (or approximate) Vanilla Doom. Special effects involving NODES and the associated lumps which work in Vanilla Doom must also work in the source port. 100% support for irregular BLOCKMAP is as follows: The BLOCKMAP must be read and interpreted correctly (see Block Rocking Bytes). Rebuilding the BLOCKMAP is not allowed. 100% support for REJECT is as follows: The original REJECT must be read and interpreted correctly. 100% support for flat-bleeding is as follows: Mordeth bridge effects must be supported. No HOM holes in floors or ceilings. The effects seen in ksutra.wad MAP01 must be supported. Effects used in BTSX to simulate the appearance of 3D floors must be supported. Deep water effect must be supported. Things I'm not adding to the table: Buggy collision detection. This does not affect the loading of maps or assets in any way. Bugs involving actions with the player's movement. Savegames. Extremely out of scope. Demo Compatibility: As we are ditching collision detection criteria, this will not apply. Support for weird old DOS patching tools that assemble a PWAD from raw resources on disk. I'm also not trying to make this a "GZDoom bashing fest". GZDoom was expected to fail every single one of these tests, and the source port's maintainers are very aware of that fact. There are also other ports that I have missed, including Vavoom, Doomsday, Skulltag, and ZDaemon. I do not use these ports, I do not know their behavior. If anyone would like to correct this table, or add any more examples of vanilla maps/patches that do not work in common source ports, I would love to know those. As this is a work in progress, some data in this table may be incorrect if port maintainers add these compatibility features back in. When that happens, it should be noted: the date and commit. I might also go back and add the dates on which other source ports added/corrected behavior before making this chart.
  9. Csonicgo

    The 2021 Cacowards

    Eternity Engine finally gets recognition. :D
  10. Csonicgo

    MBF21 Specification v1.2 Release

    Glad to see the community can come together and make this happen.
  11. Those greens are so good. Definitely checking this out now.
  12. Csonicgo

    How to start Eternity Engine 4.02?

    Seriously? What? All you have to do is place DOOM2.WAD in the same directory as Eternity.exe and run the exe. That's it. There is nothing else you need to do.
  13. Csonicgo

    Heartland - final version available on idgames

    Eternity Engine is finally getting the levels it deserves.
  14. Csonicgo

    Eternity Engine 4.01.00 Tyrfing

    Finallyyyyyyyyyyy
  15. Csonicgo

    MasterOFDeath

    Thank you everyone. Thank you.
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