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About printz
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Eternity/Eureka dev
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Most cacodemons look very evil and can overpower less agile earthbound monsters. If any monster qualifies to look adorable, it's the pain elemental. Cacodemons have a distinct grin.
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Hmm, looks like that behaviour is specific to drawing a polygon starting from an existing vertex. I can investigate if it's due to a bug or consequence of existing calculations. You can remedy it by going into sector mode (s, EditMode: sector) and pressing space or insert (or whatever key is bound to Insert) with the mouse in the middle of the void polygon.
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Fix Chocolate Doom Controls Resetting With Mod Launcher
printz replied to BlueChesFri39's topic in Eternity
A bit unsure about this. How are you using chocolate doom setup for setting up for eternity? -
UPDATED to 2.0.2 now, due to later found glitches. Hope it's more stable now.
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UPDATE: I got proactive and released version 2.0.1 with bug fixes.
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You can go into Tools -> Preferences to change the key binding for the operation menu. In the key bindings tab, click on the list view header on the name column to sort by name, and go to the "OpMenu" entry. Edit the binding there to change it from the MENU key to the F1 key. Making this stuff user friendlier sounds like a good idea though... You said you ran the binary from where it compiled? Try instead to run the binary from the main extracted directory (the directories "common", "games" and "ports" should be there). Do you still get the same problem? If it works now, you can prevent it from happening again by installing to system (/usr/local) with "sudo make install", so the installed .ugh configurations get updated. Alternatively check if "common", "games" and "ports" exist where you run the binary. If they do, check if "common/doom_lines.ugh" has ":tag" all over the place. If it doesn't, you have the problem.
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From Sunday evening I will go through all these issues and also on github and also on some other forums so I can deliver a fix. I did quite some heavy (but invisible to the user) changes in the Eureka code during these years and may have changed the workflow without asking and getting feedback (since it stood in development without ANY user discussion), so stuff may have drifted.
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This should have worked. What game/port combination are you using? EDIT: are you using custom or maybe outdated .ugh files (from the games/ and ports/ subfolders? Did you update all files or just the executable?
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Does that line have midtextures? Is the sector otherwise sound (no unclosed sides, or abusively 1-sided lines when they should be 2-sided etc.)?
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Sector with dangling vertices? What do you mean, are they free roaming vertices, vertices with a single adjoining line, or unclosed sectors?
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All the more time for me to put a quick 2.0.1 release of the bug and regression fixes mentioned in this thread :)
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Yep, I have to fix that, it worked in 1.27b.
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I should have updated the copyright years, yay. Eh, next release.
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Can you try the latest from master, or get the source code from here from the green "< > Code" button (not from the releases)? https://github.com/ioan-chera/eureka-editor I've made some changes that address the compilation error you're getting.
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Does anyone else wish the Doom Slayer was gender neutral?
printz replied to KitKatrina's topic in Doom Eternal
I agree, that was also my impression about Doom 2016 when I saw trailers, that the armour hides all information; for all we know Doom Slayer may be an alien entity equipped like a space marine. And the armour is powered too, as evidenced from the falling damage protection and super jumping abilities, so the user needn't be a super trained member of the masculine evolution, the armour does much of the work. Instead they just reused the classic Doomguy face in DOOM Eternal.