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About printz
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Eternity/Eureka dev
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Nature by its nature is supposed to be hazardous. That's what makes it exciting. It's the closest thing we can get to a real life video game.
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IMPORTANT UPDATE: Eternity has been updated to v4.04.01. Check the original post at the beginning for the download links!
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It supports UDMF Heretic just like DOOM. We got feedback with several Heretic gameplay problems, so a new fix release will come soon.
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It's possible I didn't mention it in detail, maybe I should've :) But yeah, that's included!
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Since I'm not an admin, can someone with elevated rights please pin this thread and unpin the one for 4.02.00? :)
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UPDATE 1: Eternity v4.04.01 has been released. Download links here: https://github.com/team-eternity/eternity/releases/tag/4.04.01. It fixes the following problems found in v4.04.00: Fixed wrong version display in the title bar. Fixed corruption happening after trying to play an unsupported demo, such as coming from DSDA-DOOM. This affects projects such as Eviternity II. Fixed Heretic autoswitching weapons wrongly when having the Tome of Power. Fixed crash happening when inheriting or applying a delta structure on a powered-up weaponinfo. Fixed unintended NOHITGHOSTS on Heretic gauntlets weapon. Fixed powered dragonclaw starting displaced a few meters from player. Fixed jerky and visually imprecise polyobject movement (bug introduced in v4.04.00). Fixed exaggerated and unrealistic slope bouncing of objects under gravity. Fixed attach-3dmidtex specials from quitting Eternity. This was happening on WADs like Hell Ground where there were incompatible uses of linedef specials such as 281 or 282. Fixed the close button of the IWAD picker window not working. Thanks to FozzeY for the pull request! What v4.04.00 introduced have been major updates over v4.02.00 Forseti, with the following highlights: Slope physics support Heretic support Multithreaded renderer for better performance Very many new editing features, including MBF21 support See the text file for v4.04.00 at its respective download link on GitHub for full information.
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Outside of non-interactively playing demos recorded with -complevel 9 (or Boom as it is), Eternity doesn't allow setting gameplay at that level, it only lets you use vanilla mode with the -vanilla parameter, and otherwise it's just the OPTIONS lump. But I'm going to check (from an insider's POV) this issue and see if I can help you achieve the desired light level. Given that DSDA-DOOM renders like Eternity, it seems like it's a MBF introduced behaviour the averaging of the floor/ceiling light level for the actors. I'm going to check the Eternity code now…
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Slopes (except for sloped linked portals) are technically complete and Heretic is almost complete — the last thing is the Morph Ovum, which is right now in progress. After Heretic is done (without vouching for perfect vanilla gameplay fidelity, but aiming for that, and fixing anywhere it happens) and all outstanding problems are resolved, there'll be a new release. I plan to allow then for faster release cycles, especially bug fixes.
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a reminder to everyone please do a virus check and tell everyone if you wad is safe to download
printz replied to Paulkdragon's topic in WAD Discussion
There can be insecurity bugs in DEH parsers and all over the DOOM code. Just put some junk data in the WAD, and the app will crash or lock up trying to allocate too much. Now try and figure out maybe you can actually put a payload that works. Then yeah, you got the vulnerability. -
True; right now the slopes (except sloped linked portals) are feature complete by now, so now what's left is to fix any known bugs, especially those found by players. Given the scarcity of time available I guess the best approach is to be proactive about new releases, so once all known bugs are fixed (and I make some testing of WADs and I pass the automated demo tests and fix any desyncs), then there'll be a new release. And if anyone discovers glaring problems and crashes, there'll be another minor update soon afterwards, until it stabilizes.
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Oh wow, they make caco pillows! Need to get one somehow…
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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.