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Status Updates posted by printz
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I hate the crazy-angry-killer-machine depiction of Doomguy, hinted in Doom 2016 as well as guest appearances like Quake III Arena, and all the memes/media about him (like the comic). It's as if the continued exposure to demonic combat made him insane. I prefer my Doomguy to just be a guy who wants to survive and explore, kinda like in Doom 3.
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New AutoDoom release is up: https://github.com/ioan-chera/AutoDoom/releases/tag/autodoom-r5513. I've fixed bot's inability to find health items.
As always, you can use the -bots N command line to set the number of bots to play with (-bots 1 puts you along with a coop bot).
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Man, I wish I were part of a Doom PWAD team or community project. Always fun to build something together.
But when I finally become one, I fail to deliver, by losing interest quickly.
One thing's for certain, I need to find my place. I'm never decided if I want to design a strict vanilla map or a complex Eternity mod. The former is easier to get into, but very limiting. The latter is (practically) my port and I end up spending more time coding it (many bugs to fix) than making the mods I want for it. Also starting EE projects involves too much routine of setting up EMAPINFO, OPTIONS and the PKE folder structure, not to mention creating a Git repository for the mod.
Also I tend to have random PWAD ideas by each day. If I start a level in one day, the other day I have a different inspiration incompatible with the first level, so I need to start another.
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The biggest reason people lose interest is because they don't have a plan. Without a plan there is no sense of progress which results in lost interest. You need to have pre-determined goals. For example, I start by determining how many areas a map should have and what it's layout should look like. Then I just start working.
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(Belated post)
Welcome back, DuckReconMajor! I like when I see Doomworld posters return!
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Yay, I managed to install new Doom on my mid-2012 MacBook Pro (on Windows 10), on an external hard disk!
And the game is perfectly playable. The frame rate is indeed slower, but nothing bad -- the game simply plays somewhat slower as well, giving me more time to react. And it's actually faster than first time I played Doom 3 with that old computer!
So glad -- knowing this, I can certainly play other cool games, such as Wolfenstein: The New Order. Probably not so much the sequel, given that it's so new and the specs reportedly so high.
I'm still a bit unsure what might happen if I'm "caught" without the external hard disk. Will Steam panic about it and try to cancel my installation?
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"Probably not so much the sequel, given that it's so new and the specs reportedly so high."
If the steam reviews are anything to go by then your specs don't matter because it would crash every 5 seconds anyway.
"And it's actually faster than first time I played Doom 3 with that old computer!"
Speaking of Doom 3, I think it's actually more memorable than the new Doom. Better? I dunno, I think the new Doom has better gameplay overall. But Doom 3 is in many ways a very unique game. Even to this day very few games can rival the amount of detail in it's level design and it's horror atmosphere is extemely well done. It also has the best depiction of hell in any video game ever. It's a shame it's mapping community did not take of more.
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I managed to play Plutonia levels 26-30 with the Mac touchpad+keyboard on ultra-violence without dying! Forget about "saves".
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I think I should get back into the habit of saving the game after every critical moment. It seems I've been having more fun when I was doing it, rather than now when I often lose and have to waste time retrying.
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I'm adding UMAPINFO to Eternity. It's unbelieveable how broken the "Entering" next level display has been in Eternity, not working as intended and using clumsy EDF workarounds which I'm not sure even worked.
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I haven't encountered any vanilla or Boom map which, in lack of an ACS print() feature, would use wall textures with text, optionally scrolling left, to give important hints to the player.
I figure I'd use such textures to give mission briefings to the player at the start, then teleport him into the action area.
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dwango7.wad map01 has text that says "Alert!" which temporarily appears in alcoves on the wall when a player is getting the BFG. Pretty cool trick (although it's not scrolling text, but still)
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Eternal Doom also has a few maps using some text on wall textures to explain what's going on.
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I want it to stop being a shame to place WolfSS enemies in normal Doom 2 levels. They have a legit threat level between that of the imp and the sergeant.
- Show previous comments 9 more
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@hardcore_gamer They wanted to make the nazis in wolfenstein 3d look more comical. WW2 was still a rather tough subject for some people (Like the jews) and they wouldn't have been remotely comfortable with realistic (For the day) looking nazis in proper SS uniforms and such. So they made them look much less realistic.
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Just found out that Eternity linked portals would break if they crossed the line of 16384 map units on either the X or Y direction. Problem just got fixed.
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I've been working on a new Eternity feature: attached surfaces with linked portals. Normally when you move a sector linked portal's surface, the solid will move, while the portal plane will stay. But with an ExtraData/UDMF flag, the portal itself will move (together with the sector height). This makes setups such as variable height edge portals possible, for such effects as vertically moving objects.
You may want to use the attached surface feature to achieve anything meaningful in combination with attached portals.
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Right now Eternity is in development mode. Don't rely on any drdteam release to be stable. No new features are going to be added. I foresee an official release once problems are sorted out.
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I've added a page about Edge portals on the Eternity wiki. Also added the UDMF specials Portal_Define and Line_QuickPortal.
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I've uploaded a new version of Eternity for macOS users. Please tell me if this runs on your system.
https://www.dropbox.com/s/93dehs7cn61suh4/Eternity Engine.app 2.zip?dl=0
Changes — for mutually exclusive systems:
- for OSX 10.6.8: added back runtime support (didn't work previous version)
- for OSX 10.8 +: code signed the app! Mainly: does it run for you this time? And without the GateKeeper warning.
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Hi printz, it runs here and looks great, EXCEPT I can't get fullscreen to work. I seem to recall a similar issue with Chocolate in the last supported version.
Setting "favorite screen mode" to fullscreen on the options menu does nothing. The application appears to be trying to change screen depth when I add "F" to the "video mode" option or use -fullscreen on the command line (this is very obvious because I have a CRT display), but then it exits with an error.
Apple crash report thing (sorry, I no longer know how to use hide/show since the forum software change):
Process: eternity [14035] Path: /Applications/Eternity Engine.app/Contents/Resources/eternity Identifier: eternity Version: ??? (???) Code Type: X86-64 (Native) Parent Process: Eternity Engine [14000] Date/Time: 2017-04-09 09:23:57.070 -0400 OS Version: Mac OS X 10.6.8 (10K549) Report Version: 6 Interval Since Last Report: 177433584 sec Crashes Since Last Report: 3438 Per-App Crashes Since Last Report: 3 Anonymous UUID: E676C67E-F201-4D54-B2AA-25BA2F1A73AA Exception Type: EXC_CRASH (SIGSEGV) Exception Codes: 0x0000000000000000, 0x0000000000000000 Crashed Thread: 1 Dispatch queue: com.apple.libdispatch-manager Thread 0: Dispatch queue: com.apple.main-thread 0 eternity 0x00000001e085cfbc SDL_FillRect + 762 1 eternity 0x00000001e085ddee SDL_SetVideoMode + 1166 2 eternity 0x00000001e08f77b1 SDLVideoDriver::InitGraphicsMode() + 369 3 eternity 0x00000001e09371d1 I_InitGraphicsMode() + 161 4 eternity 0x00000001e09370fb I_SetMode() + 283 5 eternity 0x00000001e0a71bff D_DoomInit() + 32303 6 eternity 0x00000001e0a7bee6 -[SDLMain applicationDidFinishLaunching:] + 118 7 com.apple.Foundation 0x00007fff8a5b5ad5 _nsnote_callback + 167 8 com.apple.CoreFoundation 0x00007fff897b0fd0 __CFXNotificationPost + 1008 9 com.apple.CoreFoundation 0x00007fff8979d548 _CFXNotificationPostNotification + 200 10 com.apple.Foundation 0x00007fff8a5aca36 -[NSNotificationCenter postNotificationName:object:userInfo:] + 101 11 com.apple.AppKit 0x00007fff82b1044a -[NSApplication _postDidFinishNotification] + 100 12 com.apple.AppKit 0x00007fff82b1037f -[NSApplication _sendFinishLaunchingNotification] + 66 13 com.apple.AppKit 0x00007fff82bdb35d -[NSApplication(NSAppleEventHandling) _handleAEOpen:] + 219 14 com.apple.AppKit 0x00007fff82bdafd9 -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] + 77 15 com.apple.Foundation 0x00007fff8a5e40d6 -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] + 360 16 com.apple.Foundation 0x00007fff8a5e3f06 _NSAppleEventManagerGenericHandler + 114 17 com.apple.AE 0x00007fff8647e32b aeDispatchAppleEvent(AEDesc const*, AEDesc*, unsigned int, unsigned char*) + 162 18 com.apple.AE 0x00007fff8647e224 dispatchEventAndSendReply(AEDesc const*, AEDesc*) + 32 19 com.apple.AE 0x00007fff8647e12b aeProcessAppleEvent + 210 20 com.apple.HIToolbox 0x00007fff87551619 AEProcessAppleEvent + 48 21 com.apple.AppKit 0x00007fff82ae0095 _DPSNextEvent + 1191 22 com.apple.AppKit 0x00007fff82adf801 -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 155 23 com.apple.AppKit 0x00007fff82aa568f -[NSApplication run] + 395 24 eternity 0x00000001e0a7d396 main + 1286 25 eternity 0x00000001e07bce14 start + 52 Thread 1 Crashed: Dispatch queue: com.apple.libdispatch-manager 0 libSystem.B.dylib 0x00007fff89a07c0a kevent + 10 1 libSystem.B.dylib 0x00007fff89a09add _dispatch_mgr_invoke + 154 2 libSystem.B.dylib 0x00007fff89a097b4 _dispatch_queue_invoke + 185 3 libSystem.B.dylib 0x00007fff89a092de _dispatch_worker_thread2 + 252 4 libSystem.B.dylib 0x00007fff89a08c08 _pthread_wqthread + 353 5 libSystem.B.dylib 0x00007fff89a08aa5 start_wqthread + 13 Thread 2: 0 libSystem.B.dylib 0x00007fff89a08a2a __workq_kernreturn + 10 1 libSystem.B.dylib 0x00007fff89a08e3c _pthread_wqthread + 917 2 libSystem.B.dylib 0x00007fff89a08aa5 start_wqthread + 13 Thread 3: 0 libSystem.B.dylib 0x00007fff89a08a2a __workq_kernreturn + 10 1 libSystem.B.dylib 0x00007fff89a08e3c _pthread_wqthread + 917 2 libSystem.B.dylib 0x00007fff89a08aa5 start_wqthread + 13 Thread 1 crashed with X86 Thread State (64-bit): rax: 0x0000000000000004 rbx: 0x0000000100580e50 rcx: 0x0000000100580ce8 rdx: 0x0000000000000000 rdi: 0x0000000000000003 rsi: 0x0000000000000000 rbp: 0x0000000100580e90 rsp: 0x0000000100580ce8 r8: 0x0000000000000001 r9: 0x0000000100580e50 r10: 0x0000000100580e20 r11: 0xffffff80002e4730 r12: 0x00007fff711cb998 r13: 0x00007fff711cbd68 r14: 0xffffffffffffffff r15: 0x00007fff711cbda8 rip: 0x00007fff89a07c0a rfl: 0x0000000000000247 cr2: 0x00000001005e3d5c Binary Images: 0x100000000 - 0x100029ff7 +libc++abi.dylib ??? (???) <1EEBEA0C-9742-3EBA-A487-544456DA26E1> /Applications/Eternity Engine.app/Contents/Resources/libc++abi.dylib 0x100055000 - 0x1000c3fff +libc++.1.dylib ??? (???) <53673324-8A7C-3ABC-865C-DBA61B668C3A> /Applications/Eternity Engine.app/Contents/Resources/libc++.1.dylib 0x1005d8000 - 0x1005dcfff com.apple.audio.AudioIPCPlugIn 1.1.6 (1.1.6) <917E3DC8-E34D-B130-F61F-50808466E674> /System/Library/Extensions/AudioIPCDriver.kext/Contents/Resources/AudioIPCPlugIn.bundle/Contents/MacOS/AudioIPCPlugIn 0x1005e1000 - 0x1005e7ff7 com.apple.audio.AppleHDAHALPlugIn 2.0.5 (2.0.5f14) <C35BDA60-35FC-4BE7-B378-DCC73D99E2C9> /System/Library/Extensions/AppleHDA.kext/Contents/PlugIns/AppleHDAHALPlugIn.bundle/Contents/MacOS/AppleHDAHALPlugIn 0x117600000 - 0x1176cbfef com.apple.audio.units.Components 1.6.5 (1.6.5) <7786F079-E0CE-39BC-0CE9-EAE1097AF851> /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio 0x1e07bb000 - 0x1e0b38fff +eternity ??? (???) <6AF9D8E0-CFF7-3532-85B9-8DFA5EDC61A1> /Applications/Eternity Engine.app/Contents/Resources/eternity 0x7fff5fc00000 - 0x7fff5fc3bdef dyld 132.1 (???) <69130DA3-7CB3-54C8-ABC5-423DECDD2AF7> /usr/lib/dyld 0x7fff804e7000 - 0x7fff80566fe7 com.apple.audio.CoreAudio 3.2.6 (3.2.6) <79E256EB-43F1-C7AA-6436-124A4FFB02D0> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio 0x7fff807aa000 - 0x7fff807b1fff com.apple.OpenDirectory 10.6 (10.6) <4FF6AD25-0916-B21C-9E88-2CC42D90EAC7> /System/Library/Frameworks/OpenDirectory.framework/Versions/A/OpenDirectory 0x7fff807b2000 - 0x7fff807d3fff libresolv.9.dylib 41.1.0 (compatibility 1.0.0) <9410EC7F-4D24-6740-AFEE-90405750FAD7> /usr/lib/libresolv.9.dylib 0x7fff808a1000 - 0x7fff808c2fe7 libPng.dylib ??? (???) <D8EC7740-EE32-865A-2F75-C9EDE2135510> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ImageIO.framework/Versions/A/Resources/libPng.dylib 0x7fff808c3000 - 0x7fff80b4cff7 com.apple.security 6.1.2 (55002) <D224882B-D57B-83AF-3781-548BCEACB327> /System/Library/Frameworks/Security.framework/Versions/A/Security 0x7fff81018000 - 0x7fff81019fff liblangid.dylib ??? (???) <EA4D1607-2BD5-2EE2-2A3B-632EEE5A444D> /usr/lib/liblangid.dylib 0x7fff8101a000 - 0x7fff81062ff7 libvDSP.dylib 268.0.1 (compatibility 1.0.0) <98FC4457-F405-0262-00F7-56119CA107B6> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libvDSP.dylib 0x7fff81192000 - 0x7fff8152ffe7 com.apple.QuartzCore 1.6.3 (227.37) <16DFF6CD-EA58-CE62-A1D7-5F6CE3D066DD> /System/Library/Frameworks/QuartzCore.framework/Versions/A/QuartzCore 0x7fff81617000 - 0x7fff81658fef com.apple.QD 3.36 (???) <5DC41E81-32C9-65B2-5528-B33E934D5BB4> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/QD.framework/Versions/A/QD 0x7fff8171c000 - 0x7fff817d5fff libsqlite3.dylib 9.6.0 (compatibility 9.0.0) <2C5ED312-E646-9ADE-73A9-6199A2A43150> /usr/lib/libsqlite3.dylib 0x7fff81813000 - 0x7fff818b3fff com.apple.LaunchServices 362.3 (362.3) <B90B7C31-FEF8-3C26-BFB3-D8A48BD2C0DA> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/LaunchServices.framework/Versions/A/LaunchServices 0x7fff81a25000 - 0x7fff81aa3ff7 com.apple.CoreText 151.13 (???) <5C6214AD-D683-80A8-86EB-328C99B75322> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreText.framework/Versions/A/CoreText 0x7fff81aa4000 - 0x7fff81af9ff7 com.apple.framework.familycontrols 2.0.2 (2020) <F09541B6-5E28-1C01-C1AE-F6A2508670C7> /System/Library/PrivateFrameworks/FamilyControls.framework/Versions/A/FamilyControls 0x7fff820ab000 - 0x7fff823dffef com.apple.CoreServices.CarbonCore 861.39 (861.39) <1386A24D-DD15-5903-057E-4A224FAF580B> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/CarbonCore.framework/Versions/A/CarbonCore 0x7fff823e0000 - 0x7fff82427ff7 com.apple.coreui 2 (114) <923E33CC-83FC-7D35-5603-FB8F348EE34B> /System/Library/PrivateFrameworks/CoreUI.framework/Versions/A/CoreUI 0x7fff8247d000 - 0x7fff8255afff com.apple.vImage 4.1 (4.1) <C3F44AA9-6F71-0684-2686-D3BBC903F020> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/vImage 0x7fff8255b000 - 0x7fff825f5fff com.apple.ApplicationServices.ATS 275.19 (???) <2DE8987F-4563-4D8E-45C3-2F6F786E120D> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/ATS 0x7fff825f6000 - 0x7fff826acff7 libobjc.A.dylib 227.0.0 (compatibility 1.0.0) <03140531-3B2D-1EBA-DA7F-E12CC8F63969> /usr/lib/libobjc.A.dylib 0x7fff826ad000 - 0x7fff8272afef libstdc++.6.dylib 7.9.0 (compatibility 7.0.0) <35ECA411-2C08-FD7D-11B1-1B7A04921A5C> /usr/lib/libstdc++.6.dylib 0x7fff827b2000 - 0x7fff827cbfff com.apple.CFOpenDirectory 10.6 (10.6) <401557B1-C6D1-7E1A-0D7E-941715C37BFA> /System/Library/Frameworks/OpenDirectory.framework/Versions/A/Frameworks/CFOpenDirectory.framework/Versions/A/CFOpenDirectory 0x7fff828a4000 - 0x7fff828a7fff com.apple.help 1.3.2 (41.1) <BD1B0A22-1CB8-263E-FF85-5BBFDE3660B9> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Help.framework/Versions/A/Help 0x7fff828a8000 - 0x7fff82908fe7 com.apple.framework.IOKit 2.0 (???) <4F071EF0-8260-01E9-C641-830E582FA416> /System/Library/Frameworks/IOKit.framework/Versions/A/IOKit 0x7fff8296e000 - 0x7fff82973fff libGFXShared.dylib ??? 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(???) <75819794-3B7A-8944-D004-7EA6DD7CE836> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreVMClient.dylib 0x7fff89732000 - 0x7fff89757ff7 com.apple.CoreVideo 1.6.2 (45.6) <E138C8E7-3CB6-55A9-0A2C-B73FE63EA288> /System/Library/Frameworks/CoreVideo.framework/Versions/A/CoreVideo 0x7fff89758000 - 0x7fff898cffe7 com.apple.CoreFoundation 6.6.6 (550.44) <BB4E5158-E47A-39D3-2561-96CB49FA82D4> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation 0x7fff89961000 - 0x7fff899edfef SecurityFoundation ??? (???) <8A74D45E-9FE9-DD58-42F5-C7474FFDD0C1> /System/Library/Frameworks/SecurityFoundation.framework/Versions/A/SecurityFoundation 0x7fff899ee000 - 0x7fff89baffef libSystem.B.dylib 125.2.11 (compatibility 1.0.0) <9AB4F1D1-89DC-0E8A-DC8E-A4FE4D69DB69> /usr/lib/libSystem.B.dylib 0x7fff89bb0000 - 0x7fff89bb1ff7 com.apple.audio.units.AudioUnit 1.6.7 (1.6.7) <49B723D1-85F8-F86C-2331-F586C56D68AF> /System/Library/Frameworks/AudioUnit.framework/Versions/A/AudioUnit 0x7fff89bb2000 - 0x7fff89bb8ff7 com.apple.DiskArbitration 2.3 (2.3) <857F6E43-1EF4-7D53-351B-10DE0A8F992A> /System/Library/Frameworks/DiskArbitration.framework/Versions/A/DiskArbitration 0x7fff89d5b000 - 0x7fff89d99fe7 libFontRegistry.dylib ??? 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(???) <3BAD0DE8-8151-68B0-2244-A4541C738972> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ImageIO.framework/Versions/A/Resources/libGIF.dylib 0x7fffffe00000 - 0x7fffffe01fff libSystem.B.dylib ??? (???) <9AB4F1D1-89DC-0E8A-DC8E-A4FE4D69DB69> /usr/lib/libSystem.B.dylib Model: MacPro5,1, BootROM MP51.007F.B03, 12 processors, 6-Core Intel Xeon, 2.93 GHz, 32 GB, SMC 1.39f11 Graphics: ATI Radeon HD 5870, ATI Radeon HD 5870, PCIe, 1024 MB Memory Module: global_name AirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x8E), Broadcom BCM43xx 1.0 (5.10.131.42.4) Bluetooth: Version 2.4.5f3, 2 service, 19 devices, 1 incoming serial ports Network Service: Ethernet 1, Ethernet, en0 PCI Card: ATI Radeon HD 5870, sppci_displaycontroller, Slot-1 Serial ATA Device: HL-DT-ST DVD-RW GH61N Serial ATA Device: WDC WD1001FALS-41Y6A0, 931.51 GB USB Device: BRCM2046 Hub, 0x0a5c (Broadcom Corp.), 0x4500, 0x5a100000 / 2 USB Device: Bluetooth USB Host Controller, 0x05ac (Apple Inc.), 0x8215, 0x5a110000 / 4 USB Device: Generic USB Hub, 0x058f (Alcor Micro, Corp.), 0x9254, 0x1a200000 / 2 USB Device: 2Port KVMSwicther, 0x10d5 (Uni Class Technology Co., Ltd.), 0x55a2, 0x1a230000 / 5 USB Device: Keyboard Hub, 0x05ac (Apple Inc.), 0x1006, 0x1a210000 / 4 USB Device: Apple Keyboard, 0x05ac (Apple Inc.), 0x0220, 0x1a212000 / 6 USB Device: USB-PS/2 Optical Mouse, 0x046d (Logitech Inc.), 0xc00e, 0x1a220000 / 3 FireWire Device: built-in_hub, Up to 800 Mb/sec
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No, it's not your graphics driver, it's just the problem of SDL 1.2 vs OS X. And you're the second user already who tests this and uses OSX 10.6.8 :) I was gonna remove the support, but it seems to be needed still. Unfortunately even if we later upgrade to SDL2, that SDL version simply drops 10.6.8 support altogether (min. required 10.7), so that won't fix your fullscreen issue.
Try playing with a really big window in the meantime. Maybe in theory it's possible to either download and bundle a development version of SDL 1.2 (later than the release) or fix it ourselves, but I have no 10.6.8 computer to test on.
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macOS users, please tell me if this version of Eternity Engine runs on your system.
https://www.dropbox.com/s/nzv13brw119swwi/Eternity Engine.app.zip?dl=0
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I've just added my "Too Evil" megawad for Eternity on wadsinprogress.info: http://wadsinprogress.info/index.php?a=listwads&wad=1824
I'll add updates there or on the "Post your Doom picture" thread.
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Neat! GZDoomBuilder via TeamViewer from tablet is almost workable! Most map commands can be done with either mouse button. The only missing facility (which can be a blocker for any serious mapping) is scrolling (on PC I use either the scroll wheel or the arrow keys, which are hard to access from tablet TeamViewer). But if that gets introduced, we'll be able to use the tablets to edit with the GZDoom Builder from our home computers!
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Let's play a Doom 3 mod! It's called "Hallowed" and I found it at doomwadstation.net.
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Am I the only one who thinks that the Apache Cordova logo looks like a Doom medikit?
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Now the AutoDoom bot finds jump spots (based on what humans find) pretty well, but I still need to find a way to get the bot to jump correctly, as it totally falls on every attempt.
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I'm slowly realizing that chaingunners with spider mastermind firepower are overpowered. If you don't see them (and have mediocre health/armour), you easily die.
What to do if the player chaingun is twice as fast as default, and these dudes carry two such chainguns?
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Have them drop an ammo clip!
Another idea: Lunatic has these zombies that fire revenant missiles, and they have incredibly long delays between the beginning of their attack animation and when the rocket actually is fired. Frankly it's so long that it's REALLY funny, but I think you could look at it for comparison's sake and then pick the longest delay you can without crossing over into farcical territory.
I toyed around with the idea of a beefed-up chaingunner myself once. (And also an "SSG" zombie.) You could make potentially OP monsters work with careful staging. The Valiant pyro knight comes to mind; skillsaw mentioned that he only revealed them in front of the player, because of course getting wrecked by an unforeseen stream from behind would be quite unpleasant. So the analog here: you could favor placing these superchaingunners where the player basically can't miss them: close-quarters set pieces (with sufficient cover of course) where all reveals are obvious seem like a great spot, for one thing. I think in incidental placements I'd use them a lot more sparingly than a regular chaingunner, favoring areas with limited line of sight (meaning: it's unlikely that the player will unknowingly wake them up and have them roam aimlessly, and it's unlikely that the turret variety will be able to snipe the player from a distance).I think a regular chaingunner is already a borderline mid-tier monster, so provided you don't give them a counterbalancing nerf (such as the aforementioned long delay between telegraphing and attack), it's probably a good idea to treat these monsters as, similar to a monster with ~500 HP in terms of numbers: use them in smaller groups at most, with larger groups saved for rare occasions.
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