EndHack Posted February 9, 2019 From what I have played so for this is great I got through the first part 0 Quote Share this post Link to post
Medis Posted February 10, 2019 (edited) Hey! Actually this WAD is made in such simple way that there should be no problem running it under ZDaemon (everything seems to be made using boom), which is also a problem because... I saw an effect like Rain & Snow and these will fuck up the entire internet bandwitdh... When you create such effect you have to make sure it runs on client's side only, zdaemon uses special ACS for these. I already have a ZD working patched version of the WAD... but gotta test it further... When you wanna make sure it runs in inteded port you gotta test it in the inteded port... this is always a huge suprise for many map makers, that they make a map that works only in specific conditions or in a singleplayer because they didn't bothered to test it at all... Edited February 10, 2019 by Medis 2 Quote Share this post Link to post
Tristan Posted February 10, 2019 (edited) 6 minutes ago, Medis said: When you wanna make sure it runs in inteded port you gotta test it in the inteded port... zdaemon isn't the intended port, btw damo already has a working fix for RC1 Edited February 10, 2019 by Eris Falling 6 Quote Share this post Link to post
Medis Posted February 10, 2019 1 minute ago, Eris Falling said: zdaemon isn't the intended port, btw damo already has a working fix for RC1 There is no need for a fix... only a little touch for the WAD itself... like convert few PNG's, make map nodes... and there will be a little need for proper dehacked compatibility along with network compatibility.... I dont like half-ass made fixes 0 Quote Share this post Link to post
Tristan Posted February 10, 2019 Pretty sure everything you just said is what damo's patch already does. 5 Quote Share this post Link to post
damo Posted February 10, 2019 22 minutes ago, Eris Falling said: Pretty sure everything you just said is what damo's patch already does. Yup it does, just waiting for RC2 now :-) 3 Quote Share this post Link to post
Liberation Posted February 10, 2019 (edited) 39 minutes ago, Medis said: When you wanna make sure it runs in inteded port you gotta test it in the inteded port... this is always a huge suprise for many map makers, that they make a map that works only in specific conditions or in a singleplayer because they didn't bothered to test it at all... Extensive testing (still on going I do believe) has gone into making sure the intended ports work, so I'm not really sure what your going on about to be honest. Edited February 10, 2019 by Liberation 4 Quote Share this post Link to post
Flambeau Posted February 10, 2019 Hail damo2k for his work on his patch so far 1 Quote Share this post Link to post
damo Posted February 10, 2019 (edited) This in particular is what I had done: - All maps except MAP32 do not need extended nodes, and therefore have been rebuilt with regular nodes (using ZenNode). MAP32 will not work in ZDaemon until extended node support is added, so you should remove them from your map list. - 2 PNGs were converted to Doom GFX. - DEHSUPP lump was added to facilitate adding of Eviternity's new monsters. (ZDaemon doesn't support DECORATE) https://rhinoduck.net/downloads/index.php?dir=/tns/dehsupp/worst/ - A lot of the DEHACKED was re-wrote to take into consideration that ZDaemon is not fully MBF compatible, and to take advantage of DEHSUPP for adding of the new stuff that Eviternity brings. - ZDaemon expects skys to have an aspect ratio of 1:1, 2:1, 4:1. there the skys that were used were resized. e.g. 1024x200 -> 1024x256 - ZDaemon doesn't support ZScript, so weather effects are not available on the maps. - A MAPINFO was generated from the ZMAPINFO using https://rhinoduck.net/git/horrible-mapinfo-utils/tree/zmi2mi - "exitpic" was added to the MAP blocks in MAPINFO with the same value of the "titlepatch". This achieves the appropiate map pic on completion of each map. - "forcenoskystretch" was added to MAPINFO to make the sky's look less tiled - The titlepatch pics were moved from offset 0x2 to 0x0. They didn't show up in ZDaemon otherwise. - MAP15 had a lot of 'metadata' removed to bring it under extended node limit. The map author is doing the same for RC2. This doesn't effect gameplay. Edited February 10, 2019 by damo2k 4 Quote Share this post Link to post
Medis Posted February 10, 2019 This vid busts it all... - You used the oldest dehsupp that is out there (I am suprised it works still), you may want to use https://forums.zdaemon.org/viewtopic.php?p=278779&sid=00337dd13c63a99d354a2a54cc2be85d (hopefully the links are alive) - ZDaemon is not MBF compatible but it does not have to be as it has more DeHackEd features than the MBF itself, including some decorate codepointers - You can make pretty much any skybox in ZD (but sometimes, skybox is just the way to go) - Wheather effects are tottaly possible as seen in the video and they *do* work in multiplayer, since ZD is focused on multiplayer they have to be designed so they work on client side only and not on the actual server. Also you have to re-code those using ACS + DeHackEd asn zscript will be simply ignored. 0 Quote Share this post Link to post
Loud Silence Posted February 10, 2019 I think authors of WAD have a right to decide, which ports will be supported and which not. 22 Quote Share this post Link to post
Vermil Posted February 10, 2019 I haven't read the entire thread to see if it has already been mentioned, but it seems one can sequence break Map32 by climbing on sectors 4611 and 4612, climbing up the lava fall. 0 Quote Share this post Link to post
ukiro Posted February 10, 2019 5 minutes ago, Vermil said: I haven't read the entire thread to see if it has already been mentioned, but it seems one can sequence break Map32 by climbing on sectors 4611 and 4612, climbing up the lava fall. This is intentional! The map has many, many alternative routes into and out from the different areas. But thanks for reporting =) 0 Quote Share this post Link to post
Dragonfly Posted February 10, 2019 The time has finally come to release the final version. That's right, final, not RC2! We decided we weren't happy as a team to push out multiple patches, and settled on doing everything we can to perfect the WAD. There may be the odd misalignment here and there, but ultimately we've crushed numerous bugs and optimised everything as best we could! Please head over to the OP (click here) to grab your shiny new and improved copy of Eviternity. If you're interested in seeing what has changed, read the spoiler below. :) Spoiler EVITERNITY v1.0 Changelog =========================================================================== Changes since RC1: GENERAL ------- SETTINGS & HOUSEKEEPING ----------------------- · By popular demand, infinite height is no longer enforced in GZDoom. · The pistol has been sped up and its recoil removed, making your life slightly easier until you pick up something better. · For GZDoom we added a weather toggle to the menu (go to Options, then "Eviternity Options" at the bottom). · Map title callout no longer displays on TITLEMAP. · Fixed death exit transitions borking up skill levels in GZDoom. · Added episode selections for Eternity Engine. · DEHACKED is now even more compatible with Doom Retro. Thanks to Brad for his help! · Speaking of DEHACKED, there were two such lumps in RC1 and one was empty, causing issues in some ports. It’s been removed. · Custom enemies are now shown after you beat the game in GZDoom. GRAPHICS & ART ---------------- · Intermission map titles/backgrounds for maps 20, 24, and 26 has been updated. · There’s now some story/lore/poetry! Intermission texts have been added, huge thanks to Bauul for his efforts with this. · Map title cards for map31 and map32 were switched. Fixed this and also in ZMAPINFO. · Made text color of episode selection in gzdoom white, to match the rest of things. · Removed grey bar from top of GZDoom's loading screen. · Adjusted Y offset on the custom short torches so they don’t appear do be gliding around. · Changed the final frame of the astral cacodemon death so its corpse is lower: This makes it more obviously dead and obstructs the view less. · A new COLORMAP is used that improves software rendering. · Some of the skies have been adjusted to tile (or tile better) vertically. · Replaced the vanilla single rocket sprite with one that doesn’t use the green range—Eviternity’s change to teal stood out a little too much in that one. · There’s now a proper BOSSBACK lump after you finish the last level, massive thanks to Kristus for his stunning effort with this one! MONSTERS -------- · Astral cacodemon fire changed so center fireball isn’t doubled, making it slightly less lethal. Instead center projectile is a cacodemon fireball. · Annihilator (Baron replacement) had health lowered from 1400 to 1100, and the delay to chaingun firing increased from 16 to 20 game tics. · The Nightmare demon had its health lowered from 400 to 300, making it a little less of a bully. · The Archangelus (final boss) had extensive work done: · Entirely new set of sprites thanks to an absolutely stunning effort by Clay! · All new sounds via ukiro and Eric T. · Increased the HP of first phase from 9300 to 10000. · Increased the HP second phase from 3500 to 5000. · Added a new attack for Archangelus' second phase. · Fixed an issue that Archangelus's arch-vile attack has lesser delay in DECORATE. · Added new death effect. LEVELS ------ MAP01 ----- · Changed FLAT on top of switch in the tar pit to a black metal instead of the rock texture it had before. · Monster teleporters fixed so nothing gets stuck. MAP02 ----- · Massive amounts of rock texture alignment, and setting proper unpegging to make this possible. · Backpack changed to berserk. MAP03 ----- · Fixed alignments in the tower with the chaingunner. · Changed exit sign to the bigger variant and lowered it so it’s more visible once everything is lowered. · Changed the light effect for the exit sign to use lines 213/261 for light transfers instead of height tricks. · Monster teleporters fixed so nothing gets stuck. · SSG secret added. MAP04 ----- · Various cliff alignment fixes. · Fixed tree clipping issues outdoors in software renderers, this required some extra sectors and I changed one tree to a smaller one. There’s more that could be fixed here but it’s kinda “good enough” now. · The see-through waterfall needed some Y offset fixing on the inside. · Added some slight variations in bookshelf texture use in the library. · Altered some flags for variety. · Fixed stuck shotgunners. MAP05 ----- · Death exit fixed. · One of the side room with the 2x2 teleporters had the wrong ceiling. · Plenty of texture alignment on the stairs. · Slight variety added to the use of bookshelf textures. · Monster teleporters fixed so nothing gets stuck. MAP06 ----- · The midtex bar in the alley in from the big open arena caused an upper texture to look weird, fixed this. · Minor rock alignments. · A hell knight in the outdoor area is often not woken up by the player, so moved him a little bit. · Monster teleporters fixed so nothing gets stuck. MAP07 ----- · The chaingunners on the gray brick ledge somehow needed more room to wake up in gzdoom. This was fixed for two of them but the third stood in a place that didn’t let itself be rearranged as easily without breaking the pattern. So I deleted him, leaving only two chaingunners. · Aligned some texture near the red teleporter in the water. · Fixed Y alignment in sector 728. · Final room needed some upper unpegged for some linedefs in the OSPRTB support beams. · 242’ed the slight floor indent in the corridors into the exit room. Zzul had complained about the unevenness on his stream. · Sector 203 and 206 had their ceiling FLAT change to fit the texture better (they’re doors, so only visible when opened) MAP08 ----- · The pillars that raise towards yellow key had all their lines as action 123 (lift) which I removed: It was residue from an older version of the mechanism. · It was possible to raise the caco and chaingunner platforms platforms by the YK multiple times. Switched to voodoo solution. · Some slight light level tuning to appease software rendering. · Texture alignment stuff. MAP09 ----- · A midtexture was only applied on one side of an impassable line (but that could be seen from both sides), so fixed this and changed to a taller texture since some stairs blocked the view of the original low rail. · Minor alignment fixes. MAP10 ----- · Death exit fixed. · linedefs 3763, 3749 middle texture (chainlink fence) needed Y offset fix to close a gap. · Added lights around the switches for the crusher/spider mastermind section since a lot of people missed them in the dark. MAP11 ----- · Exit switch changed to 3 switches due to multi key being broken in PrBoom+. · Added block monster to the outer rim of an ice stalagmite so monsters don’t get pushed up it. (sector 436.) · Massive amounts of texture alignment. · Monster teleporters for the ending sometimes got blocked, making 100% kills impossible. These are much more reliable now, everything teleports in eventually even if they’re blocked repeatedly. · Added more health in northern section. MAP12 ----- · Lots of texture alignment. · It was possible to get locked out via AV jump, so now the bars raise higher to prevent this. · Outside the building some trees would clip through the floor in a weird way, nudged them around to avoid this. · Made some icicle walls impassable. · Fixed stuck arachnotron. · Made switch in 'chandelier room' more noticable. · Hid an Arch-Vile which was visible through a wall. · Monster teleporters fixed so nothing gets stuck. MAP13 ----- · Loads of alignment fixes. · The bars guarding the switch that raises exit bridge had scroll applied to them—adjusted the voodoo setup to avoid this. · The flickering fire in the hall with the carpet was looking bad in software rendering, so brightened the fire texture to fix it. · Moved Line Action 219 (tag 47) from linedef 6093 to linedefs 5711, 5677, 5713 and 5720. · Moved Line Action 24728 (tag 55) from deleted linedef in sector 158 to linedefs 913, 1023, 968, 1041, 570, 1083, and 1078. · Raised brightness of sector 1275 to 255 and applied sector effect 8 (light glow). · Made linedefs 1140 and 1138 impassable. · Fixed incorrectly lower unpegged walls at the SSG secret. MAP14 ----- · Fixed the bug where two Former Captains don't spawn, after the red keycard door is opened. · Fixed the glitch with ice flats, which had different behavior than intended in PrBoom+ source port. · Fixed minor visual issues, like a wall-clipping tree and a notable slime trail. · Fixed the glitch in yellow skull key area, where the monsters could break blocking-bars. · Lowered the overall difficulty of the level, especially with the arena encounters. MAP15 ----- · Death exit fixed. · Added fireplaces to western corridor. · Changed clock fight into a faster, slaughter-ish version. · Changed yellow key fight. · Bridge section reworked to avoid silent teleport issues. · Exit location made clearer. · Texture adjustments. · Added all the missing sky tags. · Automap cleaned 100%. · Added a bit more detail. · Casted all the shadows. · Fixed all the possible HOMS. · Fixed all the possible soft locks. · Rebuilt secret megasphere fight. · Added stairs in the secret megasphere room so that the player doesn't have to walk all the way through the castle in order to land properly where the powerup is placed. · Can now be completed with 100%/100%/100%, items are no longer stuck in the voodoo rooms. MAP16 ----- · Texture alignment pass, minor stuff only. · There was some use of line texture splitting alignment trickery that isn't needed anymore as there are proper texture versions for those sizes now. · Some detail work for light cast from lamps. MAP17 ----- · Deleted 5 imps that were doubled, so stuck in-game. · Small texture alignments. MAP18 ----- · Monster teleporters fixed so nothing gets stuck. · Lower unpegged door tracks at the exit. MAP19 ----- · Plenty of little texture alignment fixes. · Softlock possible right at the start, moved some sectors to solve it. · Another possible softlock in sector 6511 fixed by narrowing it. · Fixed a third soft lock possible when jumping out a window. · A wall could be clipped through, now flagged as impassable. · Added teleporter shortcuts on coop that become accessible from the start as you progress. This way killed teammates won’t have to backtrack for as long. · Final fight got renovated so it won't break. · All sky transfers redone to make sure every tag is covered. · Some decorative wall alcoves were flagged impassable to make navigating less janky. · A lost souls trap could be avoided entirely, moved the trigger so they always wake up. · Under some conditions a floor lowering would not change its FLAT, this was fixed. · The first set of crushers by the orange lasers are a bit of a nasty surprise, so some armor + health added so the player can take at least one hit and survive. MAP20 ----- · Plenty of alignment fixes. · Death exit fixed. · Soulsphere secret marked as secret. · Resolved a possible soft lock by the blue armor. · Resolved a possible soft lock in the vats around the soulsphere. · Coop had a mastermind teleport in that was stuck, replaced with eight (!) annihilators on UV. · Added 3 extra rad suits for coop. MAP21 ----- · Texture alignment fixes. · Replaced early backpack secret with SSG for reduced 'grind'. · Monster teleporters fixed so nothing gets stuck. MAP22 ----- · Demon arena triggers are no longer skippable. · Lots of alignment fixes. · prevented Mastermind teleporter being blocked. · Monster teleporters fixed so nothing gets stuck. MAP23 ----- · Texture alignment pass. Hopefully all rising/lowering sectors still have their unpegging set right still. · Added more annihilators for coop. · The switch that lowers exit teleporters now also opens doors for backtracking (secret hunting). · Changed the sky. MAP24 ----- · Minor texture alignment. · There were two automap items, but you can only pick up one per level, making 100% items impossible. · The soulsphere secret could not be attained in GZDoom due to how it handles property transfers for sectors. This was resolved so 100% secrets is now possible in GZDoom. MAP25 ----- · Death exit fixed. · Brightened slightly for better visuals in software rendering. · Monster count doubled on coop. · Minor alignments. · Made outside void -20% health so you die if you somehow get tossed out by an arch vile. · Changed the encounter to be harder. Also enforced 1 cyber on easy, 2 on medium, and 3 on hard. · Monster teleporters fixed so nothing gets stuck. MAP26 ----- · trimmed off some bleeding edges of the start teleporter pad (vanilla/ boom flat rendering edge bleed). · Alignment fixes. · block monster lines around the big pit. · Coop ammo added. MAP27 ----- · Lots of texture alignment. · Soulsphere secret had two sectors marked as secret, and you could accidentally miss one. So level now has 3 secrets instead of 4. MAP28 ----- · Changed exit to three individual switches since PRBoom+ can’t handle triple key switches (it only works for all 6 keys). · This used a bunch of STARTAN2 in areas the player couldn’t see, but replaced it to make sure there are no issues with PNAMES lump shenanigans. · Minor alignment fixes MAP29 ----- · Texture alignment, primarily in cave section. · Visual changes in caves and throne room. · Last fight shouldn't be broken anymore. · Unobtainable secret megaarmor removed. · Nightmare Demons in the astral horde fight now spawn from the same place as the astral Cacodemons, nor should they fail now. · Megasphere secret in Tarworld now collapses when you pick it up, as does the staircase next to it when you hit that first switch in this area. MAP30 ----- · Changed 20 imps to astral cacodemons. · Monster teleporters fixed so nothing gets stuck. · Also see changes to the Archangelus in the monsters section. MAP31 ----- · Fixed door to be red key and not blue. · Updated exit to lead to super secret exit, so once you go to 31 you also get 32 automatically. (This seems to have already been the case but there was a regular exit line in there too.) · Moved an awkwardly placed torch. · Tiny texture alignment fixes. MAP32 ----- Overall: · Some extra sectors were previously marked secret by mistake, making 100% impossible. · Lots of little tweaks for all skill settings. · Lots of little thing placement tweaks. Lava room (between blue and yellow buildings): · Alignment pass. · Moved armor so you have to climb up to it instead of grabbing from below. · The megasphere was still possible to grab without triggering the secret to count, should hopefully be fixed once and for all. Red building: · After the Cyberdemon at the end of the serpentine bridge a Mancubus teleports in. I made this a bit more robust as it was possible to block it before. · Northeastern side, there’s a switch guarded by two Hell Knights that lowers a wall, but coming from the other direction this wall is lowered by a walk-over line, leaving the switch useless (and thus confusing). Changed this so the switch disappears once pressed OR line walked over. · Similarly, made it slightly less confusing to come from the north-western side (where there’s mancs) by adding a switch and making sure stuff opens/disappears in a more logical way. · Switch by the revenants on the crate platform was a bit unclear to some people. Teleporting in an Arch Vile to signal its purpose, and also because I’m an asshole who loves Arch Viles. · The switch that turns of the last set of lasers before you can raise the “lipstick” platforms wasn’t clear, so teleporting in some revenants to lead the player through this progression. · Switch that raises the “lipsticks” was toggled to start in an ON stage instead, as that is more consistent with the rest of the room. · Made Mancubus-guarded berserk a non secret. · The eastern side, outdoors: Removed the soulsphere and added other health bonuses instead, as there’s a megasphere secret up in the rocky bits and the two spheres felt too close together. Green building: · Outside this, facing the main lava lake, there were two medikits. Moved those to where the Mancubi are on the red building side, and added a third. · With some obscure routing it was possible to jump into the window with the revenants and get stuck. Now fenced off. · Added some barrels scattered throughout. · Minor monster placement tweaks. · In the lava “sewers” I added a bunch of former humans when the outer walls lower, because why not. · Added some stimpaks on the upper “balcony” overlooking lava and green tower. · Also on this upper balcony, made it so the imps don’t take the elevator down. (It was always empty up here before, since they always found their way to the lift.) · The BFG sequence had a revenant changed to an Arch Vile and added an Annihilator teleporting in. Also added health + armor here. · BFG was somehow only present on UV. · The easternmost switch to raise access to the green bridge was pressable from below. · Added some detail above the blue key door that leads in here, to better denote this as “green building” (without using the same light trim technique everywhere). · Changed megasphere secret to soulsphere and made it slightly harder to spot. · The ceiling openings on the inside got a green light trim. · In the room with three lowering stairs, the door to the central switch was moved back from the bars so you can’t open the door while the bars are still up. Pink building: · Tweaked difficulties a little. · The green armor at the top wasn’t included on all skills, now it is. · Added a couple more hell knights on coop. · Added a berserk and some rockets by the Mancubi on the little platform outside. · Added a little detail to the plasma rifle room. Orange building: · Switch at the bottom hexagonal room (that crushes Arch Viles) now starts in the off state. · The above mentioned switch now opens the bottom door with the SSG, instead of the top one doing that, more directly leading the user to start the Arch Vile crushers. Yellow building: · Key can no longer be grabbed through the lasers. · Altered Arch Vile fight to more strictly enforce doing it from within the “safe room”. · Safe room had a rocket launcher only on easy skill, changed it to all skills. · Made sure there’s 10 Arch Viles on HMP too, but added more health for that skill. · Added a secret with some health bonuses. · Made rock climb up from yellow area a bit less obvious. · When you exit towards green building area there’s an Arachnotron now. Serpentine path: · Sky clipping perspective possible from lava path up above switch is now fixed. · The caves leading up to here were tweaked so the plasma is now only available if entering from the pink building. If you come the other way you presumably already have the plasma from the orange building. · In the caves leading here you could make an alternate jump to where a revenant is; elevated that to force the intended route. · The revenant that is revealed when you hit the switch (to start the shooting switch sequence) could be reached before the switch. It’s now hidden entirely until you flip the switch and bring up the Mancubi. · The Cyberdemon can now walk out onto the path a little bit, making the fight a bit more interesting. · If you come from the lava path (southwest), the bars with the teleporting Arachnotron now lower once you’ve shot the 10 switches, in addition to defeating the lasers in front of the red building entrance. Blue building: · Added a blue light trim to more clearly indicate it’s the blue building. · Fourth switch in the arms extending out, the one that makes the secret megasphere available, was changed from blue to white to signal that it’s different. · Moved plasma rifle and tweaked ammo balance a bit. · The laser switch now reveals two Revenants on UV, to make it ever so slightly less easy to cheese. But still kinda easy. · Added second Arch Vile after blue key fight (UV only). · If you come to this through the “back door exit” from the yellow building, jumping over the start area, you can now enter the blue building instead of facing a dead end. · Lowered the risk of soft lock in coop, but if a single player goes in and is killed by the Arch Vile before the switch is flipped, it’s still locked... Final fight: · Some slight tweaks to the final black rock area to lead the player better. · On the rock climb up to the black tower, the megasphere is now a secret (and the path to it more hidden). · Some people had trouble figuring out the last jump sequence, so a single health bonus is added as a hint. · Tried to guide the user to find the switch raising the platforms a bit easier, some had trouble understanding where to go. · Redesigned final fight completely. Extensively reworked the room too. · Added an elevator from the final room so you can get out at the end if you want to explore more, such as to find secrets. (Thanks for this idea, floatrand!) 36 Quote Share this post Link to post
Dragonfly Posted February 10, 2019 4 minutes ago, kristus said: OMG, got EE support? Yep! :) 1 Quote Share this post Link to post
Phade102 Posted February 10, 2019 7 hours ago, Medis said: There is no need for a fix... only a little touch for the WAD itself... like convert few PNG's, make map nodes... and there will be a little need for proper dehacked compatibility along with network compatibility.... I dont like half-ass made fixes The creators have worked their butts off getting the project to the state it is in now. I doubt there will be any adjustments to make it work with zdaemon, but theres no reason you cant do the fixes yourself. 1 Quote Share this post Link to post
Dragonfly Posted February 10, 2019 It probably does need a patch and I assume damo2k's patch that was more-or-less complete will handle that. If he presents it in a working state I'll add it to the OP as a separate download. 0 Quote Share this post Link to post
Tristan Posted February 10, 2019 2 minutes ago, Phade102 said: I doubt there will be any adjustments to make it work with zdaemon, but theres no reason you cant do the fixes yourself. As I already stated, damo2k already made a functioning version for zdaemon - it only now needs updating for the new changes. 3 Quote Share this post Link to post
JohnnyTheWolf Posted February 10, 2019 Is there going to be a widescreen status bar released as an optional addon? 0 Quote Share this post Link to post
Tristan Posted February 10, 2019 A notice about the MAP30 music and PrBoom+ - something I noticed during testing is that it sounds like fucking garbage, this turned out to be a sample rate problem, PrBoom+ defaults to 22050Hz, this can be changed by modifying the samplerate field in PrBoom's cfg file. This music track is at 48kHz but you can get away with 44100. 2 Quote Share this post Link to post
Terminus Posted February 10, 2019 About time and congratulations everyone! I heavily appreciate you putting me on the RC2 testing team, it has been an absolute pleasure. I also usually normally never replay wads repeatedly or in such a short span from when I last played it, which only indicates how much replayability Eviternity has. For everyone who's waited for this release, I hope you find that it was worth it. :) 1 Quote Share this post Link to post
Dragonfly Posted February 10, 2019 FYI for the Eternity fans who want to use that engine, you'll need to use a dev build at the time of writing for the additional actors that use the codepointers from MBF to work. You can obtain the dev builds here. http://devbuilds.drdteam.org/eternity/ 3 Quote Share this post Link to post
Malice Posted February 10, 2019 Is there a way to go back to the classic hud with just the standard red numbers? Using the GZDoom port... 0 Quote Share this post Link to post
Dragonfly Posted February 10, 2019 No; though I guess you could open the WAD in slade and delete the necessary files. 0 Quote Share this post Link to post
kristus Posted February 10, 2019 6 minutes ago, Dragonfly said: FYI for the Eternity fans who want to use that engine, you'll need to use a dev build at the time of writing for the additional actors that use the codepointers from MBF to work. You can obtain the dev builds here. http://devbuilds.drdteam.org/eternity/ Cheers for the info :) 1 Quote Share this post Link to post
Loud Silence Posted February 10, 2019 I should say that pistol is shooting very fast, but i won't because i'm afraid it will be fixed. :D If it was intended - it's GOLDEN pistol fix! Playing on latest Eternity dev build. Same was on stable. 1 Quote Share this post Link to post
Kristian Nebula Posted February 10, 2019 Nice! Gonna do another full UV run this time (as the death exits booted skill level unknowingly) when the time is right! :) 1 Quote Share this post Link to post
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