kristus Posted February 13, 2019 2 hours ago, Altazimuth said: Actually crashes? Where? I've seen ACSVM errors that don't crash the engine (expected, since it uses unknown opcodes), but no crashes. There was a crashing issue in any map with a sky transfer as well that I got printz to fix. When I am entering episode 3 : Crystalline - Check pastebin here: https://pastebin.com/kCvkVzaQ 0 Quote Share this post Link to post
Altazimuth Posted February 13, 2019 The ACSVM errors are unrelated. Are you on the absolute latest devbuild? 0 Quote Share this post Link to post
Loud Silence Posted February 13, 2019 10 hours ago, kristus said: Eviternity crashes EE's latest build with ACS VM errors. Not sure if that is something to report to Eviternity or EE. I had crashes with latest build in map02. I see errors in Eternity system console after i exit Eviternity, but they never caused me any trouble. Try build from Feb 02, it works fine for me. 0 Quote Share this post Link to post
kristus Posted February 13, 2019 (edited) Dunno, but I got it just for the sole reason to play Eviternity. The download is from just the other day. EDIT: it's from the 10th. Edited February 13, 2019 by kristus 0 Quote Share this post Link to post
Altazimuth Posted February 13, 2019 (edited) Have you played MAP02 already? Did that work fine? It should crash eventually if you're on a faulty build. Edited February 13, 2019 by Altazimuth 0 Quote Share this post Link to post
kristus Posted February 13, 2019 Noticed that there had been another build on the 11th. It started Crystalline fine. Sorry for bothering you. 2 Quote Share this post Link to post
Altazimuth Posted February 13, 2019 It's no bother. Sorry for the bug causing you trouble in the first place, and thanks for reporting it. 1 Quote Share this post Link to post
Loud Silence Posted February 13, 2019 12 minutes ago, Altazimuth said: Have you played MAP02 already? Did that work fine? It should crash eventually if you're on a faulty build. I just tested Feb 11 build with map02, works good. :) 0 Quote Share this post Link to post
Dragonfly Posted February 14, 2019 A huge thanks to Altazimuth for patching up EE to ensure Eviternity compatibility. I appreciate it! 0 Quote Share this post Link to post
D88M Posted February 14, 2019 On 2/12/2019 at 9:04 PM, Bauul said: Probably not a bad idea to keep your drivers updated, although it could be your GPU is just too old to run the modern versions of GZDoom. If that's the case, the vintage version of GZDoom (which is an up-to-date version of GZDoom with the older version of the renderer) might help. You can grab it at the ZDoom downloads page. It is working now, thanks! 1 Quote Share this post Link to post
NightFright Posted February 14, 2019 (edited) The definitive moment when Eviternity had convinced me for good. Don't make a mistake: The maps before that had already been pretty damn enjoyable. But in moments like this, you just stop playing for a moment, look at the scene, telling yourself: "Yep, that's some serious masterpiece shiat right there." Edited February 14, 2019 by NightFright 14 Quote Share this post Link to post
SiFi270 Posted February 14, 2019 For me it was just seeing the torches had melted the snow around them in the first map of that chapter. I think I have a bias in favor of snowy/wintery maps anyway but that was so much more incredible than it had any right to be. 3 Quote Share this post Link to post
Barefootstallion Posted February 14, 2019 This is, without a single doubt, the coolest mapset I have ever played. On artistic merit alone, it shines as one of the most audacious, in-your-face artistic expressions I have ever seen in a Doom wad. One would not be going over the top even, I believe, to say it was even magnificent. You guys have outdone yourselves here. Just simply outstanding. 4 Quote Share this post Link to post
Dragonfly Posted February 14, 2019 Thanks for the amazing feedback! <3 Seeing everyone enjoying the end result this much really has made the project feel more than worth the effort that went into it. :) 9 Quote Share this post Link to post
NightFright Posted February 15, 2019 Just passed MAP32. Jesus Christ, what a ride. Took me 90mins to blast through that one. But nice touch: For surviving the brutal final slaughter, you are allowed to keep your arsenal when entering the next episode. A just reward! 3 Quote Share this post Link to post
VanaheimRanger Posted February 15, 2019 1 hour ago, NightFright said: Just passed MAP32. Jesus Christ, what a ride. Took me 90mins to blast through that one. But nice touch: For surviving the brutal final slaughter, you are allowed to keep your arsenal when entering the next episode. A just reward! I thought that was pretty cool, too, but I opted to pistol start map16 anyway. I just felt too OP, lol. Also, I've been playing Eviternity with your Fullscreen HUD, I love it :) 4 Quote Share this post Link to post
NightFright Posted February 15, 2019 Glad to see you are enjoying the statusbar mod. You may want to get a small alignment fix for the split version. It's optional, but it takes away a few pixels from the left panel and adds it to the right one to fix the "prematurely cut off" effect. Just be sure to load the fix after Eviternity and the fullscreen statusbar mod. 2 Quote Share this post Link to post
VanaheimRanger Posted February 15, 2019 Just now, NightFright said: Glad to see you are enjoying the statusbar mod. You may want to get a small alignment fix for the split version. It's optional, but it takes away a few pixels from the left panel and adds it to the right one to fix the "prematurely cut off" effect. Just be sure to load the fix after Eviternity and the fullscreen statusbar mod. Thanks, I hadn't seen it, It was a bit odd that it cut like that on a lot of stbars. I'll grab it now. 0 Quote Share this post Link to post
Beezle Posted February 15, 2019 Hey @Dragonfly ,if I wanted to, it'd be really simple to make the green pinky's health back to what it originally was right? 1 Quote Share this post Link to post
waverider Posted February 15, 2019 I'm also very impressed with what I've seen so far in the wad, am at Map08 right now. Great gameplay and visuals and a strong atmosphere. I'm glad I decided to play using GZDoom instead of GLBoom+, the latter has been great for me for a long time, but wouldn't wanna be without features such as sector shadows, fake contrast and bloom! :) 1 Quote Share this post Link to post
Dragonfly Posted February 15, 2019 @Beezle you can do this using WhackEd4 I believe. @antares031 should be able to assist with this if you're unsure. :) 0 Quote Share this post Link to post
antares031 Posted February 15, 2019 (edited) 23 minutes ago, Beezle said: ...it'd be really simple to make the green pinky's health back to what it originally was right? The nightmare demon used to have 400 health in RC1, instead of 300. To change its health, open the wad with the editor, like Slade. Look for the "DEHACKED" file, and find the code for the nightmare demon, which is located at line 138, like below: Quote Thing 140 (_Chaos Demon) Height = 3670016 Width = 1966080 Hit points = 300 Speed = 15 Mass = 400 Pain chance = 100 Name1 = Nightmare Demon Plural1 = Nightmare Demons From there, change the value of "Hit points" from 300 to 400, and save the wad. If you're using a source port, which supports DECORATE lump (such as ZDoom and GZDoom), you need to modify that lump as well. Look for the "DECORATE" file, and go to the line 320: Quote Actor NightmareDemon replaces MBFHelperDog { Health 300 Speed 15 Radius 30 Height 56 PainChance 100 Mass 400 Monster +FLOORCLIP SeeSound "dog/sight" AttackSound "dog/attack" PainSound "dog/pain" DeathSound "dog/death" ActiveSound "dog/active" Obituary "$OB_DOG" States Pretty much same as the above; change the value of "Health" from 300 to 400, save the wad, and enjoy the game. Edited February 15, 2019 by antares031 4 Quote Share this post Link to post
lirui1001 Posted February 15, 2019 3 minutes ago, antares031 said: SeeSound "dog/sight" AttackSound "dog/attack" PainSound "dog/pain" DeathSound "dog/death" ActiveSound "dog/active" Obituary "$OB_DOG" Dog :) 2 Quote Share this post Link to post
Malice Posted February 15, 2019 2 hours ago, Dragonfly said: @Beezle you can do this using WhackEd4 I believe. @antares031 should be able to assist with this if you're unsure. :) Any update on the HUD situation sir? Would love to start a playthrough this weekend... 0 Quote Share this post Link to post
Loud Silence Posted February 15, 2019 They worked hard on whole WAD - on HUD too. They worked hard to fix bugs. Now you want to throw away part of their work. If you don't appreciate it and can't play with available HUD lol, there are other wads with vanilla HUD (the most important thing to you). 2 Quote Share this post Link to post
Beginner Posted February 15, 2019 3 hours ago, Malice said: Any update on the HUD situation sir? Would love to start a playthrough this weekend... Open up Eviternity.wad in SLADE and delete all the lumps starting from the one conveniently named "STBAR" to the one named "STTPRCNT", then save the result. 1 Quote Share this post Link to post
Xaser Posted February 15, 2019 It'd be much better to copy those lumps from doom2.wad to a new wad, then load that over the top of Eviternity.wad, rather than vandalize Eviternity.wad itself. Not to mention that method would work for other wads and also survive updates in case we do a post-final release or two (which certainly isn't unlikely, seems :P ). That's probably a topic for another thread though. 4 Quote Share this post Link to post
JohnnyTheWolf Posted February 16, 2019 Out of curiosity, have anyone been able to get 100% items in MAP09: Decrepitude? I found all the secrets, yet I am still at 11 items out of 12. 0 Quote Share this post Link to post
tmorrow Posted February 16, 2019 (edited) 4 hours ago, JohnnyTheWolf said: Out of curiosity, have anyone been able to get 100% items in MAP09: Decrepitude? I found all the secrets, yet I am still at 11 items out of 12. Here's what's on the map for countable items (on all difficulties in this case): 5 health bonuses on stairs leading out of some slime on the mandatory path 1 berserk in a secret 1 computer map available after using the red button switch that raises a connecting platform out of the slime. 2 lite amplification goggles, 1 in a secret and the other in plain view from the main walkway in the slime at the base of a slime fall. 3 soulspheres in secrets If you've found all the secrets, I'll assume you picked up all items those secrets lead to, so I suspect you missed either the computer map or the non secret lite amplification goggles. Edited February 16, 2019 by tmorrow grammar 1 Quote Share this post Link to post
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