esselfortium Posted January 12, 2009 After an incredibly lengthy development period, Quasar has finally released a new official version of the Doom source port Eternity Engine, version 3.35.90. Eternity strives to combine advanced features with a high level of compatibility, and this update includes many improvements and additions in both fields. Version 3.35.90, a release two years in the making, features vastly improved mouse code, many EDF updates including damage types and skins, new scripting features, speed optimizations, portal rendering improvements, PC speaker emulation, a new high-precision software renderer, and numerous other changes. For more detailed information on Eternity itself and what's new in this release, check the Eternity 3.35.90 readme, and the download itself on the Team Eternity website. 0 Share this post Link to post
kristus Posted January 12, 2009 :O :O :O :O OMFG! Happy days. Essel, you fail at BB code linkage. 0 Share this post Link to post
GreyGhost Posted January 12, 2009 So long as we know which bit to copy'n'paste - who cares. Downloading. . . . 0 Share this post Link to post
Nuxius Posted January 12, 2009 Oddly enough, the links seem to work fine in the actual news article itself. http://www.doomworld.com/php/oldnews.php?time=1231737094 0 Share this post Link to post
MasterOFDeath Posted January 12, 2009 Nuxius said:Oddly enough, the links seem to work fine in the actual news article itself. http://www.doomworld.com/php/oldnews.php?time=1231737094 No, they all lead to doomworld.com. Also :o downloading 0 Share this post Link to post
Nuxius Posted January 12, 2009 MasterOFDeath said:No, they all lead to doomworld.com. And so they do. Nevermind then. 0 Share this post Link to post
HackNeyed Posted January 12, 2009 Awesome! I'm happy to see there is a new official release. By the way, does anyone know how to start up EE in Doom Compatibility mode for demo recording and such. Like PrBoom complevel 7. YAY EE! 0 Share this post Link to post
esselfortium Posted January 12, 2009 kristus said::O :O :O :O OMFG! Happy days. Essel, you fail at BB code linkage. It works with quotes when it's actually a forum post, but not when it's a news article :[ 0 Share this post Link to post
kristus Posted January 12, 2009 There should be no quotes. Looking at it on there it either adds them on it's own accord or you added double. 0 Share this post Link to post
esselfortium Posted January 12, 2009 I only had single quotes, which appeared correctly and worked as links in the original post. Somehow double quotes got added. 0 Share this post Link to post
Csonicgo Posted January 12, 2009 The best part about the new software renderer is how balls-on accurate it is. 0 Share this post Link to post
myk Posted January 12, 2009 HackNeyed said: By the way, does anyone know how to start up EE in Doom Compatibility mode for demo recording and such. Like PrBoom complevel 7. No, it uses the MBF method, where each difference is a compatibility setting. As you may know these are also present in PrBoom, give and take some. They're a pain in the ass to keep track of and not worth messing with generally, but might occasionally be of use with some WAD made under odd settings. If you want to record demos with standardized behaviors (Doom or Boom) you're better off using PrBoom/+ or any of the engines they emulate. I hear such a setting will be added, though. For demo recording purposes, my suggestion is to still record it into the usual Eternity demo version as a setting it takes, and not with an original version mark (1.9, Boom, &c) unless the engine is trying to be 100% compatible the way Chocolate Doom does Doom or PrBoom 2.02 does Boom. 0 Share this post Link to post
HackNeyed Posted January 12, 2009 myk said:If you want to record demos with standardized behaviors (Doom or Boom) you're better off using PrBoom/+ or any of the engines they emulate. Understood, that was merely an example. Using the TNTCOMP will put EE into, well, MBF-ish Doom Compatibility mode allowing broken Doom levels to play properly. In Pr/Boom 2.02 there is an option in the config though no command line switch. I have a PrBoom 2.02 set for Boom and another set for Doom and use command line complevels for PrBoom-Plus. I like to stick with an engine for a while and just want some ease of use and consistency while I run EE through the fun grinder. As I stated in some other topic I feel Boom's Doom Compatibility is a little tougher, different random damage, whatever, then true Doom and Doom/Complevels. 0 Share this post Link to post
Quasar Posted January 12, 2009 I would like to possibly transition EE toward having a PrBoom-like compatibility-level system in the future. The problem is establishing a matrix of variable settings for every pertinent demo version, and that is no small undertaking at all. 0 Share this post Link to post
printz Posted January 12, 2009 Yes! Best news ever. BTW: Does it have fully working linked portals? 0 Share this post Link to post
Quasar Posted January 12, 2009 No. The clipping code remains unfinished. 0 Share this post Link to post
Xaser Posted January 12, 2009 Hooray! I can finish Lost Episode now! :D *ahem* -- I mean, congrats on the new release! Good to see Eternity is not dead still kicking ass. ;P 0 Share this post Link to post
Csonicgo Posted January 13, 2009 printz said:No documentation? :| There's too much stuff for Quasar to write. We have an EE wiki now. it's not finished (or really started) but we hope EE users will help build it. 0 Share this post Link to post
esselfortium Posted January 13, 2009 Yeah, the outdatedness of the docs was actually one of the major things that held up this release so long. After a while Quasar decided it would be better to just release the update without them instead of holding it off indefinitely. 0 Share this post Link to post
printz Posted January 13, 2009 Then how do I figure out the new EDF, small etc. features present in the new version? :) Unless they appear in the wiki in due time... 0 Share this post Link to post
Quasar Posted January 13, 2009 The doc update for 3.35.90 was begun but not finished, and as such the docs which can be found in the SVN repo are incomplete. If I can get them done, a 3.35.90-docs package will be released later. If not, then we need to think about alternative ways to accomplish this stuff. In the meanwhile, please feel free to ask questions about any of the new features and I will explain them in-depth. It's a far less than ideal situation, but I just couldn't use the documentation problem to justify delaying the release any further. 0 Share this post Link to post
Csonicgo Posted January 13, 2009 The EE instruction manual: Spoiler Post in EE forum 0 Share this post Link to post
Mechadon Posted January 13, 2009 Hallelujah! I think EE is becoming one of my favorite Doom sourceports these days. 0 Share this post Link to post
kristus Posted January 13, 2009 Mechadon said:Hallelujah! I think EE is becoming one of my favorite Doom sourceports these days. It already is mine. :O 0 Share this post Link to post
Udderdude Posted January 15, 2009 Wondering if Always Run is hidden in the settings somewhere, as I couldn't find it. 0 Share this post Link to post
HackNeyed Posted January 15, 2009 udderdude said:Wondering if Always Run is hidden in the settings somewhere, as I couldn't find it. Just hit CAPSLOCK to toggle on. I wish though when Always Run were on that holding Run would make you walk and releasing Run would make you run again. 0 Share this post Link to post
Gez Posted January 15, 2009 HackNeyed said:Just hit CAPSLOCK to toggle on. tHAT WAY WHEN YOU LEAVE THE GAME TO BROWSE SOME FORUM< CAPSLOCK IS STILL ON AND YOU ARE PERCEIVED AS BEING RUDE ON THE INTERNET> 0 Share this post Link to post
esselfortium Posted January 15, 2009 Gez said:tHAT WAY WHEN YOU LEAVE THE GAME TO BROWSE SOME FORUM< CAPSLOCK IS STILL ON AND YOU ARE PERCEIVED AS BEING RUDE ON THE INTERNET> It's not particularly intuitive, but I discovered a really easy workaround for this a long time ago. Hit capslock in Eternity to set autorun, alt-tab into any other program and hit capslock again. Now alt-tab back into Eternity and autorun is still enabled, and will still be enabled if you quit it and start it again. Pressing capslock again while in Eternity will turn it off. It'll probably work in other ports that don't have a specified always-run option, as well. 0 Share this post Link to post
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