Altazimuth Posted October 13, 2020 (edited) You want infinite features? We got infinite features. You want infinite waiting times for the next release? We got infinite waiting times for the next release. Readme file Official Windows builds: x64, x86, x86 for CPUs without SSE2 Official macOS build Source Code: .zip, .tar.gz Documentation is available on the wiki (some new features are still in the process are being documented) WINDOWS USERS: Update your midiproc; the new version will close itself when EE crashes. Take note of whether you downloaded an x64 or x86 build, as if you download devbuilds you will need to make sure to download the same arch as you did for this release. Highlights: EDF weapons, finally in a release after 17 years from the first mention of them in the source code EDF bulletpuffs EDF inventory Guest-starring an ugly-as-hell interface for Doom Note: Item dropping is not allowed currently, and will likely require explicit EDF to allow an individual artifact to be droppable New pickups (pickupeffects) via EDF A tonne of new EDF delta types OPL3 emulation A brand new HUD with graphics provided by @ptoing F_SKY1 on midtextures has the same effect as classic sky hacks Save versioning, meaning that future releases should, ideally, no longer break existing saves Example WADs: Colare: Weapon deltas galore! Colare 1.0 is Eternity's first fully-featured gameplay mod Cubic Worlds: An in-progress mapset that utilises portals heavily, and has a new weapon & pickup RotateLauncher.wad: An example WAD of how to create a new weaponinfo, with graphics by @rf` Spoiler 55 Share this post Link to post
esselfortium Posted October 13, 2020 Congrats on the release! I need to get to playing the more recent Cubic Worlds maps, I loved the ones I did play. 2 Share this post Link to post
TheNoob_Gamer Posted October 13, 2020 Congrats on the new release - I was getting sick of using devbuilds. Also nice to see @_sink's Colore being featured here! That mod is a great demonstration on EDF's new capabilities. 1 Share this post Link to post
slayermbm Posted October 14, 2020 Solid release, congratulations! I'm having a blast playing Heretic in the new version, and its closer to vanilla than GZDoom. 5 Share this post Link to post
printz Posted October 14, 2020 9 hours ago, slayermbm said: Solid release, congratulations! I'm having a blast playing Heretic in the new version, and its closer to vanilla than GZDoom. Heretic is still under construction :) we still need to add morph ovum, super dragonclaw and super hellstaff. Also there's still some stuff to fix. 3 Share this post Link to post
deathz0r Posted October 15, 2020 (edited) EDF weapons are finally in? Sweet, time to start porting the OMGWPNS weapons to EE for V6 when I release it in 202X! 2 Share this post Link to post
thearcaalex Posted October 16, 2020 What the "interpolation" option does? 0 Share this post Link to post
Edward850 Posted October 16, 2020 9 hours ago, thearcaalex said: What the "interpolation" option does? https://doomwiki.org/wiki/Uncapped_framerate 0 Share this post Link to post
Lila Feuer Posted October 18, 2020 Big congrats for the release! Excellent source port. 0 Share this post Link to post
thearcaalex Posted October 19, 2020 (edited) Good source ports but I had a few problems: how can I turn off the mouse in the menu, turn on the level stats in the automap, turn on centered weapons while firing and there is a key for restarting the level? Also, while playing valiant, I found that in the map 9 at the start, when I shoot, all the arch-viles teleport almost instantly while in Prboom+ it takes them longer. 0 Share this post Link to post
Edward850 Posted October 19, 2020 (edited) 3 hours ago, thearcaalex said: how can I turn off the mouse in the menu Options -> Mouse/Gamepad -> Enable Mouse 3 hours ago, thearcaalex said: turn on the level stats in the automap Options -> Hud Settings -> Page 2 -> Automap options. You only have the option for coordinates and level time. The fullscreen hud can show level starts (press -/+). 3 hours ago, thearcaalex said: turn on centered weapons while firing This is a zdoomism and is not expected behaviour, as it actually affects the timing of weapon selection. This by extension would affect/desync demos and netgames if not fully integrated in every necessary way. 3 hours ago, thearcaalex said: Also, while playing valiant, I found that in the map 9 at the start, when I shoot, all the arch-viles teleport almost instantly while in Prboom+ it takes them longer. Enemy movement patterns are to some respects random and they will seemingly do different things run to run. Both in Eternity and PRBoom+. Edited October 19, 2020 by Edward850 0 Share this post Link to post
Big Ol Billy Posted October 21, 2020 Hell yeah, new EE :) I noticed that after installing that my (Mac) version now says version 4.1.0 rather than 4.01.00. I'm not sure if this actually even an issue admittedly? 0 Share this post Link to post
Spectre01 Posted October 25, 2020 Are there any plans to implement something similar to -complevels within the menu? I know you can run the -vanilla parameter from command line, but last I played, it would reset to the menu flags after beating a map and pistol starting the next one. Also, it would be nice to have a setting which flips the flags to the closest Boom compatibility. It's small quirks like that which keep me from switching over from PRBoom+. 2 Share this post Link to post
maxmanium Posted October 26, 2020 I'd like to request, if possible, a toggleable "Smart Totals" option a la PRBoom+. I ask for this because the total kill counter counts resurrected enemies as kills, so it's not easy to tell if you've actually 100%-ed a map or not. 1 Share this post Link to post
Spie812 Posted October 26, 2020 (edited) I 100% second the two above. I was planning to make a standalone post about just those, actually. Basic zdoom-style preset compatibility flags as well as kill counts that take into account resurrected enemies and script spawns (I think? Cubic Worlds definitely had weird kill counts) would be awesome. I'd also like to throw any sort of secret notification onto the pile as well. Edited October 27, 2020 by Spie812 1 Share this post Link to post
maxmanium Posted October 27, 2020 Also, being able to invert autorun with the shift key. Just found out it's not a thing in Eternity. 0 Share this post Link to post
Altazimuth Posted October 27, 2020 (edited) 2 hours ago, maxmanium said: Also, being able to invert autorun with the shift key. Just found out it's not a thing in Eternity. runiswalk is a cvar that has been in since 2009. Update: It's now on by default for new cfgs. Edited October 27, 2020 by Altazimuth 0 Share this post Link to post
Altazimuth Posted October 27, 2020 On 10/25/2020 at 2:34 AM, Spectre01 said: Are there any plans to implement something similar to -complevels within the menu? Yeah, but it's a good amount of work. It is planned though. 22 hours ago, maxmanium said: Smart Totals Also planned. 6 Share this post Link to post
JBerg Posted December 1, 2020 (edited) I feel like comp levels would make this engine soar. 0 Share this post Link to post
Rolander Posted December 4, 2020 (edited) Edited June 29, 2021 by Rolander 0 Share this post Link to post
Edward850 Posted December 4, 2020 (edited) 15 minutes ago, Fireseth said: How am I supposed to update midiproc? What you are asking and what you want are seemingly two different things. Midiproc is just an executable, updating it simply involves replacing the executable and the release builds already provide it in the archive. You don't generally need to manually update this, the latest release already provides it (though not the drdteam builds, no matter how many times we've brought this up with Blzut3). 0 Share this post Link to post
Rolander Posted December 4, 2020 (edited) Edited June 29, 2021 by Rolander 0 Share this post Link to post
kaleb. Posted January 8, 2021 hell yea, new eternity! my fav source port, even if i still have to do r_fov every single time i open it lol 0 Share this post Link to post
whybmonotacrab Posted January 9, 2021 I just get this issue when trying to launch: Spoiler Eternity caused a Microsoft C++ Exception (0xe06d7363) Error occurred at 1/9/2021 22:03:52. F:\Doom Mods\Eternity\Eternity.exe, run by User. Operating system: 6.2.9200 12 processors, type 8664. 53% memory in use. 16271 MB physical memory. 7637 MB physical memory free. 19599 MB page file. 5133 MB paging file free. 134217728 MB user address space. 134213489 MB user address space free. ===== [end of CRASHLOG.TXT] ===== 0 Share this post Link to post
Altazimuth Posted January 9, 2021 No idea. The lack of any actual call stack is bizarre. Then again I don't recall ever testing on regular Windows 8, only 8.1. Try grabbing a devbuild from http://devbuilds.drdteam.org/eternity/ and see if that's any better. I gotta ask, why on earth are you on Windows 8 and not 8.1? 3 Share this post Link to post
Krull Posted January 10, 2021 (edited) . Edited September 2, 2023 by Krull 1 Share this post Link to post
Altazimuth Posted January 11, 2021 (edited) 21 hours ago, Krull said: Also, sprites taller than 256 pixels overlap themselves. Yeah tall patch support for masked columns got added in November. You'll find it works in devbuilds. I dunno how it didn't happen sooner. 21 hours ago, Krull said: The TURN codepointer in DeHackEd doesn't seem to work on this version (works fine in v4.00). I probably fixed this. I dunno. Go see tomorrow's devbuild and if that fixes it. 2 Share this post Link to post