hobomaster22 Posted October 18 1 hour ago, Turin Turambar said: Yeah... He has been working for a while.Any idea of when the next stable version will be released? I'm planning to release the last week in October. I have been working for a while but @lemming104 and another contributor have put a lot of work into this release as well. The current list of changes for the next release can be seen here. 0 Share this post Link to post
S3M_XM Posted October 18 There's a preview of 0.9.5.0 that's been released 3 weeks ago if you want to use that for now. 0 Share this post Link to post
lemming104 Posted October 18 I should look into getting nightly builds configured at some point. I set up some other automation a few weeks ago. The only "hard" requirement for making your own local builds is the .NET 8 SDK (no other weird tools or configuration stuff required), so that should also be pretty easy for the more adventurous. 0 Share this post Link to post
Eric Claus Posted October 20 Hello everybody, sometime ago I did a Q&A with hobomaster22 and finally finished and and had a wadazine article posted about Helion the motive of it's development etc now in its final version! It will also be included in the next published wadazine, but I also requested in be posted as it was a long time in production and hobomaster22 said it was alright to post here. Hope everyone enjoys! https://wadazine.com/2024/10/helion-the-rising-star/ 6 Share this post Link to post
S3M_XM Posted October 21 What happened to the "Sprite Translucency" option in 0.9.5.0-preview-2? 1 Share this post Link to post
hobomaster22 Posted October 21 4 hours ago, S3M_XM said: What happened to the "Sprite Translucency" option in 0.9.5.0-preview-2? We are adding it back to the options menu. It can be changed in the console using render.spritetransparency. 2 Share this post Link to post
S3M_XM Posted October 22 When I was playing Tricking & Tearing at Warpspeed at map05, after killing the alien egg, the corpse causes to be impassable (which I've had a similar thing with a dead cacodemon from Frozen Heart) and didn't do anything as it's supposed to be a Keen death effect as the monsters teleport in, tried the same thing in Doom Retro and it didn't had any problems but not on Helion. 1 Share this post Link to post
MrSt1ff Posted October 23 (edited) I've just played with this engine, and I must say: Congrats to the authors. It's mind-blowing that I achieved ~500fps playing Sunder on my i3 at 1080p. Now that's what I call code optimisation, lol Quick question: Is there any parameter as complevel that I could use, or something similar? Quick question 2: Just out of curiosity, will vanilla demos desync? As a side-note, you guys just inspired me to learn C#. 1 Share this post Link to post
lemming104 Posted October 23 (edited) 1. There is a "complvl" console variable, and the "compatibility" menu in the dev branch and thus the upcoming 0.9.5.0 release exposes presets for that, so you can set it to vanilla or Boom or whatever. Presently, the only presets are vanilla, Boom, MBF, and MBF21, if I recall correctly. I don't know offhand whether there is also a command-line param. 2. This engine is unfortunately not demo-compatible with the original games or with any other source port. I don't know whether hobomaster22 has any other thoughts on the matter, but it seems pretty unlikely to me that we'd ever achieve demo compat. In an unrelated point, we should also have nightly builds now. Obviously, these might have bugs and/or not-fully-tested functionality. https://github.com/Helion-Engine/Helion/releases/tag/nightly 4 Share this post Link to post
hobomaster22 Posted October 23 7 hours ago, MrSt1ff said: I've just played with this engine, and I must say: Congrats to the authors. It's mind-blowing that I achieved ~500fps playing Sunder on my i3 at 1080p. Now that's what I call code optimisation, lol Quick question: Is there any parameter as complevel that I could use, or something similar? Quick question 2: Just out of curiosity, will vanilla demos desync? As a side-note, you guys just inspired me to learn C#. Thanks! I love seeing these numbers on all types of hardware. 1. We added COMPLVL to the options menu for the next release. It is set from the COMPLVL lump in wads. To change it to vanilla you use the command COMPLVL vanilla in the console. The specific compat options modified by the overall COMPLVL are visible in Options -> Compatibility. 2. Helion uses it's own demo format so they will not work. Demos outside of Helion wouldn't work for a variety of reasons. Like GZDoom, Helion uses doubles instead of fixed point integers for most everything that would make demo compatibility impossible. 10 hours ago, S3M_XM said: When I was playing Tricking & Tearing at Warpspeed at map05, after killing the alien egg, the corpse causes to be impassable (which I've had a similar thing with a dead cacodemon from Frozen Heart) and didn't do anything as it's supposed to be a Keen death effect as the monsters teleport in, tried the same thing in Doom Retro and it didn't had any problems but not on Helion. Thanks for the report. This has been fixed for 0.9.5.0. There is also a Helion Discord group for anyone that wants to join. 5 Share this post Link to post
Soulinus Posted October 24 (edited) On 10/23/2024 at 11:24 AM, hobomaster22 said: Thanks! I love seeing these numbers on all types of hardware. 1. We added COMPLVL to the options menu for the next release. It is set from the COMPLVL lump in wads. To change it to vanilla you use the command COMPLVL vanilla in the console. The specific compat options modified by the overall COMPLVL are visible in Options -> Compatibility. 2. Helion uses it's own demo format so they will not work. Demos outside of Helion wouldn't work for a variety of reasons. Like GZDoom, Helion uses doubles instead of fixed point integers for most everything that would make demo compatibility impossible. Thanks for the report. This has been fixed for 0.9.5.0. There is also a Helion Discord group for anyone that wants to join. I've been reading about Hellion for a while and I just tried it this morning, and I'm loving what I'm seeing, very good job, and congratulations on achieving such fine work. Quick questions: 1 - I understand that demos aren't compatible between sourceports due to what you explained above, but is the sourceport "accurate"? (Would enemy behavior in this port behave the same just like any "vanilla" running sourceport). 2 - Are demos compatible between versions? (Meaning, are demos recorded in 0.9.4.0 compatible with future versions)? 3 - I know you also develop DoomLauncher (another fine piece of software). Is this sourceport compatible with it? Meaning, would stats be tracked in DoomLauncher while using this? 1 Share this post Link to post
hobomaster22 Posted October 24 2 hours ago, Soulinus said: I've been reading about Hellion for a while and I just tried it this morning, and I'm loving what I'm seeing, very good job, and congratulations on achieving such fine work. Quick questions: 1 - I understand that demos aren't compatible between sourceports due to what you explained above, but is the sourceport "accurate"? (Would enemy behavior in this port behave the same just like any "vanilla" running sourceport). 2 - Are demos compatible between versions? (Meaning, are demos recorded in 0.9.4.0 compatible with future versions)? 3 - I know you also develop DoomLauncher (another fine piece of software). Is this sourceport compatible with it? Meaning, would stats be tracked in DoomLauncher while using this? 1. Yes. 2. For the most part, yes. The issue here is that bug fixes to resolve issues found that don't match vanilla/boom behavior could cause a desync if recorded in an old version without the bug fix. 3. Yes. Helion uses -levelstat like other Boom based ports and Helion is implemented in Doom Launcher. 1 Share this post Link to post
hobomaster22 Posted 4 hours ago (edited) Helion 0.9.5.0 A lot of new features in this release. Here are some of the big features: ID24 mapping features Sheet that specifies what has been implemented so far. This is the checklist Gooberman provided. Lines marked in gray are not applicable to Helion. Nearly all of the practical mapping features for ID24 have been implemented (map specials, colormaps, dehacked specifications, new sky definitions etc). The more cosmetic stuff like intermission and HUD changes for example are still to do. Basic game controller support Will need feedback from the community on this. ZMusic support for MP3, OGG, common tracker formats, and optional MIDI playback using OPL emulator "Melt" wipe on transition Spoiler Features: Initial id24 specification support SoundFont picker dialog Minor usability improvement to options menus (can see and restore defaults) Status bar texture picker dialog Added automap marker functionality to key binding options "Melt" screen wipe added Save game improvements: Saves can be named, pagination added to Save/Load dialog, rotating auto/quicksaves added Expanded support for music formats and more synthesizer options, via ZMusic Game controller support TRANSLATION1 and TRANSLATION2 flag support for true-color rendering ENDOOM text screen on quit Gamma correction Sound velocity option Option to control filter type for virtual screen scaling xBRZ upscaling option for menu and HUD text elements Bug fixes: Fix various issues with intermission screen and end-game screen formatting, including use of widescreen assets, text flow, alignment, pillarbox masking on scrolling finales Interpolate weapon raise/lower animations and chainsaw bobbing Prevent mouse vertical movement from causing the player to move when mouselook is enabled Fix issues related to building on case-sensitive file systems (Linux) Fix rendering order for two-sided middle walls that could cause flats/walls behind not to render Fix boom WR lock door lines from constantly triggering key messages when contacting Fix two-sided middle scrolling to offset entire texture by the Y value when rendering to match original doom behavior Fix visual scroll offsets not being restored from a save for walls and flats Fix instant sector floors not raising when two monsters are overlapping Fix A_BfgSpray to be created after damage so they are rendered at corpse height if a monster is killed. Fix issue with screenshot command not being processed. Various fixes around key bindings saved to config file Fix an issue that caused the process' working set to grow rapidly on level changes Fix max ammo display on status bar in PWADs that modify this property Fix rendering of taller fonts Fix issue with clearing multiple automap markers Fix self-referencing sectors to not block hitscan attacks and line of sight checks to match original doom behavior Fix boom silent teleport specials to keep height from floor Add missing PLS1EXP5 dehacked lookup (fixes decoration in Frozen Heart) Map dehacked TRANSLATION bit memnomic to TRANSLATION1 Fix dehacked frame misc1/2 to correctly set weapon sprite offsets through the weapon frame state only Fix rendering that would stop sprites from rendering behind two-sided transparent walls when not using emulate vanilla rendering Fix monsters infighting too easily Improve detection of WADs installed from Steam Separate HUD and menu scaling into two different options Fix incorrect dehacked mapping for BEXP5 Rework FluidSynth loading sequence to prevent a crash on some systems and speed up music track changes Prevent user from overwriting autosaves via quick save Fix issue with savegame compatibility settings persisting to user config Fix MusicChangers breaking when loading saves Fix random crash from sounds trying to play while loading a new map Fix dehacked to correctly use A_SPosAttack function with hard-coded shotgun sound Fix map start specials not getting written to autosaves Fix boom generic specials to allow monsters to trigger of off model if change is 0 Fix various UMAPINFO issues dealing with nointermission intertext, intertextsecret, endgame, endpic, and intermusic Fix berserk only restoring to initial health when modified through dehacked Fix OpenGL context using 3.3 with Intel iGPUs when a higher version is supported Fix dehacked level string replacement for automap/console/loading displays Fix reversed x/y scroll values for MBF21 1024 scroll special Fix velocity being set for certain sounds and not cleared that can cause pitch variations Fix MAP24 sky rendering issue during ship fire sequence for Eviternity II final Fix MAPINFO/ZMAPINFO defaultmap clearing properties (fixes Eviternity MAP30 endgame sequence) Fix clicking/popping noises in WAV audio files (credit: sinshu) Fix A_KeenDie to call A_Fall (fixes blocking alien eggs in Tricking & Tearing at Warpspeed MAP05) Fix transfer heights flats not rendering with emulate vanilla rendering Fix transparent sprites discarding two-sided middle walls with emulate vanilla rendering Fix dehacked parsing for frame args to match dehacked parsing behavior for bad integer strings Fix projectile spawn not setting previous position causing the first frame to interpolate very close to the screen Fix transfer height colormaps not being applied if the colormap passes as a valid doom image (fixes twogers MAP36) 7 Share this post Link to post
LuciferSam86 Posted 4 hours ago Cool cool , congratulations for the release 🎉 1 Share this post Link to post