Eternity Latest Topicshttps://www.doomworld.com/forum/25-eternity/Eternity Latest TopicsenGlitnir crash when loading custom stuff with includehttps://www.doomworld.com/forum/topic/140298-glitnir-crash-when-loading-custom-stuff-with-include/ I have an Eternity project with this EDFROOT:

setdialect("ALFHEIM")
stdinclude("root.edf")

// Weapons
include("edf/shotgun.edf")

The actual shotgun.edf file is this:

weapondelta
{
	name Shotgun
	
states =
  @"
  Ready:
     FLSG A 1 A_WeaponReady
     loop
  Deselect:
     FLSG A 1 A_Lower
     loop
  Select:
     FLSG A 1 A_Raise
     loop
  Fire:
     FLSG A 3
     FLSG B 7 A_FireShotgun
	 FLSG A 2
	 FLSG CDEFGHIJKLMNO 2
     FLSG A 3 A_ReFire
     goto Ready
  Flash:
     FLF A 4 Bright A_Light1
     goto LightDone
 "@

This shotgun was working fine when it was just slapped into edfroot, but when I put it in its own file and referenced it with an include, it created an engine error (attached on this post.) I tried changing the dialect to GLITNIR but then EE just complained that the dialect didn't exist. Did I do something wrong?

crash.zip

]]>
140298Wed, 27 Sep 2023 02:17:19 +0000
EE rendering and vertical skewing (and motion sickness)https://www.doomworld.com/forum/topic/142370-ee-rendering-and-vertical-skewing-and-motion-sickness/ Looking for some help configuring EE. In short this engine gives me major motion sickness that I don't get on any of the other source ports I've tried (prboom, dsda-doom, gzdoom, zandronum).

 

One part that I have since figured out is that the FOV in the eternity engine seems to be off by about 20 degrees. When I compare screenshots, Eternity engine's FOV-140 is identical to fov 120 in any other source port. Or to put it differently, the default setup for the engine is 100 Fov, which is actually a fov of 80 :(

 

What I haven't been able to figure out though is why (maybe it's as designed?) the vertical mouse look causes the old school skew-scrolling that you don't get on most of the other OpenGL renderers. I'm pretty sure that's the second component of my motion sickness, cus that stuff is a shortcut to vomit town for me. But disabling mouselook only partially solves that issue ,as you can still see the distortion depending what you're looking at, and from where.

 

While I'm at it, I'd prefer it doesn't cap my vertical look to whatever 30 degrees or so that it does. Ultimately all of this is because I like to look around at the environment and design when I'm playing rather than just blast through at maximum speed.

 

EDIT: I'm pretty sure everyone knows the skewing phenomenon I am referring to here but just in case, here's some shots:

 

Eternity Engine:

screenshot_eternity_DOOM2.png.e117fab2756324afbc1f08d68f0c2a2f.png

 

 

GZDoom
screenshot_gzdoom_DOOM2.png.579edcc887ed9e99ac8aca4655cfd90f.png

]]>
142370Sun, 24 Dec 2023 17:36:14 +0000
Eternity Engine 4.02.00 Forsetihttps://www.doomworld.com/forum/topic/119425-eternity-engine-40200-forseti/ A relatively small release. This fixes some nasty bugs, introduces renderer resolution that can be independent of the window resolution, and that's about the last of the big interesting changes that end-users will notice. The rest of the changes can be found in the readme.

 

 

Example WADs:  SOON™

 

Update: I botched initial release. If you downloaded either of the x86 Windows builds please make sure to re-download these files.

]]>
119425Wed, 27 Jan 2021 12:32:15 +0000
Eternity Engine Minor Feature Wishlisthttps://www.doomworld.com/forum/topic/141231-eternity-engine-minor-feature-wishlist/ Eternity is one of my favorite ports.  However, much like any other, there are some features that I feel are missing or could be done better.  Most of these are small features that I don't think would be very difficult to implement, though I admittedly don't have a feel for that sort of thing.  I have wanted these features in Eternity for some time, but somehow they have not manifested themselves through the power of waiting and vaguely hoping.  I figured that I may as well throw my wishlist out into the open for consideration.

 

  • Kill totals that take into account arch-vile revives and monsters spawned from scripts.  Cubic Worlds is an example of an Eternity WAD that does the latter.  I guess scripts mean that traditional kill counts are potentially impossible to calculate in advance, but increasing the monster total once a script spawns enemies could be enough.
  • Make the -vanilla parameter persistent.  Currently, the option is reset when the player starts a new game or IDCLEVs.  I believe this is due to -vanilla being primarily designed for demo recording, but it would be nice to have for casual play as well.
  • In a similar vein, quick toggles for various compatibility settings.  Obviously, I don't expect Eternity to have full complevel support.  However, an option to quickly switch the various compatibility settings to an equivalent of, say, GZDoom's Boom (strict) would be very nice.
  • Search $DOOMWADDIR for WADs to load.  The Eternity wiki claims that Eternity searches $DOOMWADDIR for IWADs, but this does not seem to be the case for PWADs.
  • -pistolstart, or an equivalent setting.  This is probably also possible through modding.
]]>
141231Fri, 03 Nov 2023 07:46:35 +0000
Weird graphical glitch when on Fullscreen with "Fade" screen wipehttps://www.doomworld.com/forum/topic/141238-weird-graphical-glitch-when-on-fullscreen-with-fade-screen-wipe/ As shown in this video:
 


Strangely enough, the fade works fine when I set it to windowed mode. I wonder what is happening here? I'm playing on the latest devbuild.

 

Edit: It seems to only happen when I set the res to 1400 x 1050, 4:3. On Legacy Fullscreen at 1280 x 960, the fade also works correctly. It seems that this is the root of my problem?

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141238Fri, 03 Nov 2023 17:22:07 +0000
Is there a better way to do custom textures in an Eternity wad?https://www.doomworld.com/forum/topic/139967-is-there-a-better-way-to-do-custom-textures-in-an-eternity-wad/ I'm making a wad with a custom texture pack, and currently I'm just using the regular format for custom textures (PP_START and FF_START and END) like so:

image.png.eaa09f6edb39f08af329a24f3072ff9e.png

The issue with this is obviously that it makes the resources list take forever to scroll through and it's a little cluttered for my liking. Does Eternity have a better system for usage of custom textures? I looked online and in some Eternity TCs but I wasn't really able to find anything conclusive.

]]>
139967Wed, 13 Sep 2023 20:21:07 +0000
problems with finding Heretichttps://www.doomworld.com/forum/topic/139663-problems-with-finding-heretic/ for some reason, on the latest dev release, Eviternity cannot find my Steam copy of Heretic: Shadow Of the Serpent Riders. I looked into it, and it was missing the D in ".WAD". weirdly, whenever I change it, I always resets it on launch. any way to fix this? I tried using an older dev build, but the problem still persisted there.

]]>
139663Wed, 30 Aug 2023 13:52:20 +0000
Eternity Engine on Steam Deck?https://www.doomworld.com/forum/topic/139146-eternity-engine-on-steam-deck/ Any chance of a Discovery Store build? 👀 Barring that, can anyone point me to something showing how to get Eternity Engine running on Arch Linux, or the steam deck in particular?

 

I've fallen down the "Doom on Steam Deck" rabbit hole, and got GZdoom and ZDL working pretty seamlessly, but having trouble with some others

]]>
139146Mon, 14 Aug 2023 14:53:46 +0000
Large EE map. Blockmap overflow?https://www.doomworld.com/forum/topic/137552-large-ee-map-blockmap-overflow/ Hi.

 

I have build a large UDMF map for the Eternity Engine with some portals and a big open area in the middle of the map.

 

As i stacked the last portal on top of the map i have got some issues with the farthest away places from point zero.

In these places i can not press switches, Walls behave like noclip is on and enemys are not shootable and i can walk through them.

 

In Ultimate DOOM Builder i had changed the nodebuilders to see if it changes something. But even the "ZDBSP - Compressed Nodes (UDMF) large maps" nodebuilder does not eliminate the problem.

 

As far as i understand this seems to be a blockmap overflow.

 

The Map Data can be seen at the attached screenshot.

 Is there anything i can do except make the map smaller or is there an option in Eternity Engine i do not know to fix this? 

 

Thanks in advance.

 

DOOM-Map.png

]]>
137552Wed, 12 Jul 2023 21:38:31 +0000
How do i change the soundfont for the midis?https://www.doomworld.com/forum/topic/137469-how-do-i-change-the-soundfont-for-the-midis/ I like using Touhou.sf2, but i can't seem to figure out how to change the soundfont in eternity to Touhou.sf2. any ideas?

]]>
137469Sun, 09 Jul 2023 16:05:21 +0000
How to improve music on Linux?https://www.doomworld.com/forum/topic/137372-how-to-improve-music-on-linux/ I just compiled eternity to test it on linux and no matter what midi device I select (Default/ADLMIDI), the music sounds horrible, any solution?

]]>
137372Wed, 05 Jul 2023 21:40:44 +0000
Multithreaded Renderer Beta [NOW IN MASTER!]https://www.doomworld.com/forum/topic/135380-multithreaded-renderer-beta-now-in-master/ UPDATE: It's live! Get any devbuild from May or later to use it! https://devbuilds.drdteam.org/eternity/

 

Well hi there. I just got done putting the final touches on my multithreaded renderer branch to make it actually usable! While I'd love to just sit on these changes forever and keep my mental state and blood pressure in check, I need people to actually test that I haven't introduced any extreme weirdness or crashes by making all these changes. To that end, it's time for a public beta! You may find the files at the bottom of the post, and the source is on the multithreaded-renderer-fixes branch if you wish to compile it yourself. In the meantime a brief explanation of the new settings and how to mess with them.

  • r_numcontexts: Video Options > Page 2 > Renderer Threads. This does what it says on the tin. The higher the number, the more render contexts there are. This number ranges from 1 to however many threads your CPU supports. The optimal number of threads will vary based on your CPU and how complex the scene you're rendering is. Do not assume that the highest number is the best.
    • Note that this number is technically off by one if you're talking about threads. It spawns one fewer than the number of contexts, because one context is actually run on the main thread.
    • Separately implemented from this, if you only have one render thread then the whole system acts as it used to. Everything is executed on the main thread.
  • r_sprprojstyle: Video Options > Page 2 > Sprite Projection Style. This has three settings, Default, Fast, and Thorough.
    • Default means Fast for 1 thread, or Thorough for more than 1 thread.
    • Fast is the classic Doom sprite projection style—if a subsector isn't visible in a given render context then it won't be renderered. This may cause sprites to have a cut-off appearance between the boundaries of render context windows. As the setting implies though, it is a fair bit faster than the Thorough setting.
    • Thorough will (generally) eliminate the issues seen in Fast. It works by not just considering sprites that have their centre in the sector being renderered, but anything whose hitbox (yes, it's based on hitbox radius instead of sprite size) is within the rendered sector. Previously-drawn sprites that frame are then cached to avoid redrawing. Though this can cause a reduction in performance in more heavy scenes compared to Fast, in your average vanilla WAD you're not likely to notice much of a difference.

It's not in the menus, but if you want to compare FPS between settings you will want to set `d_drawfps` to `on`. If you have any scenes where the rendering glitches out where it didn't previously then the ideal thing to provide would be your resolution, number of contexts, any savegames that have the exact frame where the glitch is happening, and the WADs you're running it with. Crashes are much the same as above, though obviously you can't provide a save; the crash report application will give you further instruction on how best to report crashes.

 

BUILDS:

2023-05-01: Windows (x64)

2023-04-30: Windows (x64)

2023-04-29: macOS (x64), macOS (Apple Silicon)

2023-04-28: Windows (x64)

 

NOTE: There's no load balancing yet because I'm so tired, dude, just so tired. I just wanna show this off now that it seems mostly done. I was worried this was gonna take another year or so of off-and-on work but nope, it's working just fine seemingly.

 

You can thank GooberMan for this existing at all. Without Rum & Raisin doom I wouldn't ever have managed this.

]]>
135380Fri, 28 Apr 2023 09:30:27 +0000
Change default FOV automaticallyhttps://www.doomworld.com/forum/topic/136301-change-default-fov-automatically/ So I'm completely stumped on this. Is there any way at all to set up Eternity so that I don't have to change the FOV via console command every time I boot it up?

]]>
136301Sat, 03 Jun 2023 06:21:26 +0000
No Executable Filehttps://www.doomworld.com/forum/topic/135612-no-executable-file/ I've just recently downloaded Eternity Engine so I could play Heartland, but I can't find the executable file anywhere. I searched throughout the eternity-master folder and it's nowhere to be found. Am I missing something?

]]>
135612Mon, 08 May 2023 07:48:05 +0000
Eternity's screen gets black when starting to stream it on discordhttps://www.doomworld.com/forum/topic/120946-eternitys-screen-gets-black-when-starting-to-stream-it-on-discord/ When I start streaming eternity's window on discord, it's window gets black, no matter what resolution is used or if I am running the game in fullscreen or in window. Despite the window being black, you can still hear that the game is running properly in the background. When I press alt+enter to change window size, I can see everything again, but discord stops to stream the game. Is this a known issue?

I used two versions of Eternity, and both of them are affected:
Version 4.02
Eternity-x64-4.03.00-pre-87-g9460ed1e

]]>
120946Fri, 02 Apr 2021 10:26:44 +0000
[NEW] Eternity macOS development builds (alternate)https://www.doomworld.com/forum/topic/60412-new-eternity-macos-development-builds-alternate/ Eternity development builds for macOS

 

Since the macOS development builds from DRDTeam macOS fail to be made without any possible explanation (empty log files), I've decided to try my own at providing macOS development builds.

 

You get them from my DropBox space.

 

Here's a list of caveats

  1. The most recent build is at the bottom! Scroll down and pick the one with the latest date. 
  2. The app packages are not signed at all. To be able to start them, you need to right click the app file in Finder and click "Open". Afterwards they'll work from double-clicking too.
  3. I'm doing this from my MacBook Pro laptop using a daily Automator job, so it may be just as shabby as you'd expect. You will not get any updates if my Mac is turned off. Hopefully it will work each time it's woken up. I use it frequently enough.
]]>
60412Thu, 21 Jun 2012 17:18:53 +0000
HUD suggestionhttps://www.doomworld.com/forum/topic/135232-hud-suggestion/ Hello! I'm a huge fan of Eternity Engine's 'modern' HUD. It's highly readable and unobstructive, and looks wonderful to boot.

 

But unless I've missed an option somewhere, there's no way to view the ammo counts of weapons not currently equipped like with the vanilla status bar. For me this ends up impacting gameplay quite a bit, as I'm not great at tracking ammo pickups in the back of my mind.

 

My suggestion would be to add an option to replace the kills/items/secrets bit of HUD with a similar bit displaying bullets/shells/rockets/cells, or better yet, make it configurable which HUD element appears in which corner like with the 'distributed' HUD.

 

Apologies if this isn't the place to make suggestions, and I know what I'm asking for isn't an immediate fix, but I really do love the modern HUD and would like to use it more often, so I hope you consider adding this option at some point down the road. Thank you to the devs for all the work you're already doing, EE has become my favorite SP over the last couple years :)

 

 

]]>
135232Fri, 21 Apr 2023 22:16:12 +0000
Confusion with available resolutionhttps://www.doomworld.com/forum/topic/134924-confusion-with-available-resolution/ I appear to be unable to set my actual native resolution in Eternity Engine, which is kind of confusing. I have a 2560x1440p monitor, but Eternity allows a max resolution of 2048x1152, regardless of full screen or windowed modes. Does anyone have any ideas why this would be? I guess in the grand scheme of things the upscaling from 1152 to 1440p is not a huge deal, just thought it was weird!

]]>
134924Sat, 08 Apr 2023 13:48:19 +0000
AutoDoom r5712 infinite loop until OOM on ouroboros stairbuildershttps://www.doomworld.com/forum/topic/133893-autodoom-r5712-infinite-loop-until-oom-on-ouroboros-stairbuilders/ Is AutoDoom still being worked on? Because I've just found a fatal bug in the way it handles ouroboros stairbuilders, namely that it doesn't seem to handle them at all, and instead freezes while consuming increasing amounts of RAM until it runs out of memory and either quits with a Z_Realloc error or is killed by the OS (it seems random which one happens first).

 

I actually first encountered this bug a while ago when a map I was working on was reliably blowing up AutoDoom, but I only just got around to investigating the cause and narrowed it down to one particular staircase. EV_BuildStairs() handles such cases implicitly by aborting if the next sector is already engaged in an action (including the stairbuilding action itself), but as far as I can tell the bot doesn't check for this at all when routing the map and just goes into an infinite loop.

 

Example map:

stairbug.wad.zip (Doom 2 MAP01)

]]>
133893Fri, 10 Feb 2023 05:55:26 +0000
graphic assets licensehttps://www.doomworld.com/forum/topic/134093-graphic-assets-license/ Hi, some time ago I've reimplemented the EE hud for GZDoom using SBARINFO.

I've shared it here as part of my MimicHUD mod.

Now I'm planning to publish it on GitHub.

 

Since it uses lumps taken from here:

https://github.com/team-eternity/eternity/tree/master/base/doom/res/graphics/newhud

 

I'm here to ask for permission and for details about the licensing I should use.

 

GitHub shows that your project uses GPL3 and a custom license.

Which one covers the assets I've used?

 

Thank you!

 

]]>
134093Mon, 20 Feb 2023 11:14:36 +0000
Issue with the menu.https://www.doomworld.com/forum/topic/133181-issue-with-the-menu/ I am not that big of a fan the Eternity menu, so when I saw the option to change it to act like a more classic menu, I changed it, however, I did not realise that it would make it almost identical to the old menu of Doom, and functions as such, I believed it would act a bit like GZDoom, having all the options, but being organised similarly and look fairly similarly (except the text being a bit smaller), so I wanted to change it back, however, I could not, I could not find how, and it does not seem to be an option, I deleted the system.cfg file, and it reverted all the settings, as expected, unfortunately, for no apparent reason, it did not applied to the menu, the whole reason I wanted to delete that file. How can I change it back, this is rather annoying, all most all settings are hidden, making the settings menu mostly useless for me.

]]>
133181Tue, 27 Dec 2022 22:10:30 +0000
Eternity (UDMF) Format lightinghttps://www.doomworld.com/forum/topic/133033-eternity-udmf-format-lighting/ Hey, I'm using Eternity (UDMF) and there are colored lighting controls like in Z-based ports, but it doesn't work, I've changed the renderer too.

I know about linedef 242 for Eternity (Doom) which follows SMMU rules which means the colormap only applies there.

Is there a control, or a booleen in UDMF that is like linedef 242?

Maybe a fix that forces Eternity into OpenGL ( not really preferable )

]]>
133033Mon, 19 Dec 2022 22:31:33 +0000
weird sound bug?https://www.doomworld.com/forum/topic/132640-weird-sound-bug/ One time I booted the engine up and no sounds would play, music worked fine. I deleted and redownloaded the port and it worked for awhile, then one time I started it up and no sounds? I unpacked the zip I left from the second download into a different directory and that one worked, so I tried coping over config files and such to the old one to maybe figure out what had stopped working. I eventually copied every single file over and the audio still didn't work. I've got no idea what's going on. what info can I give to help pin this bug? it appears I'm running 4.2.0.

]]>
132640Thu, 24 Nov 2022 21:27:51 +0000
How to delete keybinds?https://www.doomworld.com/forum/topic/132442-how-to-delete-keybinds/ By default the 'move forward' key has mouse3 as an option. How do I unbind mouse3 from the move forward action?

 

Spoiler

An aside; does anyone actually use mouse movement in Doom in 2022?

 

]]>
132442Mon, 14 Nov 2022 00:31:54 +0000
EDF cast call helphttps://www.doomworld.com/forum/topic/131893-edf-cast-call-help/ So I've been trying on and off for the last couple of days to figure out why this code won't work. The NewArchVile, BaronOfFilth, Ashtar, and Player won't play the defined attacking SFX. (But the newly added VenemousCaco does and I don't understand why it works and the others don't) I'm also having trouble getting the BossBrain thing to not go to an imp frame and then move onto a player, it works perfectly fine in ZDoom ports, but doesn't here.

Code:

Spoiler

stdinclude("root.edf")
setdialect("ALFHEIM")

thingtype DoomBloodBlue : DoomBlood
{
    translation REDBLUE
}

thingtype DoomBloodGreen : DoomBlood
{
    translation REDGREEN
}

thingtype DoomBloodPurple : DoomBlood
{
    translation REDPURPL
}

thingdelta
{
    name DoomImp
    bloodcolor 2    // green
    bloodtype.normal DoomBloodGreen
    bloodtype.impact DoomBloodGreen
    bloodtype.rip DoomBloodGreen
    bloodtype.crush DoomBloodGreen
}

thingdelta
{
    name Demon
    bloodcolor 2    // green
    bloodtype.normal DoomBloodGreen
    bloodtype.impact DoomBloodGreen
    bloodtype.rip DoomBloodGreen
    bloodtype.crush DoomBloodGreen
}

thingdelta
{
    name LostSoul
    bloodcolor 2    // green
    bloodtype.normal DoomBloodGreen
    bloodtype.impact DoomBloodGreen
    bloodtype.rip DoomBloodGreen
    bloodtype.crush DoomBloodGreen
}

thingdelta
{
    name PainElemental
    bloodcolor 2    // green
    bloodtype.normal DoomBloodGreen
    bloodtype.impact DoomBloodGreen
    bloodtype.rip DoomBloodGreen
    bloodtype.crush DoomBloodGreen
}

thingdelta
{
    name Arachnotron
    bloodcolor 2    // green
    bloodtype.normal DoomBloodGreen
    bloodtype.impact DoomBloodGreen
    bloodtype.rip DoomBloodGreen
    bloodtype.crush DoomBloodGreen
}

thingdelta
{
    name SpiderDemon
    bloodcolor 2    // green
    bloodtype.normal DoomBloodGreen
    bloodtype.impact DoomBloodGreen
    bloodtype.rip DoomBloodGreen
    bloodtype.crush DoomBloodGreen
}

thingdelta
{
    name BaronOfHell
    bloodcolor 6    // purple
    bloodtype.normal DoomBloodPurple
    bloodtype.impact DoomBloodPurple
    bloodtype.rip DoomBloodPurple
    bloodtype.crush DoomBloodPurple
}

thingdelta
{
    name Cacodemon
    bloodcolor 3    // blue
    bloodtype.normal DoomBloodBlue
    bloodtype.impact DoomBloodBlue
    bloodtype.rip DoomBloodBlue
    bloodtype.crush DoomBloodBlue
}

thingdelta
{
    name HellKnight
    bloodcolor 6    // purple
    bloodtype.normal DoomBloodPurple
    bloodtype.impact DoomBloodPurple
    bloodtype.rip DoomBloodPurple
    bloodtype.crush DoomBloodPurple
}

thingdelta
{
    name VenemousCaco
    bloodcolor 6    // purple
    bloodtype.normal DoomBloodPurple
    bloodtype.impact DoomBloodPurple
    bloodtype.rip DoomBloodPurple
    bloodtype.crush DoomBloodPurple
}

thingdelta
{
    name BaronOfFilth
    bloodcolor 6    // purple
    bloodtype.normal DoomBloodPurple
    bloodtype.impact DoomBloodPurple
    bloodtype.rip DoomBloodPurple
    bloodtype.crush DoomBloodPurple
}

thingdelta
{
    name Ashtar
    bloodcolor 6    // purple
    bloodtype.normal DoomBloodPurple
    bloodtype.impact DoomBloodPurple
    bloodtype.rip DoomBloodPurple
    bloodtype.crush DoomBloodPurple
}

thingdelta
{
    name BossBrain
    bloodcolor 2    // green
    bloodtype.normal DoomBloodGreen
    bloodtype.impact DoomBloodGreen
    bloodtype.rip DoomBloodGreen
    bloodtype.crush DoomBloodGreen
}

thingtype NewArchvile : Archvile 
{
  States
  @"
  Spawn:
    SP00 AB 10 A_Look
    Loop
  See:
    SP00 AABBCCDDEEFF 2 A_VileChase
    Loop
  Missile:
    SP00 G 1 Bright
    SP00 G 10 Bright A_FaceTarget
    SP00 H 8 Bright A_VileTarget
    SP00 IJKLMN 8 Bright A_FaceTarget
    SP00 O 8 Bright A_VileAttack
    SP00 P 20 Bright
    Goto See
  Heal:
    Vile "[\]" 10 Bright
    Goto See
  Pain:
    SP00 Q 5   
    SP00 Q 5 A_Pain
    Goto See
  Death:
    SP00 Q 7
    SP00 R 7 A_Scream
    SP00 S 7 A_NoBlocking
    SP00 TUVWXY 7
    SP00 Z -1 A_BossDeath
    Stop
  "@
}

thingtype VenemousCaco : CommanderKeen
{
  doomednum   84
  dehackednum 25
  spawnhealth 500
  seesound    sssit
  painchance  128
  painsound   popain
  deathsound  ssdth
  speed       15
  radius      31.0
  height      56.0
  activesound bgact
  cflags      SOLID|SHOOTABLE|COUNTKILL|FOOTCLIP|SPACMONSTER|PASSMOBJ|INFLOAT|NOGRAVITY|FLOAT
  obituary_normal "was burnt by a venemous cacodemon"
  obituary_melee  "was bitten by a venemous cacodemon"
  
  States
  @"
  Spawn:
    SSWV A 10 A_Look
    Loop
  See:
    SSWV A 3 Fast A_Chase
    Loop
  Missile:
    SSWV BC 4 Fast A_FaceTarget
    SSWV D 4 Bright Fast A_BruisAttack
    SSWV C 6 Fast A_FaceTarget
    SSWV D 4 Bright Fast A_FatAttack3
    SSWV C 4 Fast A_FaceTarget
    Goto See
  Pain:
    SSWV E 4 Fast
    SSWV E 4 Fast A_Pain
    Goto See
  Death:
    SSWV G 8
    SSWV H 8 A_Scream
    SSWV IJ 8
    SSWV K 8 A_NoBlocking
    SSWV L -1 A_SetFloorClip
    Stop
  Raise:
    SSWV L 8 A_UnSetFloorClip
    SSWV KJIHG 8
    Goto See
  "@
}

Thingtype BossBrain
{
  doomednum   88
  dehackednum 26
  spawnhealth 2000
  seesound    bossit
  painchance  256
  painsound   bosspn
  deathsound  bosdth
  speed       0
  radius      32.0
  height      96.0
  mass           10000000
  cflags      SOLID|SHOOTABLE|COUNTKILL|FOOTCLIP|SPACMONSTER|PASSMOBJ|JUSTHIT|BOSS
  obituary_normal "was immolated by the parasite"
    States
    @"
    Spawn:
        BBRN A 1 Bright A_Look
        Loop
    See:
        BBRN A 400 Bright A_BrainAwake
        BBRN A 1 Bright A_Chase
        Goto See+1
    Melee:
        BBRN A 1 Bright 
        Goto See+1
    Missile:
        BBRN A 1 Bright 
        Goto See+1
    Pain:
        BBRN B 1 Bright A_BrainPain
        BBRN B 15 Bright A_VileStart
        BBRN B 1 Bright A_SetInvulnerable
        BBRN B 64 Bright A_VileTarget
        BBRN B 8 Bright A_VileAttack
        BBRN B 1 Bright A_UnSetInvulnerable
        Goto See+1
    Death:
        BBRN C 5 Bright A_PlaySoundEx ("dsbosdth", Auto, False, 1)
        BBRN D 5 Bright A_Mushroom ("FatShot", 0, MSF_Classic, 1.0, 0.4)
        BBRN E 5 Bright A_Mushroom ("FatShot", 0, MSF_Classic, 2.0, 0.4)
        BBRN F 5 Bright A_Mushroom ("FatShot", 0, MSF_Classic, 3.0, 0.4)
        BBRN G 5 Bright A_Mushroom ("FatShot", 0, MSF_Classic, 4.0, 0.4)
        BBRN H 5 Bright A_BossDeath
        Stop
    "@
}

Thingtype BaronOfFilth : DeadLostSoul
{
  doomednum   23
  dehackednum 116
  spawnhealth 700
  seesound    fre009
  painchance  120
  painsound   popain
  deathsound  fre004
  speed       15
  radius      24.0
  height      64.0
  activesound bgact
  cflags      SOLID|SHOOTABLE|COUNTKILL|FOOTCLIP|SPACMONSTER|PASSMOBJ
  obituary_normal "was incinerated by a baron of filth"
  obituary_melee  "was clawed by a baron of filth"
  
  States
  @"
    Spawn:
        BOSS PQ 10 A_Look
        Loop
    See:
        BOSS PPQQRRSS 3 Fast A_Chase
        Loop
    Melee:
        BOSS TU 8 Fast A_FaceTarget
        BOSS V 10 Fast A_SkullAttack
        Goto Melee+1
    Missile:
        BOSS TU 8 Fast A_FaceTarget
        BOSS V 4 Fast A_BruisAttack
        BOSS U 8 Fast A_FaceTarget
        BOSS V 4 Fast A_BruisAttack
        Goto See
    Pain:
        BOSS W  2 Fast
        BOSS W  2 Fast A_Pain
        Goto Melee+1
    Death:
        BOSS X  8
        BOSS Y  8 A_Scream
        BOSS Z  8
        BOSS [  8 A_NoBlocking
        BOSS \ 8
        KEEN N -1 A_BossDeath
        Stop
    Raise:
        KEEN N 8
        BOSS \  8
        BOSS [  8
        BOSS ZYX  8
        Goto See
    "@
}

Thingtype Ashtar 
{
  doomednum   9999
  dehackednum 246
  spawnhealth 15000
  seesound    fre011
  deathsound  fre012
  speed       40
  radius      96.0
  height      96.0
  activesound fre013
  cflags      SOLID|SHOOTABLE|COUNTKILL|FOOTCLIP|SPACMONSTER|PASSMOBJ|TRANSLUCENT|BOSS
  obituary_normal "was destroyed by ashtar"
  
    States
    @"
    Spawn:
        SP69 AB 4 Bright A_Look
        Loop
    See:
        SP69 AB 4 Bright A_Chase
        Loop
    Missile:
        SP69 C 4 Bright A_FaceTarget     
        SP69 D 12 Bright A_CyberAttack
        SP69 C 8 Bright A_FaceTarget
        SP69 D 12 Bright A_CyberAttack
        SP69 B 4 Bright A_Chase
        Goto See
    Death:
        SP69 E 10 Bright A_Mushroom ("FatShot", 0, MSF_Classic, 1.0, 0.4)
        SP69 F 10 Bright A_PlaySoundEx ("dsfre012", Auto, False, 1)
        SP69 G 10 Bright A_Mushroom ("FatShot", 0, MSF_Classic, 2.0, 0.4)
        SP69 H 10 Bright A_Mushroom ("FatShot", 0, MSF_Classic, 3.0, 0.4)
        SP69 I 10 Bright A_Mushroom ("FatShot", 0, MSF_Classic, 4.0, 0.4)
        SP69 J 10 Bright A_Mushroom ("FatShot", 0, MSF_Classic, 3.0, 0.4)
        SP69 K 10 Bright A_Mushroom ("FatShot", 0, MSF_Classic, 2.0, 0.4)
        SP69 L 10 Bright
        Stop
    "@
}

castorder = { zombieman, sergeant, chaingunner, doomimp, Demon, lostsoul,
            cacodemon, hellknight, baronofhell, arachnotron, painelemental,
            revenant, mancubus, newarchvile, venemouscaco, baronoffilth,
            spiderdemon, cyberdemon, ashtar, bossbrain, player }

castinfo zombieman
{
   type = Zombieman
   name = "The Possessed"
   sound { frame = S_POSS_ATK2; sfx = pistol }
}

castinfo sergeant
{
   type = Sergeant
   name = "The Wicked"
   sound { frame = S_SPOS_ATK2; sfx = shotgn }
}

castinfo chaingunner
{
   type = Chaingunner
   name = "The Unholy"
   sound { frame = S_CPOS_ATK2; sfx = shotgn }
   sound { frame = S_CPOS_ATK3; sfx = shotgn }
   sound { frame = S_CPOS_ATK4; sfx = shotgn }
}

castinfo doomimp
{
   type = DoomImp
   name = "Gremlin"
   sound { frame = S_TROO_ATK3; sfx = claw }
}

castinfo demon
{
   type = Demon
   name = "Devil"
   sound { frame = S_SARG_ATK2; sfx = sgtatk }
}

castinfo lostsoul
{
   type = LostSoul
   name = "Haze"
   sound { frame = S_SKULL_ATK2; sfx = sklatk }
}

castinfo cacodemon
{
   type = Cacodemon
   name = "Cacodemon"
   sound { frame = S_HEAD_ATK2; sfx = firsht }
}

castinfo hellknight
{
   type = HellKnight
   name = "Nobleman of Hell"
   sound { frame = S_BOS2_ATK2; sfx = firsht }
}

castinfo baronofhell
{
   type = BaronOfHell
   name = "Lord of Hell"
   sound { frame = S_BOSS_ATK2; sfx = firsht }
}

castinfo arachnotron
{
   type = Arachnotron
   name = "Spider Unit"
   sound { frame = S_BSPI_ATK2; sfx = plasma }
}

castinfo painelemental
{
   type = PainElemental
   name = "Toxin Elemental"
   sound { frame = S_PAIN_ATK3; sfx = sklatk }
}

castinfo revenant
{
   type = Revenant
   name = "The Resurrected"
   sound { frame = S_SKEL_FIST2; sfx = skeswg }
   sound { frame = S_SKEL_FIST4; sfx = skepch }
   sound { frame = S_SKEL_MISS2; sfx = skeatk }
}

castinfo mancubus
{
   type = Mancubus
   name = "Mammoth"
   sound { frame = S_FATT_ATK2; sfx = firsht }
   sound { frame = S_FATT_ATK5; sfx = firsht }
   sound { frame = S_FATT_ATK8; sfx = firsht }
}

castinfo newarchvile
{
   type = NewArchvile
   name = "Devil Forge Master"
   sound { frame = S_SP00_ATK2; sfx = vilatk }
}

castinfo venemouscaco
{
   type = VenemousCaco
   name = "Venemous Cacodemon"
   sound { frame = S_SSWV_ATK2; sfx = firsht }
   sound { frame = S_SSWV_ATK4; sfx = firsht }
}

castinfo baronoffilth
{
   type = BaronOfFilth
   name = "Baron of Filth"
   sound { frame = S_BOSS_ATK2; sfx = firsht }
   sound { frame = S_BOSS_ATK4; sfx = firsht }
}

castinfo spiderdemon
{
   type = Spiderdemon
   name = "Encephalon"
   sound { frame = S_SPID_ATK2; sfx = shotgn }
   sound { frame = S_SPID_ATK3; sfx = shotgn }
}

castinfo cyberdemon
{
   type = Cyberdemon
   name = "Proto Behemoth"
   sound { frame = S_CYBER_ATK2; sfx = rlaunc }
   sound { frame = S_CYBER_ATK4; sfx = rlaunc }
   sound { frame = S_CYBER_ATK6; sfx = rlaunc }
}

castinfo ashtar
{
   type = Ashtar
   name = "Ashtar"
   sound { frame = S_SP69_ATK2; sfx = rlaunc }
   sound { frame = S_SP69_ATK4; sfx = rlaunc }
}


castinfo bossbrain
{
   type = BossBrain
   name = "The Parasite"
}

castinfo player
{
   type = DoomPlayer
   name = "Juan Soto"
   stopattack = true
   sound { frame = S_PLAY_ATK1; sfx = dshtgn }
}

Thanks for any help

]]>
131893Sat, 15 Oct 2022 20:16:21 +0000
[SOLVED] Eternity Won't stop shooting on controller.https://www.doomworld.com/forum/topic/131912-solved-eternity-wont-stop-shooting-on-controller/ after doing some setup I finally got my controller working correctly, except for one thing:

 

Doomguy will not stop shooting once he starts.

 

I have fire bound to RT and the only way I could stop was to open the menu, but even then it starts again once I shoot.

 

Affects all weapons

 

 

It also stops rarely for a second and then starts up again if I press RT down hard apparently.

]]>
131912Sun, 16 Oct 2022 18:24:53 +0000
Weird glitch - audio "desyncs"; black screen instead of ENDOOMhttps://www.doomworld.com/forum/topic/131197-weird-glitch-audio-desyncs-black-screen-instead-of-endoom/ Hey fellas.

 

Finally got around playing through Ancient Aliens. Chose Eternity to get those sweet ACS sound effects and I'm having a blast so far.

 

One problem tho: I get a random glitch where audio seemingly "desyncs" and the game just starts gutting the MIDIs. It sounds as if the sound engine is tripping on itself and racing to catch back up. This is not consistent and I cannot easily reproduce it. It will only work normally again after a system restart.

 

There is also another issue: ENDOOM does not show up sometimes - instead, I get a black screen. I don't think these issues are related, since I can have one without the other (although all instances of the audio issue have being accompanied by the ENDOOM issue as well).

 

Any ideas on what might be happening here? Any help is appreciated.

 

Additional info below:

 

  • Using Windows 10.
  • I'm on the August 12 DRD build for 64-bit systems (Eternity-x64-4.03.00-pre-818-ga917fc13).
  • Running Eternity through Doom Launcher.
  • Issues are not Ancient Aliens related. Been able to reproduce them in Ultimate Doom as well.
  • I use Virtual MIDI Synth with the Griefus SC-55 soundfount.

 

Cheers

]]>
131197Mon, 05 Sep 2022 01:48:53 +0000
Dev builds for x86 Windows don't work on x86 Windows?https://www.doomworld.com/forum/topic/131244-dev-builds-for-x86-windows-dont-work-on-x86-windows/ I wanted to update my Eternity folder since it's been a while, and I tried to use two different dev builds from https://devbuilds.drdteam.org/eternity/, both x86.

However, both of them fail to run, with the error message implying it's actually a x64 app.

]]>
131244Thu, 08 Sep 2022 08:36:23 +0000
The screen resolution is 640x480, but the source port renders it as it was 480x640https://www.doomworld.com/forum/topic/131302-the-screen-resolution-is-640x480-but-the-source-port-renders-it-as-it-was-480x640/ unknown.png

Bothered to check the actual Renderer Resolution, its about 420x640ish. Also I tried to mess up with the Renderer Resolution, and the result is:
unknown.png
unknown.png

]]>
131302Sun, 11 Sep 2022 13:50:07 +0000
Linux: Eternity not respecting symlinkshttps://www.doomworld.com/forum/topic/130872-linux-eternity-not-respecting-symlinks/ Before formally making a bug report, I'd just like to see if this a platform issue or even a "don't do that".

 

My system is Linux Mint 21.0 and I cloned the repo and built EE from source. Created a package with cpack just to see where it likes to be installed, and it's happy with /usr/local for the system and ~/.config/eternity for user data. Like this, it works fine.

 

However, my gaming files are highly organised and normally an engine's ~/.config/whatever is a symlink to somewhere else where my game management scripts keep everything organised. If I do this, so ~/.config/eternity is a symlink to another directory in my user space, it can't read anything of mine and sets the user dir to the install dir. Copy of the log file below.

 

I'm not (yet) familiar with the source code enough to know where to start looking, but it looks as if EE is trying to physically create the directory ~/.config/eternity even if it exists and fails if it can't, because there's a regular file of the same name there; now on Linux, that file could be (and in my case is) a symbolic link and EE is supposed to follow the link to the target directory.

 

Clearly it isn't doing this, so can anything be done?

 

Log file if ~/.config/eternity is a directory (this works):

The Eternity Engine
Copyright 2022 James Haley, Stephen McGranahan, et al.
http://www.doomworld.com/eternity

This program is free software distributed under the terms of
the GNU General Public License. See the file "COPYING" for
full details. Commercial sale or distribution of this product
without its license, source code, and copyright notices is an
infringement of US and international copyright laws.

Z_Init: Init zone memory allocation daemon.
Base path set to install directory.
User path set to home directory.
M_LoadSysConfig: Loading system.cfg
Warning: Cannot read /home/martin/.config/eternity/user/system.cfg -- using built-in defaults
D_DoIWADMenu: Init IWAD choice subsystem.
IWAD found: /usr/share/doom/doom.wad
Ultimate DOOM version

Built on Aug 14 2022 at 21:44:51
M_LoadDefaults: Load system defaults.
Warning: Cannot read /home/martin/.config/eternity/user/doom/eternity.cfg -- using built-in defaults
W_Init: Init WADfiles.
 adding /usr/local/share/eternity/base/doom/eternity.pke
 adding /usr/share/doom/doom.wad

E_ProcessEDF: Loading root file /usr/local/share/eternity/base/root.edf
V_InitMisc: Init miscellaneous video patches.
C_Init: Init console.
I_Init: Setting up machine state.
I_InitSound: Configured audio device with 2048 samples/slice.
I_InitMusic: Using SDL_mixer.
D_SetGraphicsMode: Set graphics mode
 (using video driver 'SDL GL2D')


Log file if ~/.config/eternity is a symlink to a directory (this doesn't):

The Eternity Engine
Copyright 2022 James Haley, Stephen McGranahan, et al.
http://www.doomworld.com/eternity

This program is free software distributed under the terms of
the GNU General Public License. See the file "COPYING" for
full details. Commercial sale or distribution of this product
without its license, source code, and copyright notices is an
infringement of US and international copyright laws.

Z_Init: Init zone memory allocation daemon.
Base path set to install directory.
User path set to base directory (warning: writes may fail!).
M_LoadSysConfig: Loading system.cfg
Warning: Cannot read /usr/local/share/eternity/base/system.cfg -- using built-in defaults
D_DoIWADMenu: Init IWAD choice subsystem.
IWAD found: /usr/share/doom/doom.wad
Ultimate DOOM version

Built on Aug 14 2022 at 21:44:51
M_LoadDefaults: Load system defaults.
Warning: Cannot read /usr/local/share/eternity/base/doom/eternity.cfg -- using built-in defaults
W_Init: Init WADfiles.
 adding /usr/local/share/eternity/base/doom/eternity.pke
 adding /usr/share/doom/doom.wad

E_ProcessEDF: Loading root file /usr/local/share/eternity/base/root.edf
V_InitMisc: Init miscellaneous video patches.
C_Init: Init console.
I_Init: Setting up machine state.
I_InitSound: Configured audio device with 2048 samples/slice.
I_InitMusic: Using SDL_mixer.
D_SetGraphicsMode: Set graphics mode
 (using video driver 'SDL GL2D')
Warning: could not write defaults to /usr/local/share/eternity/base/tmpetern.cfg: Permission denied
/usr/local/share/eternity/base/doom/eternity.cfg left unchanged
Warning: could not write defaults to /usr/local/share/eternity/base/tmpetern.cfg: Permission denied
/usr/local/share/eternity/base/system.cfg left unchanged


 

 

 

]]>
130872Mon, 15 Aug 2022 21:55:37 +0000