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Altazimuth

Eternity Engine 4.02.00 Forseti

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16 minutes ago, DRON12261 said:

Or if it's already there, how do I make it work? Mark, I'm not talking about Boom's COLORMAP middle texture simulation.

So I'm not sure what you understand about this or not, but Booms colourmap function is what you're asking about, it's the except same concept. I'm not sure why you describe it as a simulation and it makes me thing you are rather misunderstanding something.

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14 minutes ago, Edward850 said:

So I'm not sure what you understand about this or not, but Booms colourmap function is what you're asking about, it's the except same concept. I'm not sure why you describe it as a simulation and it makes me thing you are rather misunderstanding something.

Rather, I must be thinking about the format of UDMF and its fields for color lighting sector (like in ZDoom), which could be done quickly and easily through a single text field in the dialog window, without engaging themselves COLORMAP (because they still kind of need to be prepared separately for each color). To select any color on the "color picker" and get the result right away.
 

To be able to simply select a sector and give it a color light in the format of, for example, #FFFFFF.

(I speak very little English using a translator, so I hope that the meaning of the message is not distorted)

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Eternity currently can't generate a colourmap, which would be a necessary component for using runtime RGB. I'm not sure what the plans are for that yet.

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Is this the place to bug report or just ask for general help? I'm having an issue with Eternity-x64-4.03.00-pre-1227-gd699a7d92: When I replay a demo,

*doom 2 monsters are invisble but the player is able to interact with them and produce blood splat. I have selected the doom2.wad as an iwad.

*if the player dies the demo desyncs.

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Having an issue with my left trigger in Eternity - the test controller picks up the axis fine, but binding controls to left trigger doesn't actually seem to do anything.

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3 minutes ago, Edward850 said:

Eternity uses C++17 and thus needs a minimum of VS2017 15.8.

I asked because when I tried to launch it, it failed to find vcruntime140_1.dll.

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