Edward850 Posted May 30, 2023 (edited) 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. 0 Share this post Link to post
DRON12261 Posted May 30, 2023 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) 0 Share this post Link to post
Edward850 Posted May 30, 2023 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. 1 Share this post Link to post
Mad Dal 85 Posted August 26, 2023 I tried this and I think I'll stick with GZDoom. Each to their own, you know? 0 Share this post Link to post
NeedHealth Posted October 5, 2023 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. 0 Share this post Link to post
Duffking Posted November 9, 2023 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. 0 Share this post Link to post
Grieferus Posted December 24, 2023 Quick question: what version of Visual C++ Eternity needs? 0 Share this post Link to post
Edward850 Posted December 24, 2023 Eternity uses C++17 and thus needs a minimum of VS2017 15.8. 0 Share this post Link to post
Grieferus Posted December 24, 2023 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. 0 Share this post Link to post
Edward850 Posted December 24, 2023 Start with the problem you have, not the problem you think. Anyway the Visual Runtime install for 2015, 2017, 2019, and 2022 are all part of the same installer nowadays, you can find it here: https://learn.microsoft.com/en-US/cpp/windows/latest-supported-vc-redist?view=msvc-170 You likely want the x64 version. 0 Share this post Link to post
Grieferus Posted December 24, 2023 9 hours ago, Edward850 said: Start with the problem you have, not the problem you think. Anyway the Visual Runtime install for 2015, 2017, 2019, and 2022 are all part of the same installer nowadays, you can find it here: https://learn.microsoft.com/en-US/cpp/windows/latest-supported-vc-redist?view=msvc-170 You likely want the x64 version. Already done it! 0 Share this post Link to post