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Lobo

EDGE-Classic v1.37 (Updated December 2023)

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8 hours ago, Gibbon said:

Bloody hell that was quick!  Even for a POC commit..

 

Edit: Well it compiles, it works.  Now Intel and M1 are at the same level, functionally :)

 

Not bad at all for a rough transition to SDL2.

 

Lol, well just please don't try to package it for anyone yet. If your experience was like mine, you basically have no sound, an extra window, and have to play with keyboard because the mouse is drunk. No crashes at least though (yet) :P

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Pushed some more commits between Turkey Day Family Visit Trips; sound/mouse/video should be improved. I'm still getting some goofiness when changing video modes, but it's a lot closer to playable.

Edited by dasho

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The transition to SDL2 went better than expected, so the changes have been merged into the master branch. There are no new SDL2-related features, but it is at feature parity with the SDL1 version. Should be ready to post another compiled preview release soon. Barring any unforseen issues, SDL2 will be the sole version moving forward.

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Well you definitely know your stuff!  I've been watching on GitHub and it's impressive stuff.  One week for a transition!

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So I tested the SDL2 version on the M1.  Works great, no problems.  Only that it still has that weird sky texture issue that pulls half of it away.  Other than that, it runs fantastic!

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Nice to hear that it's mostly good, though! Do you have a screencap of the sky issue? Might be hard to try to pin down without the hardware myself, but I'll try. We're trying to wrap up our 1.0 release...it's diverged enough by now from the 1.35 codebase that it warrants a reset of the versioning.

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9 minutes ago, dasho said:

Nice to hear that it's mostly good, though! Do you have a screencap of the sky issue? Might be hard to try to pin down without the hardware myself, but I'll try. We're trying to wrap up our 1.0 release...it's diverged enough by now from the 1.35 codebase that it warrants a reset of the versioning.

I sure do

Spoiler

edge-classic_m1.png.2c66cb3934c83b01027ce3831dfc87ff.png

Could be a GL issue, I've never encountered this before.

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I know SDL2 has an option to initialize for High DPI-capable displays; is this something that's ever been a factor when you port?

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9 hours ago, dasho said:

I know SDL2 has an option to initialize for High DPI-capable displays; is this something that's ever been a factor when you port?

No it hasn't.  It is used for scaling but all my ports are fine on a retina screen without this.

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Lobo had a good idea to test...if you turn off mouselook, does the sky appear any different on M1? There is a part of the pseudo-skybox drawing routine that is affecting by whether or not mouselook is on.

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I fiddled with all the options and turned off mouse look.  No luck.  Though I noticed the issue happens at 'exactly' the point of the players weapon.

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wild guess: looks like a wrong UV coords, or somebody turned off "texture repeat" flag.

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@Gibbon I don't want to make random repo commits to test, and I don't have any M1 hardware available, but I'm going to post this on the Issue Tracker and attach a version of r_sky.cc with explicit GL_REPEAT flags added per @ketmar 's guess to see if it helps. 

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Thanks to @ketmar and @Gibbon for helping us identify and squash the sky issue for M1! With that said, although Lobo will be updating the main post in time, I'd like to announce that we have released version 1.0 of EDGE-Classic. It has changed enough from the EDGE 1.35 codebase that we are resetting the versioning for future development. 32 and 64-bit Windows builds can be found on the Github Release page.

 

Here are the changes since Preview 1:

 

Bugs fixed

----------

- Apple compilation now works, thanks to testing and PRs from atsb/Gibbon

- Dropping the console with a movement key held down would preserve that movement while in the console. Now toggling the console properly drops (movement) input

- Games with only one selectable episode will now skip episode selection and proceed directly to the skill choice menu. This prevents the "Hell on Earth" episode from appearing when it is not appropriate

- Fixed bug with valid skybox texture references being deleted when cycling between real and pseudo-skyboxes

- Downgraded textures without patches from being an error (ending the program) to a warning

- Fixed occasional bug where attempting to bind a key would map it to the wrong command

- Fixed bug where canceling out of an RTS Menu would instead select the first option; now it should exit with no result

- Fixed player being allowed to attempt to load a game from an empty slot

- Fixed inheritance for DDFWEAP

- Sloped sectors underneath an extrafloor will now actually use their slope instead of 0 (fix backported from EDGE 2.x)

 

General Improvements

--------------------

+ Creating a new Save Game with a blank name will now generate a default name (gamepad users can now create new saves without a keyboard)

+ "Found Secret" message now uses DDFLANG.

+ Berserk colour tint is no longer hardcoded and can be modified via DDFCOLM.

+ Merged CeeJay's LINES DDF with ours to create the ULTIMATE LINES DDF ;)

+ Replaced GLBSP with AJBSP as EDGE-Classic's internal nodebuilder

+ doom_ddf folder content merged into edge.wad and the folder removed. The past is the future...again ;)

+ Migrated from SDL1 to SDL2 for longevity and potential new features

+ Allow for FRONT/BACK to be recognized as RIGHT/LEFT textures in the RTS CHANGE_TEX function to suit modder preferences

+ Added missing graphics for Harmony and HacX option menus (Sound, Mouse, Gameplay, etc.) so that they don't use the fallback/incorrectly

paletted Doom menu graphics

+ Improved joystick/gamepad handling; added ability to map dpad (hat) buttons and analog triggers to actions

+ Added "Menu Navigation" option in Controls to bind Menu Open/Up/Down/Left/Right/Select/Cancel

+ Added cursor to navigate RTS menus and select options in addition to using the number keys.

+ Added ability to remap functions previously hardcoded to the function keys (Quicksave, Quickload, etc)

 

New Features

------------

+ MP3 Sound Effects Support

+ ATTACKS.DDF:

-New attack type: DOUBLE_SPAWNER to mimic the pain elemental in Doom64.

+ THINGS.DDF:

-New SPECIAL flag: FLOOR_CLIP. This thing's sprites will always stick to the floor in the case that it's too tall for the sector it's in.

+ More game IWADs supported: HACX, Heretic, Harmony, Blasphemer

-HACX: Full support. Includes bug fixes and widescreen support by CeeJay. Some graphics credited to HACX 2 team.

-Harmony: Full support. May be some (hopefully) minor differences.

-Heretic: Partial support. Item inventory not implemented in the base engine yet.

-Blasphemer: Rudimentary support; less thorough compared to Heretic, but IWAD will now be recognized and launch.

+ Experimental floor offset: any linetype that uses the SPECIALs "ALIGN FLOOR" or "ALIGN CEILING", if the line has texture offsets applied then EDGE will use those to offset the floor flat.

+ COALHUDS: New command

strings.find(s,TextToFind): will find a sub-string at ANY position. Returns position it was found at or -1 if not found.

+ Added water splash sfx to EDGEs default SWIM sectors.

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Edge Classic v1.1 released!

 

Changelog since Edge-Classic v1.0

 

Bugs fixed
+ Longstanding SWIM sector special bug fixed. EDGE would continue 
  flagging the player as being in a SWIM sector even after leaving it. 
  Happens if SWIM special is used without AIRLESS(underwater) also. 
  Most noticeable side effect was being unable to jump/crouch and bizarre momentum/speed
+ Downgraded errors for incorrect 3D extrafloors to warnings instead. 
+ E3M4 crusher bug fixed.

 

 

General Improvements
+ RTS Scripts can now use either a number or a string for their TAGs.

+ Replaced libpng, libjpeg and image_tga.cc with stb_image.

+ Replaced zlib with miniz.

+ Consolidated some EPI filesystem functions so that platform-specific source files aren't required.

+ Compilation now works with MSVC Build Tools. SDL2 development headers/libs included for this purpose.

+ Player Crouch height reduced to 28, same as other ports.

+ Bumped up the number of sound channels: minimum 32, maximum 96.

 


New Features
+ Added inventory system
+ Controls: Inventory Previous, Inventory Use, and Inventory Next can now be bound to keys
+ DDF: INV01-INV25 are usable as PICKUP_BENEFIT options; syntax is the same as giving ammo
+ RTS: INV01-INV25 are usable for various commands; syntax is the same as for ammo i.e. ON_CONDITION INV01(3)
+ COAL: player.inventory_events(): event-based handling for keys based on Inventory Previous, Inventory Use, and Inventory Next bindings
+ COAL/RTS:  player.use_inventory(): will call RTS script of appropriate tag when inventory item is used; naming convention for inventory script tags is INVENTORY1 - INVENTORY25

+ Heretic COALHUDS updated with game-approriate inventory display

+ Added 'autoload' folder which is scanned for valid file types on startup. Sub-folders can fine tune what is loaded for specific IWADs.

+ Added "Animated Liquid Type" to Video Options menu; choices are "Vanilla", "SMMU", "SMMU + Swirl", and "Parallax"

+ FLATS.DDF (wad lump "DDFFLAT") which can be used to associate certain sounds, objects etc. with specific flats.
  - Command: LIQUID="THIN" or "THICK" can be added to a flat definition. Currently affects swirl/dynamic liquid parameters.
  - Command: IMPACT_OBJECT=<thing> where <thing> is an entry in THINGS.DDF. When the flat is shot, the <thing> will be spawned at the impact point (e.g. for splashes from water).
  - Command: FOOTSTEP = <sound> where <sound> is an entry in SFX.DDF. Can be used via COALHUDS to make appropriate sfx when moving across this flat.

+ LINES.DDF
  - New command: EFFECT_OBJECT=<thing> where <thing> is an entry in THINGS.DDF. When the line is activated, the <thing> will be spawned in the center of the line (e.g. for sparks from a switch). If the line is of type SHOOT then we spawn the object at the spot where the shot impacts instead.(e.g. a flesh wall that spurts blood when shot).
  - New command: GLASS=TRUE which causes this line type to (a)be blocking and (b)will apply the LINE_EFFECT= specials BLOCK_SHOTS and BLOCK_SIGHT if specified.
    Once the line is activated(normally via SHOOT) then (1) line will be set to unblocking, (2)BLOCK_SHOTS and BLOCK_SIGHT will be removed, (3) the mid-texture will be removed. 
    If combined with EFFECT_OBJECT then you can spawn shards of broken glass when the line "breaks" for example. NOTE: GLASS=TRUE should be used with COUNT=1.
  - New command: BROKEN_TEXTURE=<texture> which, when combined with GLASS=TRUE, will replace the mid-texture with this one instead of just removing it i.e. for shooting out a vent and replacing it with a broken vent.

+ COALHUDS: new commands
  -player.play_footstep(flatname) checks FLATS.DDF for corresponding entry and plays the sfx associated with this flat.
  -hud.screen_aspect() returns the current screen aspect e.g. 1.0, 1.333 etc.
  -hud.AM_HIDELINES for hud.automap_option() which hides all geometry on the automap.

+ RTS: new commands
  -SWITCH_WEAPON <weapon> which will force a switch to this <weapon> if the player has it.
  -TELEPORT_TO_START which will simply teleport the player back to player 1 start.
  
+ THINGS.DDF
  -Crouching now triggers CROUCH states for the player when used with CHECK_ACTIVITY.
  -Added player crouch spites to edge-defs.wad.

+ New XMP-based music player; MOD/S3M/IT/XM Tracker format songs are now supported.

+ New Game Music Emu-based music player; AY, GBS, GYM, HES, NSF, SAP, SPC, VGM format songs are now supported.

+ New WebSID-based music player; Commodore-64 SID format songs are now supported.

+ Main menu UI by default is now text based and uses strings from language.ddf and colouring/fonts defined in styles.ddf.
  If a pwad contains custom menu graphics then they will be used instead.
  
+ New names and DDF definitions for our menu sfx so we don't have to share the same names as normal doom sfx.
  
+ 2 new custom fonts included in edge-defs.wad for use with our new dynamic menu: Verdana-style font and Doom-style.

+ MBF sky transfer linetypes 271 and 272 partially supported via new line Effect "SKY_TRANSFER".

+ Dynamic Reverb option in Sound Menu. Will attempt to reverberate all sounds based on room size and being indoor/outdoors

+ SECTORS.DDF
  -Can add specials VACUUM_SFX, SUBMERGED_SFX, and REVERB_SFX to affect sounds while in that sector
  -REVERB_SFX has additional required parameters: REVERB_TYPE="REVERB" or "ECHO", REVERB_DELAY=(any number), and REVERB_RATIO=(0-100)

 

 

Edited by Lobo

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Just thought I would show a couple of quick feature demo videos highlighting a few of 1.1's new features:
-Verdana menu font

-Inventory System

-DDFFLAT Impact Effects and Footstep Noises

-Animated Liquid Options: SMMU, SMMU+Swirl, and Parallax

-*.SID format music player

 

EDIT: See Lobo's post below which demonstrates his embedding superiority

Edited by dasho

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Heretic with vanilla assets:

Spoiler

 

 

Heretic Demo with Lobo's HereticPretty model/texture pack (in progress)

Spoiler

 

 

Doom E1M1 with SID cover of "At Doom's Gate" by Klegg

Spoiler

 

 

Edited by Lobo : formatting

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Another demo video:

A map created by Obsidian Level Generator  and tuned to show some more of 1.1's newer features. In this non-expert playthrough, you'll see/hear:
-Breakable glass with shards spawned
-Sparks on switch usage
-Underwater reverb
-Airless sector sound effects
-Liquid bullet/shot splashes
-A cool 3D floor/glowing pit combo

 

All in glorious Doom in Doom2 map format.

 

Spoiler

 

 

Edited by Lobo

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Doesn’t the inventory system radically decrease difficulty?  I mean, being able to carry stimpacks prevents map makers from doing challenging areas because you can just carry them around.  I guess if it isn’t default it doesn’t affect it much.

 

Looks great though!  Love the glass and those sparks are right out of Half Life.  Is there going to be Barneys next? :)

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4 hours ago, Lobo said:

Another demo video:

A map created by Obsidian Level Generator  and tuned to show some more of 1.1's newer features. In this non-expert playthrough, you'll see/hear:
-Breakable glass with shards spawned
-Sparks on switch usage
-Underwater reverb
-Airless sector sound effects
-Liquid bullet/shot splashes
-A cool 3D floor/glowing pit combo

 

All in glorious Doom in Doom2 map format.

 

  Hide contents

 

 

This looks straight out of the 90s and i love it. i love how Edge Classic retains the Doom, but different approach at every step of the way.

 

Given you made a standalone game with it, i'd love to see this be more used for such goals. It is light on resources, flexible...

Do you know of any other standalone EDGE Engine games?

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25 minutes ago, Gibbon said:

Doesn’t the inventory system radically decrease difficulty?  I mean, being able to carry stimpacks prevents map makers from doing challenging areas because you can just carry them around.  I guess if it isn’t default it doesn’t affect it much.

 

Looks great though!  Love the glass and those sparks are right out of Half Life.  Is there going to be Barneys next? :)

 

Ahh yeah, forgot to mention that. The health inventory is only defined in the demo WAD, as yes it would make a lot of normal maps trivial, but it helps demonstrate that the inventory system works across all supported IWADs.

 

Quote

Do you know of any other standalone EDGE Engine games?

 

I know of quite a few TCs, but I'm unaware of anything that's been released that is truly standalone from an IWAD/resource perspective.

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15 minutes ago, dasho said:

 

Ahh yeah, forgot to mention that. The health inventory is only defined in the demo WAD, as yes it would make a lot of normal maps trivial, but it helps demonstrate that the inventory system works across all supported IWADs.

 

 

I know of quite a few TCs, but I'm unaware of anything that's been released that is truly standalone from an IWAD/resource perspective.

Would it be worthwhile to have these listed on the wiki (Along with EDGE Classic itself)?

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12 hours ago, Redneckerz said:

Would it be worthwhile to have these listed on the wiki (Along with EDGE Classic itself)?

Having EDGE-Classic itself on the wiki would be great though :)

 

As for standalone games, I guess technically any TC bundled with freedoom would be basically standalone. That's basically what I did with Aliens: Stranded.

Edited by Lobo

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12 hours ago, Gibbon said:

Doesn’t the inventory system radically decrease difficulty?  I mean, being able to carry stimpacks prevents map makers from doing challenging areas because you can just carry them around.  I guess if it isn’t default it doesn’t affect it much.

This is a mod integrated into this particular map: it's not default behaviour.

As dasho said, its more of a tech demo.

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