EDGE 2.1.0 Discussion [RC-1 Released on 10.3.2018]

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CeeJay
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by CeeJay »

SHARED_CLIP (= TRUE or FALSE)

How is It supposed to work? It does not allow the use of SEC_AMMOTYPE, SEC_AMMOPERSHOT or SEC_CLIPSIZE. Haven't really been able to figure out where it could be of use with those restrictions. SEC_AMMOTYPE and SEC_AMMOPERSHOT should maybe be allowed, having it use a second ammo type but still drain from the same primary "clip".
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Coraline
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by Coraline »

I don't remember offhand (I am at work) but I will break it down sometime tonight for you.

Reloading is just a mess - part of the reason we are still working on the new code...we want to make sure it functions out of the box.
CeeJay
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by CeeJay »

Wish it would be possible for more sophisticated weapon mechanics, something similar to the Marathon games.
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Coraline
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by Coraline »

QDropped the first release of 2.1.0 Test-1 today, download below:

http://sourceforge.net/projects/edge2/f ... .0/Test-1/

Keep in mind that this is a test release (not official).


If possible, generate a new edge2.cfg and edit your resolution inside of the file, as a lot has changed that will require a clean config. Resolution handling for now is broken, so just define height and width in your config after you start an instance of 3DGE, or use the command line.

Changelog:
New things:

* SDL2 support (input, video, controllers, networking)
* OPL music synth. You can now remove the 8MBGMPAT folder and skip using Timidity altogether. If OPL is not selected, just set it as the active music device and restart the map. Also can select OPL3 mode.
* grAb chunk recognized for PNG, so it will use those offsets if defined. Just leave offsets out of Images.ddf if you are using those (defined in SLADE).
* PAK file handling.
* DDF math and engine math has been refactored and sped up.
* Better glBSP building.
* Better interpolation handling.
* Much smaller EXE under VS, smaller zip package since we no longer need to include GUS patches.
* Tons of serious optimizations.

Test2 will have:
* PK3 archive handling.

Broken things:
* resolution handling
* Other oddities (shift+X works in the console, but not all characters translate properly, like Tilde, but we dont use it anyway).
* r_Spriteflip
Have fun and please report as many bugs as possible! This release should, out-of-box just *work* better than 2.0.4.

If you get errors about missing DLLs, you might need the vs_redist_x86 installed:
https://www.microsoft.com/en-us/downloa ... x?id=48145
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zZaRDoZz
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by zZaRDoZz »

Can't wait to give it the full treatment, although win 8.1 is still updating. 2.0.4 was running 60 fps with nothing but the laptop's onboard gfx. so this will be interesting to say the least.
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by chronoteeth »

ok yo i gotta ask as a curiosity thing: how the heck did u do goobers mode?
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chronoteeth
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by chronoteeth »

On a serious note I do have a couple questions

1: For some reason only some weapons appear with a clip on the full screen hud (the one without the bar) if i define a weapon to have a clip, others dont

2: the midi codecs are still wonky for having true to accurate doom ost sound
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Coraline
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by Coraline »

chronoteeth wrote:On a serious note I do have a couple questions

1: For some reason only some weapons appear with a clip on the full screen hud (the one without the bar) if i define a weapon to have a clip, others dont
I need code examples...are you also plugging the appropriate stuff in your COALHUD.ec?
chronoteeth wrote: 2: the midi codecs are still wonky for having true to accurate doom ost sound
What? What version are you referencing and what music player are you talking about?

For these types of posts, you guys need to give me as much information as possible, because otherwise I don't know how to diagnose your issues. ^_^
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chronoteeth
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by chronoteeth »

there is no coalhug, its the stock hud. It only displays the clip for some weapons. As for the midis its the in game player for midi. Timidy or system doesnt create an accurate sound from the original dooms.
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Coraline
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by Coraline »

chronoteeth wrote:there is no coalhug, its the stock hud. It only displays the clip for some weapons. As for the midis its the in game player for midi. Timidy or system doesnt create an accurate sound from the original dooms.
Have you tried downloading 2.1.0 Test1? That version has the new OPL music player, no strings attached, and will sound mostly accurate to that old-school adlib-like sound.

The COALHUD.ec that is defined is not set up for secondary weapons/clips/etc -- that is up to the modder who is creating their specific mod.
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chronoteeth
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by chronoteeth »

Its strange then, my pistol doesnt display its magazine in the fullscreen hud but yet my shotgun does?
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Coraline
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by Coraline »

chronoteeth wrote:Its strange then, my pistol doesnt display its magazine in the fullscreen hud but yet my shotgun does?
We talking about the original DOOM or your mod? Sorry, gotta clear that up first ;)
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Rachael
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by Rachael »

Tried the latest release, had trouble with key bindings, had to enter them manually in the file.

My usual key layout in other games is like this:
Q <Strafe
E >Strafe
W ^Forward
S vBackward
R Use Doors
Mouse5 Reload Weapon

These are my usual "must-haves" in any FPS game, if I cannot set these keys I get pretty lost and am unable to play effectively.

EDIT: Actually, it appears "R" will not open doors at all on my keyboard in 3DGE. When I tap it, it does nothing, but if it is bound to another action it works(?). Tried with both an American (USA) and a Swedish keyboard layout.
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Coraline
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by Coraline »

Does this behavior also exibit itself with 2.0.4?

If not, then its on my end with SDL2 and let me tell you...SDL2 is a major pain in the ass..

I am really regretting switching to SDL2, because everything is twice as complicated. You might be getting those issues in 2.1.0 due to the inclusion of a very hacky shifttoxform[]. If that is the case, I might just completely roll back to SDL 1.2.5.

But first, check with 2.0.4. If it still exists there, then I am going to rewrite the control binding in M_Option to be a little closer to other ports. I am not sure what is going on but it is really aggravating me. :/
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Rachael
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by Rachael »

Coraline wrote:Does this behavior also exibit itself with 2.0.4?
It was this version:

Code: Select all

3DGE v2.0.4 ~Final~ compiled on Apr 26 2016 at 21:35:36
That was what I found - I can't remember if it was on the site, or on this thread.

Do you have any other versions you want me to try?
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