EDGE 2.1.0 Discussion [RC-1 Released on 10.3.2018]

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Re: EDGE 2.1.0 Discussion [RC-1 Released on 10.3.2018]

Postby Coraline » Tue Nov 26, 2019 3:52 am

Okay, it’s been awhile. life kicked my ass hard.

StroggVorbis, I’m sure you are aware we have been chipping away at bugs via Discord.

Everyone: The most recent development builds from November are in a better state, but I will try and drop a new release candidate (RC3) which fixes a lot. Current devbuilds have glClear issues (removed clear to black but reverted shortly after, oops).

Few interesting things you can expect:
1) TOMl INI for CFG - while it can read and convert the old configs, it’s best to delete the previous and let EDGE generate a new one.
2) inline with above, the cvar system got a total rewrite and now are recorded in the INI properly now, all of them. Console becomes a lot more useful with that, and no discrepancies setting values in Menu/Console. More CVARS are available now.
3) Removed very buggy and very unsafe edge.preset
4) Stripped most of ROTT support so we can make the engine stable enough for another official release. ROTT will resume after that happens.
5) Screen resolution changing is fixed
6) transparent grey box on screen when changing screen res is fixed as well as overall gamma adjustments
7) Fullscreen mode works again and frame rate is much higher than before (duplication of SDL_Renderer state that didn’t need second creation)
8) Improved but not perfect frame rate in some instances, still probably needs more work with EDGE netcode
9) Colormap DDF/ Pause graphic bug fixed from stripping ROTT toplevel for now
10) if not mentioned previously, SIGIL is fully supported
11) lots of behind the scenes fixes and cleanups at engine level esp. with archive handling
12) Minor DDF bugfixes
13) grAb fixes (still need weapon grAB checking)
14) Minor memory leaks in GL/etc patched
15) Slider menu defaults fixed and not out of bounds on default

Some things we will tackle in near future, hope most of these make it in for 2.1.0 final:

0) Proper /base sub directory support as well as fragmented EPKs for supported games
1) proper auto loading for mods (replacing very unsafe preset)
2) Improved IWAD detection
3) terrain.ddf (for now limited to player hitting floor sound effects)
4) better image processing and handling (palette issues will be gone)
5) WAD handling rewrite for ROTT namespace markers
6) Images.DDF could handle raw formats (patches); new type PATCH.
7) OpenAL Audio subsystem
8) OpenGL shader and internal state rewrites
9) Wolf3D support (!)
10) working on glBSP and GWA cache removal in favor of ajBSP. Testing via AJBSP yielded improved frame rates and better BSP trees
11) SDL Kitchensink for video playback (will support all movie formats)
12) shorter intro video, able to call them in Levels.DDF for pre.level
13) input handling improvements, especially for multiplayer and joysticks
14) Improved I_Error handling
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Coraline
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Location: California

Re: EDGE 2.1.0 Discussion [RC-1 Released on 10.3.2018]

Postby CeeJay » Sat Nov 30, 2019 12:32 pm

Life has a tendancy to do that, like over and over again. Being able to see through it and still stand tall is probably the ultimate test of character. Anyways, good luck and I'll be checking out the latest builds of the engine for sure.
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Re: EDGE 2.1.0 Discussion [RC-1 Released on 10.3.2018]

Postby Coraline » Mon Apr 06, 2020 1:26 pm

StroggVorbis wrote:I'm using the latest devbuild and I still get a pitch black fullscreen, also sometimes the interpolation stops working, making everything appear choppy, despite my FPS still being at 200.
Any idea what's going on?

Edit: The latest devbuild crashes to desktop when picking up an invulnerability sphere. "Colourmap [ALLWHITE] is too small ! (LENGTH too big)"

Also, is there a way to disable the strafe bobbing?

Edit 2: This is probably not correct, but I changed the start parameter in colmap.ddf:

Code: Select allExpand view
// --- Powerup effects -------------

// For the invulnerability effect
[ALLWHITE]
lump = "COLORMAP";
start = 0;//32;
length = 1;


At least it doesn't crash now.

Edit 3: Oh, I accidentally saved the game while dead, didn't know this was possible :P


This bug has finally been fixed. @UsernameAK discovered the WAD loading code was wrongly picking up 'colormap.fp' from the archive and actually superseding the regular COLORMAP lump from the WAD itself. Stupid scary bug on my part, but he patched it. So the colormap entry can finally go back to normal (start=32, length=1).

Posting new builds today via DRDTeam with a lot of changes, including our upgraded Renderer (the GL3 path can now be used). So we will need feedback and the usual bug reports as they happen. Thanks for the support everyone.

EDIT: Going to fix the saving while dead bug (did not know that was a thing either :D), and I will enable an option in the menus to disable the Quake bobbing before I upload the builds.
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Coraline
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Location: California

Re: EDGE 2.1.0 Discussion [RC-1 Released on 10.3.2018]

Postby Voltcom9 » Wed Apr 08, 2020 8:23 pm

What's this? A new devbuild of EDGE! That's great news, there hasn't been any updates in forever.
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Re: EDGE 2.1.0 Discussion [RC-1 Released on 10.3.2018]

Postby CeeJay » Tue May 12, 2020 12:34 am

What's going on with the automap in the latest devbuild, it's like it is having a seizure ?
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Re: EDGE 2.1.0 Discussion [RC-1 Released on 10.3.2018]

Postby Voltcom9 » Tue May 12, 2020 6:38 pm

Yeah it is definitely seizure inducing. Note: if you have epilepsy do not use the automap lol.
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Re: EDGE 2.1.0 Discussion [RC-1 Released on 10.3.2018]

Postby Artman2004 » Tue Aug 18, 2020 7:36 pm

Sorry to bump, but how do I save my settings? I disable the sound pitching, bloom, and lens distortion, but whenever I start a new game, the settings switch back to on. Why?

Also, when can we expect a new stable release?
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