3DGE 2.1.0-Test3 DevBuilds Now Available (1/2017)

Software projects like source ports (3DGE, Eternity, etc), launchers like ZDL, and other useful utilities belong in this forum.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

3DGE 2.1.0-Test3 DevBuilds Now Available (1/2017)

Postby Coraline » Tue Apr 15, 2014 4:34 pm

Image
UPDATE!! 3DGE 2.1.0 Test3 Devbuilds here!

Image
Make sure to visit and support the * Shiny New 3DGEwiki


Image

After a stall, I finally updated this first post to say that 3DGE 2.1.0 Test2 was released two months ago, and it uses SDL2, along with
very critical bug fixes that unfortunately forced us to add a command line parameter.

If you try to load mods that were not designed for 2.1.0, you will get an error message:

Illegal #VERSION number: (anything less than 2.1.0):
You need to use the -v129 command line arg to use this file


To alleviate that, you need to either run your mod with the -v129 switch, or the -v135 switch. There were
too many changes that break very old mods designed for EDGE 1.35 and lower. This will eventually go away
as people transition to use newer DDF directives.

Either that, or update all the directives to use:
#VERSION 210

Code: Select allExpand view
CHANGELOG:

==================
2.1.0 Test-3 RC2
RELEASED 1.16.2017

!! This release is a TEST, therefore, certain important features might not work - we make no gaurantees for this version!

+ Bug Fix: Fixed brightness settings under Linux
      https://github.com/3dfxdev/hyper3DGE/issues/30

+ Bug Fix: Disabled MD5 verticle rotation (for now)
      https://github.com/3dfxdev/hyper3DGE/commit/76ce3b2

+ Bug Fix: Increased r_units vertex count limit and added an assertion for 3D models
           https://github.com/3dfxdev/hyper3DGE/commit/46a80c4

+ Bug Fix: Clear momentum if can't slide along wall
           https://github.com/3dfxdev/hyper3DGE/commit/18bb710

+ Bug Fix: Change wall bounce angle from random to perpendicular.
      https://github.com/3dfxdev/hyper3DGE/commit/090bc48

+ NEW:      Removed edge2.wad in favor of edge2.pak, which shows namespace support

+ NEW:      PAK/PK3/PK7 support
           http://3dfxdev.net/edgewiki/index.php/Using_ZIPs_as_WAD_replacement

+ NEW:     Sound Pitching (use s_pitch 0 to disable, or use Options->Sound)

{more to be added as Test3 is finalized}

==================
2.1.0 Test-2
RELEASED 8.21.2016

!! This release is a TEST, therefore, certain important features might not work - we make no gaurantees for this version!

+ Bug Fix: Fixed shifting animated sprites in THINGS.ddf (torches, barrells, etc)
      https://sourceforge.net/p/edge2/bugs/20/

+ Bug Fix: Inverted wall tiles in mirror were showing wrong previously, and item floating on player crouch
      https://sourceforge.net/p/edge2/bugs/19/

+ Bug Fix: Tile bug with certain wall textures, notable on 128x96 textures (patches and PNG/JPG/TGA)
           https://sourceforge.net/p/edge2/bugs/21/

+ Bug Fix: Verticle Attack Range (chainsaw/punch, etc) now being checked and calculated using slope float.
           https://sourceforge.net/p/edge2/bugs/16/

+ Bug Fix: grAb chunk for PNG sprites works properly now.
           https://github.com/3dfxdev/hyper3DGE/commit/912a340c7051b6bc3ee7deffb10844a72c170442

+ Bug Fix: 3DGE now unloads level on level exit to stop SFX
           https://github.com/3dfxdev/hyper3DGE/commit/58ecfd10136693f9f9665a38cc26b1e1fdf8d2df

+ Bug Fix: 3DGE now warns the user if an image in DDF is missing, rather than exiting.
      https://sourceforge.net/p/edge/bugs/135/

+ Bug Fix: fixed non-solid blend error/behavior for transparency.
           https://github.com/3dfxdev/hyper3DGE/commit/7edea71e65a8d88de8ddcfd89e2f3d7fe412ddb5

+ Bug Fix: Fixed Z Momentum clearing to fix jumping behavior
           https://github.com/3dfxdev/hyper3DGE/commit/61cc95457ca90c219489edd7e0c2fac84187e470

+ Bug Fix: Icon of Sin Finale in DOOM II working again

+ Bug Fix: finales are now skippable in DOOM 1 episodes without the "black screen of death"
           https://github.com/3dfxdev/hyper3DGE/commit/586212ffca37513f4202bd2b48c61571d8511a4a

+ Bug Fix: Light-Amp Goggles/Nightvision graphics now show up properly in COAL_HUD.ec
           http://www.tdgmods.net/smf/viewtopic.php?p=4357#p4357

+ Bug Fix: DOOM 1 episode end maps will skip intermission screen instead of displaying stats screen (Added STATS=NONE;)

+ Bug Fix: "Picked up a armor bonus" text changed to "Picked up an armour bonus" in DDFLANG (doom_ddf).

+ Bug Fix: SDL2 Resolution Handling/Window Management has been fixed
           https://sourceforge.net/p/edge2/bugs/8/

+ Bug Fix: Brightness changes on dual-monitor setups no longer affect both screens
           https://sourceforge.net/p/edge2/bugs/1/

+ Bug Fix: 'Use Key' moved to second control page (the previous way prevented reliable changes to major key assignments)
           http://forum.zdoom.org/viewtopic.php?p=912205#p912205

+ Bug Fix: Behavior of volume control buttons in previous SDL1 builds is now fixed and works properly with SDL2
           https://sourceforge.net/p/edge2/bugs/9/

+ Bug Fix: OPL3 mode fixes.
           https://github.com/3dfxdev/hyper3DGE/pull/17

+ Bug Fix: Screen mode wipes correctly display in OPTIONS menu.
           https://sourceforge.net/p/edge2/bugs/7/

+ Bug Fix: Interpolation fixes, and VSYNC is restored in the OPTIONS menu.
     - If you use VSYNC, make sure its value is set to '2' or higher in the console, using the r_vsync CVAR.
         - Failing to do so will result in a poor framerate and a host of other issues.

+ Bug Fix: Archivile's attack range was previously Unlimited - added ATTACKRANGE=1024; to mimick Vanilla behavior instead.
           https://sourceforge.net/p/edge2/bugs/15/

+ Bug Fix: Mancubus was invulnerable to Chainsaw damage - changed ATTACKRANGE from 63.9 to 96 (same as punch/Vanilla)
           https://sourceforge.net/p/edge2/bugs/2/

+ New Menu: Multiplayer, with the option to start a split-screen game and some basic configurations for the game.
 - You must END GAME (leave game in OPTIONS menu) to reset the gamestate to one-player (for now...)

+ PAK support is mostly completed, and can be used for mods (must have .PAK extension, directory trees not yet supported)

+ NEW FEATURE: New -modpalette command, used to override PLAYPAL for modders who do not wish to use multiple palettes (the 'EDGE' system)

+ DDF: Added GLOOP_SOUND to Things.DDF (GLOOP_SOUND="DSGLOOP";) and in SOUNDS.DDF - it is played when the player steps on a liquid flat.

+ COMPATIBILITY: You must now specify #VERSION 210 to all DDF files in order to use them with 3DGE -- otherwise, you will be forced to run your
                 mod with a new command-line switch -v135. If mods are made with EDGE 1.29 or lower, use the switch -v129.

+ Revised dynamic lighting, much more natural to their attached objects, and vastly reduced surface areas.

+ Heretic support has been vastly improved, but the full-screen overlay HUD still fails to take into account the different Heretic weapon offsets.
  + Heretic menus have been fixed as well. Numerous other small fixes for compatibility. No longer need 'HERFIX.wad'.
  + Two HUDS are now available - standard Heretic, and 3DGE's 'overlay'. Standard Heretic HUD still needs lifechain and lifegem fixes in coal_hud.ec

+ Heretic can now be started without using the batchfile. Heretic's DDF files are located in its own directory, called 'her_ddf'.

+ Staged Wolf3D and ROTT support with command-line args, and DARKWAR.WAD is recognized, but these are far from complete (don't try to load 'em!)

+ DDF's must now be appended with the following version directive: #VERSION 210, and if you load a mod that is designed for anything lower than   3DGE 1.36, a fatal crash will occur -- there is no reliable way to load very old mods (below EDGE 1.29), so they need to be manually patched!


==================
2.1.0 Test-1
RELEASED 6.13.2016

!! This release is a TEST, therefore, certain important features might not work - we make no gaurantees for this version!

* SDL2 support (input, video, controllers, networking) - this is still being developed!

+ NEW FEATURE: 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 for stereo panning.

+ NEW FEATURE: grAb PNG chunk (from ZDoom) is implemented, removing the need to manually offset images in IMAGES.DDF if the end-user
  so desires (only for PNG images).
 
+ NEW PACK-INS: Removing Timidity Patches paved the way for a new 'mods' folder, with some recent 3DGE mods being included, and others
  are explicitly defined in a text file named 'Download_ME.txt'. Just copy the desired mod into root and drag n drop to give it a whirl!
  Credits are all included.
 
* DDF math and engine funcs has been refactored and sped up.

* Better glBSP handling/building (upgrade to Eureka's codebase, also converted to c++)

* Better interpolation handling (no stuttering whatsoever!)

* Much smaller EXE under VS, and the code has been heavily optimized and improved due to Visual Studio's awesome optimizations. Also, many
  minor bugs were fixed.

- Resolution list-building and in-game changing is completely broken. Either use your previous config or modify edge2.cfg to your desired
  res. Can also use the command line. This was a result of our continued cleanup of the codebase for SDL2.

- No SSE2 extensions or anything included, and x86. This is to ensure maximum compatibility.

- Heretic support is pretty WIP at this point, as Plums and Cor are redesigning the menu layouts.

- Multiplayer graphic is the menu now, but is not selectable yet. Next release will have split-screen and two-player controls.




Some features that are mostly working and will be released for 2.1.0:
* SDL2 upgrade
* Full Splitscreen support (AI fixes, Scripting fixes, controller/joystick fixes)
* Full ROQ cinematic support (uses RTS to call cinematic, can be played before level start or after level end, new engine intros use the format)
* Various bugfixes and DDF add-ons
* Improved console (able to call Cheat Codes with it now, like Quake (thanks Eruanna <3)

Features that are in-development and showing progress :
* Inventory System (to support Heretic that's in beta stages as of 1.36E, can also be used for mods)
* UDMF Map Support
* Force Feedback controller support
* Aforementioned full Heretic and HACX 2.0 support
* Spline-based Camera Scripting format (working, just need to call external scripts in engine), could be used to make an RE-style game or in-game cutscenes

Planned:
* Quake 3 BSP Support
* Quake3-shader sky code (replace DOOM sky code)
* Flat warping (hardware)
* Strife Support
* ROTT Support
* Wolfenstein/Blake Stone Support
Last edited by Coraline on Sat Jan 28, 2017 4:30 pm, edited 16 times in total.
User avatar
Coraline
3DGE Developer
 
Joined: 15 Aug 2012
Location: California

Re: 3DGE 1.37 - impending release

Postby Enjay » Tue Apr 15, 2014 5:48 pm

Interesting news. Good to see the spirit of EDGE continuing.

corynne wrote:* Full ROQ cinematic support (uses RTS to call cinematic, can be played before level start or after level end, new engine intros use the format)


I'm intrigued by the ROQ format. Are there any tools for it? Is it possible, say, to convert to and from other video formats such as AVI or whatever? Indeed, is there any way to play a ROQ video other than using a game engine? I've always come up against a dead end when trying to figure it out in the past.
User avatar
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
 
 
Joined: 15 Jul 2003
Location: Scotland

Re: 3DGE 1.37 - impending release

Postby Coraline » Tue Apr 15, 2014 6:02 pm

Here is a guide that allows you to do just that. It's called Quake Video Maker, as far as I know the only tool for it. I think decoders lie elsewhere in obscure forms but I don't remember the names. There are a lot of restrictions, you can't just convert from any AVI as I recall (needs to be uncompressed I think). It took a lot of trial and error before I was able to get things looking good. 3DGE plays them wonderfully. I've also tinkered with the possibility of getting them to render to surfaces but that's a different story.

And thanks for the kind comments. Hopefully modernizing EDGE will get it in a better standing throughout the entire community than it has right now.
User avatar
Coraline
3DGE Developer
 
Joined: 15 Aug 2012
Location: California

Re: 3DGE 1.37 - impending release

Postby Ethril » Wed Apr 16, 2014 4:10 pm

How do you even pronounce that name? Is it still "Edge", or, uh... "Three-edge"? "Threedge" (rhymes with the "weeg" in "luigi")? "Three-deege" (ditto)?
User avatar
Ethril
F1
 
Joined: 16 Nov 2008
Location: Guidance Gate

Re: 3DGE 1.37 - impending release

Postby Enjay » Wed Apr 16, 2014 5:20 pm

I'm guessing still "Edge" because a 3 is generally accepted to represent an "E" in number-substitution notations such as leetspeak (or perhaps 1337$p34|<) and places where formulaic arrangements limit the number of character combinations available (e.g. British car registration numbers).

However, the fact that it makes the start of the name say "3D" is kinda cool too.
User avatar
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
 
 
Joined: 15 Jul 2003
Location: Scotland

Re: 3DGE 1.37 - impending release

Postby Coraline » Wed Apr 16, 2014 5:24 pm

You're not the only one that's asked me that. The intention was that it's pronounced exactly the same as EDGE, just with a 3 (you know, the whole l33t speak, you don't pronounce l33t lthreethreet) in place of the E. The 3 is also to imply that you don't need "DOOM" to play the game (instead the name could be 3D Gaming Engine). Lots of different (But not literal) ways.

On the Doom wiki, it explains the name:

The name is a play on EDGE - the "3" is to symbolize the third line of continuation from EDGE and DOSDoom.


EDIT: Damn Enjay you beat me to it!
User avatar
Coraline
3DGE Developer
 
Joined: 15 Aug 2012
Location: California

Re: 3DGE 1.37 - impending release

Postby DaMan » Wed Apr 16, 2014 7:22 pm

So you're the 1 guy that liked Driv3r!
DaMan
100M club member
 
Joined: 01 Jan 2010

Re: 3DGE 1.37 - impending release

Postby Coraline » Wed Apr 16, 2014 8:57 pm

lol. Wasn't the original Driver on PSX or something? Yuck.
User avatar
Coraline
3DGE Developer
 
Joined: 15 Aug 2012
Location: California

Re: 3DGE 1.37 - impending release

Postby blackfish » Wed Apr 16, 2014 9:12 pm

corynne wrote:
* Full Splitscreen support (AI fixes, Scripting fixes, controller/joystick fixes)


Quick! Add it to Zdoom! ;)

having fps uncap would make me interested in this indeed if only for the splitscreen. I have a 144hz monitor that benefits it from GZdoom greatly atm.
User avatar
blackfish
pew pew
 
Joined: 15 Jul 2003

Re: 3DGE 1.37 - impending release

Postby Coraline » Wed Apr 16, 2014 9:37 pm

I know it's [FPS uncap] something everyone wants (sometimes I day dream) but I don't have the time or the knowhow. Reason is that there is just simply so much to interpolate between the game code and the numerous scripting systems (we're up to 4 now - DDF, RTS, COAL, and SPLINE). It'd take a magician to crack that and I'm not necessarily an expert programmer. I've taken notes on other ports for years and if I seriously attempted it I'd probably get close, but there's not much to go off of...believe me, 3DGE is a different beast in comparison to the others.

The only (modern-ish) port with enough lineage to see how things work reliably is Doom Legacy, and I don't think they've had an FPS uncap yet (and it's written in C as opposed to C++, but that's alright).

Splitscreen is fun. It's nice playing (if you sort of patch them) QDOOM or anything Cory Whittle or wildweasel type stuff. Compatibility though has taken a hit (DosDoom 0.65, anything older than EDGE 1.24) and I do my best to correct them (1.27-1.29 isn't too hard to get running right). And of course it's nice playing BOOM-compatible or vanilla maps on, as well.
User avatar
Coraline
3DGE Developer
 
Joined: 15 Aug 2012
Location: California

Re: 3DGE 1.37 - impending release

Postby wildweasel » Thu Apr 17, 2014 12:07 am

Hmm. Considering none of my mods for EDGE were designed with multiplayer in mind (since...y'know...EDGE never actually had multiplayer support!), I'd be interested to know how those play in splitscreen. I'm going to guess that Immoral Conduct won't work in MP though, since Cory outright replaced the multiplayer spawners to randomly spawn AI buddies.
User avatar
wildweasel
I love the smell of sourdough in the morning
 
Joined: 15 Jul 2003
Location: avatar by kurashiki

Re: 3DGE 1.37 - impending release

Postby Enjay » Thu Apr 17, 2014 2:54 am

Here's something that you may, or may not, be interested in. Using the map Frozen Time and standing in the location in the screenshots, In GZDoom I get 30fps (27 with dynamic lights) and the map looks fine. In 3DGE 1.36, I get 2fps and there are gaps/visible glitches in the bridge [edit]that was with dynamic lights - switching them off gave me 3fps[/edit].

Image
Image
(South end of bridge, approx coords 4670, 6040)

In both cases I used -nomonsters and FRAPS to do the benchmark.

[edit]
aaand, purely out of interest...

ZDoom gave me 10fps

Zandronum, gave me 15 fps (13 with dynamic lights) although, interestingly, skulltag gave me 21fps. I thought that both of those used the same (older) GZDoom renderer so I'm not sure why there is such a difference.

EDGE 1.35 gave me much the same result as 3DGE.

I couldn’t get an FPS display in Eternity but it was running quite well and I estimate about 25-30 fps and no obvious visual glitches.

Risen3D gave me 24 fps [edit] I now have a newer beta with some optimisations and I get 42fps with Risen3D now[/edit]

Doomsday took over 1 minute to load the map. When I got to the test area, I was getting less than 1 fps (I estimate 1 frame every 20 seconds). I couldn’t really see how well the bridge was being rendered due to the awful performance making it very difficult to stand in the right place and when I tried to quit, I thought the game had hung but, in fact, it was just taking a very long time to exit (over 2 minutes).

Vavoom was also in the <1 fps category. Actually, it was so bad that I didn't even try to get to the test viewpoint. It was unplayable.

All tests were carried out with, as best I could - but without a hugely thorough check, the same main options. This was at least -nomonsters and a resolution of 1920x1200 where possible (Vavoom was, I think, the only one that I couldn't get in that resolution (1600x1200 instead)) and dynamic lights off.
Last edited by Enjay on Thu Apr 17, 2014 5:54 am, edited 1 time in total.
User avatar
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
 
 
Joined: 15 Jul 2003
Location: Scotland

Re: 3DGE 1.37 - impending release

Postby Enjay » Thu Apr 17, 2014 4:10 am

And here's something I have no explanation for, when I start the above WAD (Frozen Time) in EDGE 1.34, 1.35 and 3DGE 1.36, I get given a BFG9000 right at the very start of the map before I even go anywhere. This does not happen in the other ports I tested and there is nothing (such as a BFG pickup) on the P1 start spot. :?:

[edit] Checking further, there is a Voodoo doll (thing #1304) standing on a BFG. I don't know whether EDGE is handling this correctly or if the other ports are.[/edit]

[edit2] Digging further, it looks as if EDGE (etc) has it wrong. You are supposed to get the BFG when the voodoo doll moves. The doll is moved when you activate a switch with tag 126 (looks like a big clock face). This lowers a crushing ceiling that explodes a barrel near the voodoo doll, pushing it slightly and allowing it to pick up the BFG (and so the player gets the bfg (and a little damage from the barrel)). A stationary player/voodoo doll should not pick up items. Having a stationary player pick up items is a change to how Doom works (personally, it's a change that I would have found useful in a few situations that I have tried to create in the past but, nevertheless, it is a change (and I suspect an unwanted one in most circumstances)).[/edit2]
User avatar
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
 
 
Joined: 15 Jul 2003
Location: Scotland

Re: 3DGE 1.37 - impending release

Postby Graf Zahl » Thu Apr 17, 2014 4:53 am

I'm not surprised that EDGE has it wrong. That's what happens if core gameplay behavior is changed for no good reason - and EDGE has done a ton of it, replacing side effects of Doom's original movement code with some scripting hacks. I remember reading somewhere that the special monster death actions have been replaced with RTS scripts, it wouldn't surprise me if the same happened here.
User avatar
Graf Zahl
Lead GZDoom Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: 3DGE 1.37 - impending release

Postby Coraline » Thu Apr 17, 2014 2:17 pm

Graf Zahl wrote: it wouldn't surprise me if the same happened here.

This looks like an oversight in P_SpawnVoodooDoll or G_AddVoodooDoll and has nothing to do with RTS. The original special monster deaths are done with RTS, but I don't see why that would matter. They function exactly the same in these cases and would with any map that exploited them.

Enjay wrote: Digging further, it looks as if EDGE (etc) has it wrong. You are supposed to get the BFG when the voodoo doll moves.


So Voodoo Dolls are supposed to pick up items only when "provoked", or something? They work in 3DGE - they take damage, etc., but I did notice it pick up a medikit (and therefore giving it to the player) when I moved it to the item. So are you saying the Voodoo Doll is spawned in the wrong spot on that map or something? If it can only pick it up when moved and it doesn't start at that point, then that's what I'm assuming. Also, I'm going to *try* and test this with 1.25/1.24 because Voodoo Doll handling was changed twice (with 1.26 and 1.29). Maybe the radius for the BFG pickup is too large and needs to be adjusted.

Those holes also look like an issue with the external node builder or something, how strange. And DAMN that outdoor area drags the port to its knees, even in the lowest resolution. Can you send me a link to that map so I can do some debugging? EDIT: I see the link, sorry, long morning.

wildweasel wrote:Hmm. Considering none of my mods for EDGE were designed with multiplayer in mind (since...y'know...EDGE never actually had multiplayer support!), I'd be interested to know how those play in splitscreen. I'm going to guess that Immoral Conduct won't work in MP though, since Cory outright replaced the multiplayer spawners to randomly spawn AI buddies.

Yes, some of the older mods now need slight patching if you are using Multiplayer only for the sake that it didn't exist at the time, which is understandable. It would be a five minute job, really.
User avatar
Coraline
3DGE Developer
 
Joined: 15 Aug 2012
Location: California

Next

Return to Software and Ports

Who is online

Users browsing this forum: sfFeedReader [RSS] and 1 guest