EDGE 2.1.0 Discussion [RC-1 Released on 10.3.2018]

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Coraline
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Re: 3DGE 2.1.0-Test3 (RC2) Preview (1.16.2017)

Post by Coraline »

Just letting everyone know that near-daily (or whenever commits are made) to the Github, we post builds at DRDTeam now:

http://devbuilds.drdteam.org/3dge/

Special thanks to Eruanna for the help and guidance <3 <3 <3
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Re: 3DGE 2.1.0-Test3 (RC2) Preview (1.16.2017)

Post by Rachael »

Coraline wrote:Special thanks to Eruanna for the help and guidance <3 <3 <3
You're welcome. :)
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Re: 3DGE 2.1.0-Test3 (RC2) Preview (1.16.2017)

Post by Coraline »

@CeeJay:

Try 5df71fd of 3DGE 2.1.0-Test3 and
let me know if your problem with images has gone away! Much appreciated!

Getting close to a final 3DGE 2.1.0 release here soon, guys! =)
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Re: 3DGE 2.1.0-Test3 (RC2) Preview (1.16.2017)

Post by drfrag »

Are water splashes now supported in 2.1 for Doom games?
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Re: 3DGE 2.1.0-Test3 (RC2) Preview (1.16.2017)

Post by Coraline »

drfrag wrote:Are water splashes now supported in 2.1 for Doom games?
The sounds are, yes, and the code was recently released bug fixed. I just need to work on the spawn code for the GFx.
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Re: 3DGE 2.1.0-Test3 (RC2) Preview (1.16.2017)

Post by CeeJay »

Coraline wrote:@CeeJay:

Try 5df71fd of 3DGE 2.1.0-Test3 and
let me know if your problem with images has gone away! Much appreciated!

Getting close to a final 3DGE 2.1.0 release here soon, guys! =)
Groovy

Which problem with images.ddf are you referring to?
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Coraline
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Re: 3DGE 2.1.0-Test3 (RC2) Preview (1.16.2017)

Post by Coraline »

CeeJay wrote:
Coraline wrote:@CeeJay:

Try 5df71fd of 3DGE 2.1.0-Test3 and
let me know if your problem with images has gone away! Much appreciated!

Getting close to a final 3DGE 2.1.0 release here soon, guys! =)
Groovy

Which problem with images.ddf are you referring to?
Not DDF - the image wrapping code to fix sprite wobble was redone. Duke it out in DOOM works perfectly now :-) try it with that latest devbuild.
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Re: 3DGE 2.1.0-Test3 (RC2) Preview (1.16.2017)

Post by CeeJay »

Tried it with vanilla and Duke it Out in Doom. The image issue is resolved, the "sliding" projectile issue is still present and now there is something going on with player movement. There's like this weird jittering when walking around and bumping into walls and weapon kick makes player wobble up and down for an extended time, it this just me?
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Coraline
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Re: 3DGE 2.1.0-Test3 (RC2) Preview (1.16.2017)

Post by Coraline »

We cancelled out bobbing when hitting walls, like PRBoom. Same piece of code, nearly.

Also, next big thing we are working on: UDMF map support :-)

CeeJay, can you make a proper bug report on SF with video about sliding projectiles, if you haven't already?
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Re: 3DGE 2.1.0-Test3 (RC2) Preview (1.16.2017)

Post by NeuralStunner »

Coraline wrote:Just letting everyone know that near-daily (or whenever commits are made) to the Github, we post builds at DRDTeam now
This will hopefully aid in smashing bugs faster. :D
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Re: 3DGE 2.1.0-Test3 (RC2) Preview (1.16.2017)

Post by Coraline »

Also CJ, turn off weapon kick. Shouldn't be as bad, but I'm going to disable that shake for weapon firing in the next devbuild, so might as well keep Weapon Kick to on! =)
NeuralStunner wrote:
Coraline wrote:Just letting everyone know that near-daily (or whenever commits are made) to the Github, we post builds at DRDTeam now
This will hopefully aid in smashing bugs faster. :D
That's the plan :-)
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Re: 3DGE 2.1.0-Test3 (RC2) Preview (1.16.2017)

Post by Voltcom9 »

Coraline wrote: Also, next big thing we are working on: UDMF map support :-)
That is a huge milestone. Definitely will make the sourceport appeal to a much broader audience. Keep up the excellent work!!!
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Re: 3DGE 2.1.0-Test3 (RC2) Preview (1.16.2017)

Post by CeeJay »

Coraline wrote:CeeJay, can you make a proper bug report on SF with video about sliding projectiles, if you haven't already?
My past attempts at recording gameplay videos haven't exactly been up to snuff, something I've been meaning to look into again but not at this time. I am not very tech savy and even though I have a "new" computer it is still quite a few years behind.

It's not really a bug per say, I guess, it's just that the way bouncing projectiles are handled is vastly different in the newer builds. Am I the only one noticing it?
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Re: 3DGE 2.1.0-Test3 DevBuilds Now Available (1/2017)

Post by Coraline »

The code had to be refactored because of all the sprite work we had to do. Is it worse? We can improve it later on, but at least modders have more stable builds now.

How are you liking them? Shadows, teleport effects, minor little things that we have restored from EDGE 1.27 :-)
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Re: 3DGE 2.1.0-Test3 DevBuilds Now Available (1/2017)

Post by zZaRDoZz »

just gave the latest build from the 29th a little test spin. The node building is so fast now there's almost no point in having a building line indicator, so wha'd you do? :D
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