EDGE 2.1.0 Discussion [RC-1 Released on 10.3.2018]

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

Post by YukiHerz »

Sprites turn full black on GL2 for me, though it's probably my re-toasted ass graphics card, everything else works fine with either interpolation and v_sync 2 or both off.
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Coraline
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by Coraline »

Yep, it is a known issue (see /docs/issues). :)

Glad things are working great! What is your system type for the curious?
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YukiHerz
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by YukiHerz »

Not sure what you meant, running on a windows 10 laptop that was low-end on release by 2012, if specifications is what you need then i can gather them later.
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Coraline
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by Coraline »

No its fine, it seems like users are reporting different behavior based on hardware being used. Was just curious. It is most likely an internal issue with our code that will need a little TLC.
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Trusty McLegit
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by Trusty McLegit »

Coraline wrote:Can anyone test this and attempt to replicate this freezing on exit issue? I have tested it on a few systems since then and I have had no exit issues. Tested on XP, 7, 8.1 and 10 with no problems so far...
The latest version of 3dge caused my computer to crash too. It didn't happen upon exit though, just during normal gameplay. I'm using windows 8.

Also, I tried playing with 3dge model pack 1.3 with both exes and opengl mode 2 and it caused extreme stuttering and lag. I have a pretty decent computer too, so I can't imagine that's the issue

Finally, you said something about per pixel lighting on 3d models? That sounds pretty sweet. Do you have a wad that demonstrates this feature? I tried 3dge model pack 1.3 but it seemed uniformly lit to me. Maybe it just needs dynamic lights to work? Or do you need to set up the models to work with this feature?
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Coraline
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by Coraline »

Can you send any crash reports (with your debug.txt) to our Sourceforge tracker? (https://sourceforge.net/p/edge2/bugs/?source=navbar)

Models need additional skins to apply the effects (a normal map, spec map, or brightmap). Works best with MD5s, but will also work on MD2 and MD3.

With those features though, models really need to be built for them in mind, whether they have multiple groups (or skins).
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by Coraline »

@Trusty:

The report you submitted - was that after the game crashes? The log says that it was exited normally - maybe you included the wrong report? Also, what circumstances arose before it crashed?
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Trusty McLegit
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by Trusty McLegit »

Oh does it replace the file every time you use 3dge? Sorry if that's a stupid question.
As for the circumstances, I was playing with the 3dge-sse2.exe on opengl mode 2 with 3dge model pack v1.3. It was juttering really badly (even though I had a decent fps) and just during normal gameplay it just froze my computer. I couldn't ctrl alt delete out or anything. So I had to power down my computer manually. The stuttering is consistent, but I haven't had it crash again, so without the proper debug.txt I suppose this isn't very helpful...
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by VGA »

Yeah, if it happens again you should save the debug log.
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by Coraline »

I recommend using GL1 mode for model heavy projects.

Hypertension uses GL2 but our model rendering system takes advantage of MD5, not older MD2/MD3 models.

Also, Trusty, are you setting the r_vsync CVAR to 2 or higher? Needs to be done everytime a new game is started.
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by tinylvis »

Hmm have you been rejected from zandronum or gzdoom developers team? Because i find no other answer to why you are making your own port.
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by Kinsie »

tinylvis wrote:Hmm have you been rejected from zandronum or gzdoom developers team? Because i find no other answer to why you are making your own port.
EDGE has been around for a very long time (Immoral Conduct was writing the book on gameplay mods back in 2002, before even Doom 3 came out!), and had text-based modding systems (DDF) many, many years before DECORATE was a twinkle in the sandwich man's eye. So, you know, show a little respect and don't be rude.
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by tinylvis »

Kinsie wrote:
tinylvis wrote:Hmm have you been rejected from zandronum or gzdoom developers team? Because i find no other answer to why you are making your own port.
EDGE has been around for a very long time (Immoral Conduct was writing the book on gameplay mods back in 2002, before even Doom 3 came out!), and had text-based modding systems (DDF) many, many years before DECORATE was a twinkle in the sandwich man's eye. So, you know, show a little respect and don't be rude.

Well i was here quite around too my eager 3dge defender. And it amazes me after what you said that they are so slow with the project. They do not even have working networking. What is this? This is something poorly made. The source has such *flowers* like.

if( some )
return;

When it could be friendly to eye -> if( some ) return;

Smells like copied code.
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by wildweasel »

Are you just here to troll? Because if you are just going to act like this, I know exactly what to do with you. I'm not sure how you've had your account since 2005 and learned very little about how things work around here.
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Kinsie
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by Kinsie »

tinylvis wrote:They do not even have working networking.
Some would argue that neither does ZDoom. Image
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