
EDGE 2.1.0 Discussion [RC-1 Released on 10.3.2018]
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 are perfectly acceptable here too.
Please read the full rules for more details.
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 are perfectly acceptable here too.
Please read the full rules for more details.
Re: 3DGE 2.0.4 Final Released! (4.26.2016)
WW is correct - if you are looking to run Doom and Doom II togetheer, just have them both in your root, and drag n drop doom.wad onto the executable - you can play all of the original episodes, plus Hell on Earth, all in order if you prefer 

Re: 3DGE 2.0.4 Final Released! (4.26.2016)
ok thx for info,so i have a bath file *bat* for every mod in source port directory,this require add some line of text in file. zdoom sp & others from zdoom, have a nice menu[where you select proper wad file to run] if you have more than one *wad file in your directory,havin something like this can be very nice ...
Re: 3DGE 2.0.4 Final Released! (4.26.2016)
You can use a launcher like ZDL. That works with basically all ports.wolf00 wrote:ok thx for info,so i have a bath file *bat* for every mod in source port directory,this require add some line of text in file. zdoom sp & others from zdoom, have a nice menu[where you select proper wad file to run] if you have more than one *wad file in your directory,havin something like this can be very nice ...
- Trusty McLegit
- Posts: 264
- Joined: Sun Feb 07, 2016 8:42 pm
Re: 3DGE 2.0.4 Final Released! (4.26.2016)
How do you start a splitscreen game in 3DGE? Also is there a way to turn off mouse acceleration?
- chronoteeth
- Posts: 2664
- Joined: Wed Sep 08, 2004 1:29 pm
- Preferred Pronouns: It/Its
Re: 3DGE 2.0.4 Final Released! (4.26.2016)
with 3dge, some have played that doom belmondo mod i made. I gotta ask tho, the bug where the ammo counter doesnt appear when full screening vs. having the status bar up, how is there a way to fix that?
Re: 3DGE 2.0.4 Final Released! (4.26.2016)
It's an easy fix, I encountered a similar issue in the QUACK mod you made - All you have to do is make sure the name of the weapon strings in COALHUDS is the same as the string for the ammo counter. If you have "PISTOL" set for one, and "HANDGUN" set for another, you'll be able to see the ammo count in the statusbar total, but absent from the main counter itself.
- chronoteeth
- Posts: 2664
- Joined: Wed Sep 08, 2004 1:29 pm
- Preferred Pronouns: It/Its
Re: 3DGE 2.0.4 Final Released! (4.26.2016)
coal completely escapes me, got an example?
Re: 3DGE 2.0.4 Final Released! (4.26.2016)
For sure dude I totally got you! I just got back from a festival around Monday so I apologize for not responding in swift urgency. I'll use DAMNED as a prime example:
There are a series of strings in COALHUD.EC/COALHUDS that define the ammo counters. One is for the counter total and another is for the ammo counter itself.
Pretty much, the names for the weapon types (also defined in DDFWEAP) MUST match their ammo counter variables, or the ammo simply wont show up for that specific weapon. If "SUPERSHOTGUN" is listed for the main variable, but SUPERSHOTTY is listed for another, you'll just have a blank ammo count when the weapon is selected. This doesnt affect ammo usage, but rather a proper display of ammo. Make sure when you use COAL, to name your lump as COALHUDS in SLADE to prevent any changes made to the file from not showing up. Keep a look out soon, I'll make and convert some original and already-made HUD mods from ZDoom to 3DGE as good examples, and so that we can use them for our own port 
There are a series of strings in COALHUD.EC/COALHUDS that define the ammo counters. One is for the counter total and another is for the ammo counter itself.
Code: Select all
hud.set_alpha(0.7)
hud.text_font("BIG_DIGIT")
if (player.cur_weapon() == "PISTOL")
hud.draw_num2( 266, 179, 3, player.ammo(1))
if (player.cur_weapon() == "SHOTGUN")
hud.draw_num2( 266, 179, 3, player.main_ammo(1))
if (player.cur_weapon() == "ASSAULTSHOTGUN")
hud.draw_num2( 266, 179, 3, player.main_ammo(1))
if (player.cur_weapon() == "SUPERSHOTGUN")
hud.draw_num2( 266, 179, 3, player.ammo(2))
if (player.cur_weapon() == "EXPLOSIVESSG")
hud.draw_num2( 266, 179, 3, player.ammo(2))
if (player.cur_weapon() == "SUBMACHINEGUN")
hud.draw_num2( 266, 179, 3, player.main_ammo(1))
if (player.cur_weapon() == "PHANTOM")
hud.draw_num2( 266, 179, 3, player.main_ammo(1))
if (player.cur_weapon() == "CHAINGUN")
hud.draw_num2( 266, 179, 3, player.main_ammo(1))
if (player.cur_weapon() == "ROCKET_LAUNCHER")
hud.draw_num2( 266, 179, 3, player.main_ammo(1))
if (player.cur_weapon() == "TWIN_LAUNCHER")
hud.draw_num2( 266, 179, 3, player.main_ammo(1))
if (player.cur_weapon() == "GRENADE_LAUNCHER")
hud.draw_num2( 266, 179, 3, player.main_ammo(1))
if (player.cur_weapon() == "SUPER_GRENADE_LAUNCHER")
hud.draw_num2( 266, 179, 3, player.main_ammo(1))
if (player.cur_weapon() == "PLASMA_RIFLE")
hud.draw_num2( 266, 179, 3, player.main_ammo(1))
if (player.cur_weapon() == "RAILGUN")
hud.draw_num2( 266, 179, 3, player.main_ammo(1))
if (player.cur_weapon() == "BFG9000")
hud.draw_num2( 266, 179, 3, player.main_ammo(1))
if (player.health() < 35)
hud.text_color(hud.RED)
else
if (player.health() < 65)
hud.text_color(hud.YELLOW)
else
if (player.health() < 200)
hud.text_color(hud.GREEN)
else
hud.text_color(hud.BLUE)
hud.draw_num2(78, 179, 3, player.health()) // 100
hud.text_color(hud.NO_COLOR)
if (player.total_armor() > 100)
hud.text_color(hud.BLUE)
else
if (player.total_armor() > 200)
hud.text_color(hud.YELLOW)
else
if (player.total_armor() > 300)
hud.text_color(hud.RED)
else
hud.text_color(hud.GREEN)
hud.draw_num2(316, 179, 3, player.total_armor())
hud.text_color(hud.NO_COLOR)
hud.text_font("DOOM")
hud.text_color(hud.WHITE)
hud.draw_text(34, 170, "HEALTH")
hud.draw_text(274, 170, "ARMOR")
if (player.cur_weapon() == "PISTOL")
hud.draw_text(227, 170, "AMMO")
if (player.cur_weapon() == "SHOTGUN")
hud.draw_text(227, 170, "AMMO")
if (player.cur_weapon() == "ASSAULTSHOTGUN")
hud.draw_text(227, 170, "AMMO")
if (player.cur_weapon() == "SUPERSHOTGUN")
hud.draw_text(227, 170, "AMMO")
if (player.cur_weapon() == "EXPLOSIVESSG")
hud.draw_text(227, 170, "AMMO")
if (player.cur_weapon() == "SUBMACHINEGUN")
hud.draw_text(227, 170, "AMMO")
if (player.cur_weapon() == "PHANTOM")
hud.draw_text(227, 170, "AMMO")
if (player.cur_weapon() == "CHAINGUN")
hud.draw_text(227, 170, "AMMO")
if (player.cur_weapon() == "ROCKET_LAUNCHER")
hud.draw_text(227, 170, "AMMO")
if (player.cur_weapon() == "TWIN_LAUNCHER")
hud.draw_text(227, 170, "AMMO")
if (player.cur_weapon() == "GRENADE_LAUNCHER")
hud.draw_text(227, 170, "AMMO")
if (player.cur_weapon() == "SUPER_GRENADE_LAUNCHER")
hud.draw_text(227, 170, "AMMO")
if (player.cur_weapon() == "PLASMA_RIFLE")
hud.draw_text(227, 170, "AMMO")
if (player.cur_weapon() == "RAILGUN")
hud.draw_text(227, 170, "AMMO")
if (player.cur_weapon() == "BFG9000")
hud.draw_text(227, 170, "AMMO")
}

- CyborgParrot
- Posts: 23
- Joined: Sat Feb 07, 2015 5:32 am
- Graphics Processor: nVidia with Vulkan support
Re: 3DGE 2.0.4 Final Released! (4.26.2016)
Are there any Tutorials on Coding for 3DGE?
I've tried looking for some but no Luck...
I've tried looking for some but no Luck...

Re: 3DGE 2.0.4 Final Released! (4.26.2016)
I am working on a complete set of Official tutorials via the Wiki, it is almost complete. Shows how to make weapons, monsters, RTS patrolling monsters, a COAL HUD, among other things. Should be done by MondayCyborgParrot wrote:Are there any Tutorials on Coding for 3DGE?
I've tried looking for some but no Luck...
Re: 3DGE 2.0.4 Final Released! (4.26.2016)
It's kinda late, but if there's any interest in the wiki-
http://3dfxdev.net/edgewiki/index.php/Main_Page
http://3dfxdev.net/edgewiki/index.php/Main_Page
Re: 3DGE 2.1.0 (Test2) Released! (8.22.2016)
The Wiki was sidestepped while I was working IRL, and I finally nearly collapsed due to exhaustion, so I finally have at least
half a day to work on 3DGE and get it all sorted out ^_^
I did update the first post with CHANGELOGS to both 2.1.0 Test 1 and 2, and updated all of the links to point to the Test2
version of 2.1.0.
Test-3 was really delayed due to this. When it rains, it pours
But it will be coming soon!
half a day to work on 3DGE and get it all sorted out ^_^
I did update the first post with CHANGELOGS to both 2.1.0 Test 1 and 2, and updated all of the links to point to the Test2
version of 2.1.0.
Test-3 was really delayed due to this. When it rains, it pours

But it will be coming soon!
- chronoteeth
- Posts: 2664
- Joined: Wed Sep 08, 2004 1:29 pm
- Preferred Pronouns: It/Its
Re: 3DGE 2.1.0 (Test2) Released! (8.22.2016)
dumb question time, but how the heck do i use heretic with this? I know theres support but i still get a hek ton of question marks
Re: 3DGE 2.1.0 (Test2) Released! (8.22.2016)
You can run Heretic using a batch config file. Or create your own using a shortcut. First, create a shortcut of 3DGE, and right-click to access the properties menu. Use the shortcut file field to define -iwad heretic.wad -file herefix.wad after the shortcut quotations. Should start 'er up right away!
Re: 3DGE 2.1.0 (Test2) Released! (8.22.2016)
Very soon I'll be releasing a new version of Astral Pathfinder under a different name. After many playthroughs for my own fun, I find that large, spiraling levels arent ideal for casual playthroughs.. It takes 30 minutes to complete each level fully with exploration and discovering secrets. It wasnt the ideal vision I had for something like this - epic adventures aren't my strong suits. My new ideal vision are short, fun and immersive environments that give you the sense that you are actually there. It's easier to map smaller. My computer still cant handle the overdose on sectors despite partitioning and upgrading to a lighter version of Windows 7. Also still working on 3DGE 64 and will do the same. Doom 64 maps were never large, complicated or backtrack heavy like my own. That will also get a recent update.