Okay, set some time aside to test Immoral Conduct with 3DGE 1.36 for a couple levels in TVR!.wad:
Spoiler:
Secondary fire on some weapons is broken until you pick up more ammo for it. This is most notable with the pistols, but it also applies to other weapons that use the same ammo type for both firing modes. This problem also exists in EDGE 1.35.
HUD bobbing is broken. Cory set the values low so the bobbing would be more subtle, but in 1.36 (possibly 1.35, need to try it again), the weapons bob WAY too much on the vertical axis.
Some weapons do not properly display their clip. The sawed off shotgun is the most obvious example, but sometimes other weapons won't display it either. Seems to be random?
I also have some general criticisms for 3DGE 1.36 that may have been fixed in 1.4A:
Spoiler:
Despite being able to set the monitor aspect to 16:10, I cannot select 16:10 or 16:9 resolutions.
The custom intermission background between levels is cool looking, but should be toggleable. TVR!.wad has a custom stats/intermission screen, and it should still be viewable for those that want to see it.
I cannot seem to view the full HUD anymore, and the map defaults to overlay only. May have missed an option for both of these!
Those are the problems I noticed first, there may be more! I also need to set aside time to test 1.4A. If possible, I may be able to stream ICD in various versions of EDGE for comparison purposes in the future.
Finally, here's the debug.txt for 3DGE 1.36:
Re: 3DGE 1.4A (Rendering Interpolation is here!)
Posted: Tue Nov 25, 2014 4:54 pm
by wildweasel
Snarboo wrote:Some weapons do not properly display their clip. The sawed off shotgun is the most obvious example, but sometimes other weapons won't display it either. Seems to be random?
If a weapon is showing its clip, I think that may be bugged behavior. Remember, ICD-SE was designed for EDGE 1.27, before the SHOW_CLIP weapon property was a thing.
Re: 3DGE 1.4A (Rendering Interpolation is here!)
Posted: Tue Nov 25, 2014 4:58 pm
by Snarboo
Ah, good point! So why do some weapons show it and others don't?
Edit:
Quickly tested with EDGE 1.35:
All weapons show their clip regardless of if they have the SHOW_CLIP property. I prefer this behavior but it's not technically accurate to 1.27. :p
Weapon bobbing is not broken.
Re: 3DGE 1.4A (Rendering Interpolation is here!)
Posted: Tue Nov 25, 2014 9:12 pm
by Snarboo
What are some recent mods for EDGE? Playing around with this again is making nostalgic. :p
Re: 3DGE 1.4A (Rendering Interpolation is here!)
Posted: Tue Nov 25, 2014 9:50 pm
by wildweasel
Snarboo wrote:What are some recent mods for EDGE? Playing around with this again is making nostalgic.
Just about anything by Chronoteeth, but I have no idea where he's been uploading those.
Re: 3DGE 1.4A (Rendering Interpolation is here!)
Posted: Wed Nov 26, 2014 12:07 am
by Coraline
wildweasel wrote:
Snarboo wrote:Some weapons do not properly display their clip. The sawed off shotgun is the most obvious example, but sometimes other weapons won't display it either. Seems to be random?
If a weapon is showing its clip, I think that may be bugged behavior. Remember, ICD-SE was designed for EDGE 1.27, before the SHOW_CLIP weapon property was a thing.
Actually, SHOW_CLIP was from EDGE 1.26, so it definitely existed at the time, maybe it wasn't intended for all of the weapons in ICD-SE. The best way to test this out is to open WEAPONS.DDF from that mod and find the SHOW_CLIP command - if it is not appended, then the weapon won't show those values.
Snarboo wrote:What are some recent mods for EDGE? Playing around with this again is making nostalgic.
Right now CeeJay is the kind of 3DGE mods, releasing the fantastic DOOM Forever and WolfenEDGE. Recently, a mod called Abrasion was released (cell-shaded tactical mod, using MD3 models) but it's better to render that game in 1.36F as the engine contains faster calculation tables for MD3 normals.
Re: 3DGE 1.4A (Rendering Interpolation is here!)
Posted: Wed Nov 26, 2014 12:13 am
by Snarboo
Alright, I took a look at the code, and the property seems to be SHOWCLIP, which can be either true or false (ie "SHOWCLIP=TRUE"). Almost every weapon has this property defined, except for the melee weapons, turrets, and flares. I have no idea why the clip showing is inconsistent in 3DGE 1.36. I wonder if switching from weapons that show it to weapons that don't might be the culprit?
Re: 3DGE 1.4A (Rendering Interpolation is here!)
Posted: Wed Nov 26, 2014 12:21 am
by Coraline
It could also possibly be the transition to COAL (as it did not exist in early versions of EDGE) for all heads-up display/ammo display stuff.
I will download it and take a look tonight.
Your issues with bobbing can be solved quite easily (the handling was changed due to the inclusion of interpolation) by opening THINGS.DDF and finding the OUR_HERO entry. Add this command before the STATES code: BOBBING [percentage];. That way you can fine tune it to your liking. 25% seems to be the value closest to DOOM. This is already fixed in 1.4b.
All the rest have already been fixed and are prepped for the next version of 1.4. Your view HUD issue can be solved with this post. It is fixed (with another custom HUD) pending 1.4b.
Re: 3DGE 1.4A (Rendering Interpolation is here!)
Posted: Wed Nov 26, 2014 12:24 am
by Snarboo
Awesome, thanks! Seems the BOBBING property was set to 50%, which must be too high in later versions.
Edit:
Replacing the default HUD with the other HUD fixed the clips not showing. :)
Re: 3DGE 1.4A (Rendering Interpolation is here!)
Posted: Wed Nov 26, 2014 11:27 am
by Coraline
Snarboo wrote:Awesome, thanks! Seems the BOBBING property was set to 50%, which must be too high in later versions.
Edit:
Replacing the default HUD with the other HUD fixed the clips not showing.
Cool, that's what I thought. ^_^
Re: 3DGE 1.4A (Rendering Interpolation is here!)
Posted: Thu Nov 27, 2014 3:09 pm
by Snarboo
Something else I noticed while playing 3DGE 1.36 (and EDGE 1.35): the knife throw in ICD alerts monsters, where as in 1.27, it does not. I assume this is tied to the SILENT_TO_MONSTERS special, since the primary fire does not alert monsters in any version of EDGE.
Re: 3DGE 1.4A (Rendering Interpolation is here!)
Posted: Thu Jan 22, 2015 12:12 am
by chronoteeth
Apologies for the massive bump, but I have a question in terms of code: what exactly do the partial frames do?
Re: 3DGE 1.4A (Rendering Interpolation is here!)
Posted: Fri Jan 23, 2015 7:07 pm
by Coraline
No it's OK this thread is gonna get bumped harder than a priest in a playground in a couple of weeks ^_^
So, when you say partial frames, do you mean partial frame durations. or frame numbers? As in, what context did you discover this witchery? ^_^
Re: 3DGE 1.4A (Rendering Interpolation is here!)
Posted: Fri Jan 23, 2015 7:27 pm
by chronoteeth
No no, in the WEAPDDF apparently theres a state i never noticed before. Stuff like ATTACK, RELOAD, SEC, EMPTY, ect are stuff i know, but apparently PARTIAL is also a state? mentioned in a changelog
Re: 3DGE 1.4A (Rendering Interpolation is here!)
Posted: Fri Jan 23, 2015 7:54 pm
by Coraline
1.29 Beta #2 introduced partial reloading.
weapons: partial clip loading now the default.
As it implies, partial weapon reloading means that if you have a weapon with X bullets (and X clips), and spend a random amount, it will "partially" reload without taking the entire clip; rather, only what is needed to refill the clip. Previous versions did not work like that, and took an entire clip regardless of the amount of bullets (and even later versions added the PARTIAL to specify the now-standard method of reloading).