EDGE 2.1.0 Discussion [RC-1 Released on 10.3.2018]

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chronoteeth
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Re: 3DGE 1.4A (Rendering Interpolation is here!)

Post by chronoteeth »

So as an easy example, you could do frames like, example

lets say you cock the slide of a gun once the gun is empty, but if you reload it before the gun is empty, it triggers a partial frame?

Like empty reload = Mag out, mag in, pistol slide
Partial reload = Mag out, mag in
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Coraline
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Re: 3DGE 1.4A (Rendering Interpolation is here!)

Post by Coraline »

Yes. That information would actually be of service to the Wiki. I just literally updated the ENTIRE CHANGELOG from the ports start in 1997 (even before Zdoom!) to the present.

Anyways, this would be great to add to the wiki, still looking for some help on it if anyone is interested.

New release incoming in a few weeks, among the cool features is fixed interpolation, MD5 models, patched two-player, and ROQ (with ROQ replacing the 3DGE intro in the beginning). That release will be the final 1.4, then after that I will be moving on to 2.0.

2.0 will completely drop support for 1.x generation mods (animation system will also be rewritten) so if any attempt is to be made running anything old with it, the mod will have to be hard-patched. The engine will immediately fail if it detects a VERSION# string lower than 2. This is to ensure that I won't be wasting my time getting old features working again. The engine will also fail to load the mod if it detects ANY deprecated features (that the previous developer left in for compatibility sake), things like QUADRATIC lighting, etc. This will be documented before release via Wiki. I'm undecided if I will leave the -lax string in for compatibility.

This might be harsh, sure, but I want to ensure that the port moved beyond the "old, unstable" curse that EDGE became in the early 2000's.
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chronoteeth
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Re: 3DGE 1.4A (Rendering Interpolation is here!)

Post by chronoteeth »

If, as you said, that you wish to maintain DDF as it is just expand on it because of DDF's ease of use, why will older versions of the mods be incompatible with the newer versions if they're to utilize the same coding style?
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Re: 3DGE 1.4A (Rendering Interpolation is here!)

Post by Gez »

There's more to a language than a coding style. Some functions might disappear, other can see changes in the way they work, etc.
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Re: 3DGE 1.4A (Rendering Interpolation is here!)

Post by Coraline »

Gez wrote:There's more to a language than a coding style. Some functions might disappear, other can see changes in the way they work, etc.
Exactly. And, some of this port has been held back to maintain compatibility throughout the years. This port is slower than others (but definitely stable, and "slow" is not exactly literal either) and it's my current aim to optimize where I can. Keeping in old functions bloat up the place.

1.4 will be the last version to have EDGE compatibility, but I think it's a good point to end on - bugs fixed, interpolation, new model system, cinematics, etc. To me, that should be everyone's dream accomplished with the old port right there.

2.0 will attempt to break new ground, still using DDF/RTS/COAL/SPLINE, for a new generation of Doom-ers looking for something easy to edit/manipulate, while keeping up with the other ports in a sense.
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Re: 3DGE 1.4A (Rendering Interpolation is here!)

Post by VGA »

I need uncapped framerate. Inject it into my veins.
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Re: 3DGE 1.4A (Rendering Interpolation is here!)

Post by Coraline »

LOL. Next version should be code-named Krokodil. ;)
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Re: 3DGE 1.4A (Rendering Interpolation is here!)

Post by chronoteeth »

I am very excited for the new version just because of the ability to do super smooth animations now! if u ever were on the old doom armory days I was like the first person to do smooth animations and famcier effects so to extend that further will be hella nice!!!
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Re: 3DGE 1.4A (Rendering Interpolation is here!)

Post by VGA »

Is the frame interpolation in a playable state? If you send me a test build I could test if you want!

I've played so much ZDoom that now I can't play at less than 60 fps. SCREW YOU ZDOOM!!


EDIT: Lol scratch that, I just tried it with the new version of Doom Forever and I don't even have time to think about smooth framerate, I am getting RRREKT. :mrgreen: :mrgreen: :mrgreen:
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Re: 3DGE 1.4A (Rendering Interpolation is here!)

Post by zZaRDoZz »

Hi VGA, It loiks like one of the renderer coders, Alex, isn't communicating for the past month or so. The interpolation work had a couple of updates since that last release, although I'm not sure how close 1.4 is to a RC.

Corynne is still making progress on the model formats and some work on the render code. A public release of 3dge 1.38 minus interpolation isn't out of the question, Corynne will be along shortly with more info.
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Re: 3DGE 1.4A (Rendering Interpolation is here!)

Post by VGA »

Nice, I have a bug report. I was playing Doomsday of the UAC in 3DGE 1.37 and discovered that the famous invisible staircase (self-referencing sectors or something) doesn't work properly. Is that a known bug?
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Re: 3DGE 1.4A (Rendering Interpolation is here!)

Post by Graf Zahl »

That's not particularly surprising. Self referencing sectors require some tinkering to be rendered properly in a hardware renderer and none of the older engines (in this case the old EDGE) implemented this in a working fashion.
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Re: 3DGE 1.4A (Rendering Interpolation is here!)

Post by Coraline »

Graf Zahl wrote:That's not particularly surprising. Self referencing sectors require some tinkering to be rendered properly in a hardware renderer and none of the older engines (in this case the old EDGE) implemented this in a working fashion.
Correct, but at this point I'm wondering if that's even worth fixing, considering that native 3D Floors can be used in place. The goal of this isn't to really go back and try to get old hacks working again as that'll only slow down what we're trying to do, which is to push this thing forward and modernize it a little bit.

The rendering interpolation is unaffected right now, an update should come along here soon, we've just been slow at it lately. Had other coders join the team since then so we're really sitting down and getting the parts of 3DGE that need to be worked on a priority first.
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Re: 3DGE 1.4A (Rendering Interpolation is here!)

Post by Graf Zahl »

corynne wrote:
Graf Zahl wrote:That's not particularly surprising. Self referencing sectors require some tinkering to be rendered properly in a hardware renderer and none of the older engines (in this case the old EDGE) implemented this in a working fashion.
Correct, but at this point I'm wondering if that's even worth fixing, considering that native 3D Floors can be used in place. The goal of this isn't to really go back and try to get old hacks working again as that'll only slow down what we're trying to do, which is to push this thing forward and modernize it a little bit.

Well, that entirely depends on how important it is to play old levels. The basic self referencing sector is the most frequently used effect in vanilla, and even some Boom maps, and in my opinion, even if you decide not to bother with more involved effects, this one needs to be supported or too many old levels will glitch (and keep users away from your port.)
Besides, support for trivially self-referencing sectors is not that hard. What I did in GZDoom was to assign a second sector reference to each subsector that is calculated by ignoring all lines in the map which have both sides in the same sector. Once that is set up at map start the rest comes mostly automatically.

Have a look at P_SetRenderSector in p_glnodes.cpp.
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Re: 3DGE 2.0.0 Released

Post by Coraline »

Thanks Graf, I'll check that out (meant to tell you a long time ago...oooops) ;)

Also, 3DGE 2.0.0 has been released. Changelog is on the OP.

Note that this pretty much combines 1.36F and 1.4A together, therefore you should use 2.0.0 whenever possible. This release is still compatible with old EDGE mods as well.
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