EDGE 2.1.0 Discussion [RC-1 Released on 10.3.2018]

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VGA
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Re: 3DGE 2.0.0 Released

Post by VGA »

I get to the menu but can't get in-game. The error says: W_GetNumForName: 'TESTMD5' not found!
Gez
 
 
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Re: 3DGE 2.0.0 Released

Post by Gez »

Hey, 3dfxdev.net is asking me to fill a CAPTCHA just for browsing it (I'm not talking about editing a page or whatever, just accessing the front page). Unless you've been hit repeatedly by DDOS, it's a bit overkill I think.
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chronoteeth
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Re: 3DGE 2.0.0 Released

Post by chronoteeth »

QUICK unrelated question: whats the ddf line of code that makes an attack harmless to the player?
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Coraline
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Re: 3DGE 2.0.0 Released

Post by Coraline »

gez, it's necessary because the server was targeted for months by people in Italy or something. Sorry about that..

Everyone else: open up THINGS.DDF, find the first entry [HEALTH_POTION:2014] and replace the STATES with this code:

STATES(IDLE)=BON1:A:6:NORMAL:NOTHING,
BON1:B:6:NORMAL:NOTHING,
BON1:C:6:NORMAL:NOTHING,
BON1:D:6:NORMAL:NOTHING,
BON1:C:6:NORMAL:NOTHING,
BON1:B:6:NORMAL:NOTHING;

I will upload a fixed copy of the 7z tonight.
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VGA
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Re: 3DGE 2.0.0 Released

Post by VGA »

Now it works, pretty smooth, although I noticed that sectors raising/lowering aren't interpolated. Also, the bobbing is disabled.
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Coraline
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Re: 3DGE 2.0.0 Released

Post by Coraline »

I re-enabled the bob in source code but I'm not sure if it's functional. I'm going to have to look deeper to see what exactly affected it...most likely the lerping). Getting to work on the sector stuff right now.
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zZaRDoZz
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Re: 3DGE 2.0.0 Released

Post by zZaRDoZz »

Gave it a quick run through. 3dge with 60 fps...This is amazing- great work here! Tried a wad that wasn't designed for 3dge, timidity threw an error, of all things. Said it couldn't load a midi.
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Coraline
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Re: 3DGE 2.0.0 Released

Post by Coraline »

Do you remember what that error was, exactly?

Also, I am seeing that people are still using the older versions of 3DGE. Chrono was pointing to 1.36D in one of his mod releases and...well that's what we're trying NOT to do.

If you must absolutely use 1.X, use 1.36F because at least its bugfixed. The HUD issue was resolved already (by plugging in coal_hud.ec from 1.36D or lower), and if you guys are having issues like that you need to come forward with them before having users download old versions of 3DGE.

It will just confuse my ADHD brain ;-)
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chronoteeth
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Re: 3DGE 2.0.0 Released

Post by chronoteeth »

its more or less was in developement before 2.0.0 was done haha, trust me im at this version now, that one is the last old version
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Coraline
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Re: 3DGE 2.0.0 Released

Post by Coraline »

chronoteeth wrote:its more or less was in developement before 2.0.0 was done haha, trust me im at this version now, that one is the last old version
;) sounds good to mee
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zZaRDoZz
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Re: 3DGE 2.0.0 Released

Post by zZaRDoZz »

@corynne, I was toying wih that PREACHER.wad, which was specifically made for zdoom not 3dge. Preacher uses mp3s instead of midis so I thought that it was an odd error message is all.
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Coraline
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Re: 3DGE 2.0.0 Released

Post by Coraline »

Ah, right. 3DGE hasn't been able to process MP3s since v1.27, I believe.
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Nash
 
 
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Re: 3DGE 2.0.0 Released

Post by Nash »

It has come to my attention that this port supports model lighting. How is this done and would it be possible to implement this in GZDoom? :O
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Graf Zahl
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Re: 3DGE 2.0.0 Released

Post by Graf Zahl »

@Nash:

It's not a question of 'can' but a question of time why this isn't happening. GZDoom simply is not my main focus right now. I'll do the occasional fix and minor feature here and there but there's simply no real motivation to do some larger work.

And the fact that even after almost 10 years there hasn't been anyone showing even the slightest interest in working on the port doesn't help much.
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Nash
 
 
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Re: 3DGE 2.0.0 Released

Post by Nash »

Graf: It seems at this point I am the only one interested but I haven't a clue about how to program with OpenGL. When I am done with my musical career, I want to learn how to do it so that I can add it into GZDoom myself (if someone hasn't beaten me to it yet)... when I started modding ZDoom in 2001, the mere thought of C++ code was horribly frightening but in 2015 I am confident with doing small changes in ZDoom's C++ codebase... I'm sure I can learn it eventually. :) I'll just need someone to show me how to begin understanding graphics programming, and I'm sure I can work the rest.
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