EDGE 2.1.0 Discussion [RC-1 Released on 10.3.2018]

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Coraline
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Re: 3DGE 2.0.2 Released (Aug 31, 2015)

Post by Coraline »

3DGE has an OpenGL2 mode now that applies per pixel light shading with dynamic lights, and you can also use normal, spec, and bright maps. You can even use the features on regular MD2 and MD3 models, not just MD5. So, basically no more uniformly lit shaded models. You code them the same as other DDF entries.

A flag sets models to either capture brightness from sector lights or real lights, but it looks better with sector grab off. Of course, OpenGL1 mode sets it all back to normal for weaker hardware on the fly.

I am still working out documentation for these features.

Describe angle interpolation for me if u can...models support animation interpolation, angle interpolation meaning, when they turn to face something and instead of "snapping", they will actually turn the model itself? Or am I not understanding right?
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Re: 3DGE 2.0.2 Released (Aug 31, 2015)

Post by kodi »

Coraline wrote:3DGE has an OpenGL2 mode now that applies per pixel light shading with dynamic lights, and you can also use normal, spec, and bright maps. You can even use the features on regular MD2 and MD3 models, not just MD5. So, basically no more uniformly lit shaded models. You code them the same as other DDF entries.
Wow, that's way better than what I expected. Very exciting news to me.
I am still working out documentation for these features.
I'm eagerly awaiting it. I've some neat ideas for use with with models from hexen 2 and daikatana
angle interpolation meaning, when they turn to face something and instead of "snapping", they will actually turn the model itself? Or am I not understanding right?
Yes, that's precisely what i mean :)
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Coraline
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Re: 3DGE 2.0.3 Released (4.2.2016)

Post by Coraline »

Just released 3DGE 2.0.3, which is much improved over 2.0.2 IMO. First post updated with the full-ish changelog.

EDIT: I know the console graphic still says 2.0.2, but typing in "Version" will give you 2.0.3. Ooops! NBD..meant to replace it, sooo tired...

Please read the changelog and browse through /docs if you encounter any issues or have questions that might already be answered. OpenGL2 mode works, but sprites are not yet passed through, so it defaults to 1.

I also greatly improved out-of-box defaults (such as sound quality, and Timidity being the default option for Linux and Windows). I would also advise you guys to remove your old edge2.cfg and rebuild if you are overwriting another version just in case.. as this has new cvars that need to be recorded.

As usual, report any new bugs if you find 'em. Still havent gotten interpolation with heights working (super frustrating because I cannot seem to get it right), vewz still snaps on height change..), but the lerp code works a bit better over the last release (should be noticeable).

Edit 6,000
And, shit, I forgot to include the new RSCRPT that fixes the Doom II map05 HOM errors. Will include it as a patch later tonight. ;)

SDL2 conversion is giving me some issues so this is working off of the SDL1 codebase from the previous versions for now.

@kodi: Angle interpolation on monsters is supported for all 3D models as well (including modeled projectiles)! ;)
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VGA
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Re: 3DGE 2.0.3 Released (4.2.2016)

Post by VGA »

With the default settings I am getting 62.6 fps and there is very noticeable screen tearing, even though Vsync is enabled(?)
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Re: 3DGE 2.0.3 Released (4.2.2016)

Post by Coraline »

Have you tried tweaking the settings to reduce screen tearing? Also, try setting the maxfps higher and see if that helps.

Half way through the SDL2 branch, which will improve all of this, but try experimenting.
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Re: 3DGE 2.0.3 Released (4.2.2016)

Post by Coraline »

Just a heads up: the 3DGE forums/domain is down while my publisher moves to a new server, so if there is anything in the meantime that is needed feel free to ask here!
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Re: 3DGE 2.0.3 Released (4.2.2016)

Post by Coraline »

Aaand it is back up! :-)

Movement interpolation has been solved (yay! Smooth bobbing and stepups!), along with some other fixes and enhancements, (hud text supports up to 3 lines now, supports global scaling, and I improved Heretic support some more) so I will make a new 2.0.4 release in the next week or two, but it will be the last based on SDL1, since our SDL2 branch is nearing completion. Just testing and debugging stuff at the moment.

Any last minute requests? Worked a bit on interpolating DDF ticrate for smoother sprite animations, and some console stuff (Quakified some stuff, like God, Noclip, etc). Also, menus fade in and out like Doom64EX, and also added a neat zoom-out effect for teleporters (thanks to Graf for the help with that!)
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Re: 3DGE 2.0.3 Released (4.2.2016)

Post by maseter »

The ultimate doom iwad (DOOMU.WAD) is not recognized, bug?

Coraline: I have a great exclusive feature idea, optional faux aim down sight!
You already have ASDW as the default control settings, so it would fit right in :).
http://forum.zdoom.org/viewtopic.php?f=3&t=51428
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Coraline
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Re: 3DGE 2.0.3 Released (4.2.2016)

Post by Coraline »

I was not aware of the existence of doomu.wad (my copy of Ultimate Doom is just "doom.wad"), but I added it to the startup strings for the next release :-)

Thats a great idea! I will get to work on it ASAP
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maseter
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Re: 3DGE 2.0.3 Released (4.2.2016)

Post by maseter »

All those file aliases can be found here: http://zdoom.org/wiki/IWAD
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Coraline
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Re: 3DGE 2.0.3 Released (4.2.2016)

Post by Coraline »

maseter wrote:All those file aliases can be found here: http://zdoom.org/wiki/IWAD
Noted and added as applicable :)
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VGA
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Re: 3DGE 2.0.2 Released (Aug 31, 2015)

Post by VGA »

VGA wrote:My current gripes are that the map markers aren't saved in the savegame, the map markers' numbers don't correspond to the message displayed and the starting zoom level is waaayyy too close.

Also doing a "quit" from the console doesn't quit immediately but throws the confirmation thingy, the console font is weird, the letter "i" looks like it has Umlaut and there are some warnings in the console, too. :D

Oh, also is there an option to center the gun while firing? Didn't see any! That's pretty important, it's weird to fire the gun while it is offcenter because of the bobbing.
I am reposting these suggestions.

Will the new version be fully SDL2?
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Coraline
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Re: 3DGE 2.0.3 Released (4.2.2016)

Post by Coraline »

Yes, after 2.0.4, the engine will only be using SDL2.

2.0.3 has a much better console font, I'll make Quit immediately destroy the program in the next release, and I'll add weapon centering when firing for weapons. That one is pretty understandable, it's weird letting the gun fire from the left or right of the screen window :D

I'll try to work on the automap code some more.

Super busy with other parts of the engine. Just got ahold of a decent profiler, so I will be running Frozen Time through it about a million times to see where I can speed up and improve rendering speeds.
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VGA
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Re: 3DGE 2.0.3 Released (4.2.2016)

Post by VGA »

Try running Wolf3DGE, those dynamic lights were killing me, even though the map complexity was super low. Maybe there's a bottleneck or something.
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Re: 3DGE 2.0.3 Released (4.2.2016)

Post by Coraline »

Well, it runs fine for me...and I have a fairly low-mid range system with DDR2 ram and an older processor... Are you running it on a laptop? Post the contents of your debug.txt (just the OpenGL: information, a few lines down), so I can see exactly what hardware you have.
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