Big C wrote:You are making your criticism of Coraline way too personal.
Yeah, I was wondering about that... But I didn't recognize the username or whatever, so meh. Glad he's gone and that you guys stood up for me. Really, I do appreciate that.
While it is VERY true that the original EDGE didn't advance much in its final days (and was left behind -- hence, bit rot), our goal with 3DGE is to push it farther than they could have dreamed -- and hey, the engine isn't all THAT bad since there are still unique features that are not seen in any other source port. Also, I am going to plug a bit, but I think my own commercial Hypertension project is looking amazing...as well as SLaVE. And CeeJay is pretty much the EDGE modding GOD when it comes to our engine, so major props to him for keeping the engine alive, really! ^_^
And yeah, the troll sort of had a point...I will admit the last few releases have been a bit buggy (fix one, introduce 2), but I think we can all agree that we are moving in the right direction (plus, as I have stated numerous times, I don't think development would be where it was without the Zdoom users/Devs plugging away at bugs). We have recently made big strides in development, so it brings a proper (and bug-free) 2.1.0 release that much closer. Just as well, I make frequent releases, buggy or not, to let people know that development has not stalled.
EDGE was
*not* poorly written (actually, it was written pretty future-proof), but rather, it was just left behind while other ports advanced much further. So, I can understand that it might give people the false impression that it was a "failure" or that it is "unreliable", but it was far from that (the original team just got burned out is all). Also, as Graf has said before, it was coded *much* differently than any other source port (DDF controls nearly all internal map/mobj/etc logic -- it was a steep hill to climb for me), but I believe it gives it a much wider approach to make independent projects with -- which I believe was the original goal with DOSDoom/EDGE even back then.
As others have pointed out, EDGE was the first source port to do
many things seen today: 3D floors, game coding (DDF), level scripting (RTS), good-looking dynamic lights, very memorable mods (Qdoom, ICD, etc)...I can keep going of course. So, all it needs is a little TLC, while we introduce our features into the engine and fix other stuff that went unnoticed for far too long. It is a long road, but one that we are determined to meet.
ANYWAYS...thanks to everyone who continue to believe in us! 3DGE is not meant, in ANY shape or form to replace ANY other source port -- it is just providing an alternative way of playing and modding, like it always has. And I do believe 3DGE is still highly relevant in the DOOM community - being the only other source port with a completely unique (and simple) scripting ability, fast GL renderer, and a long history of kick-ass mods.
With that said, I am very excited about the next release. No more framerate problems, no more control-binding issues, no more interpolation issues...it really is a good experience to re-play some mods, like Don's Challenge, in 3DGE now! =)