EDGE 2.1.0 Discussion [RC-1 Released on 10.3.2018]

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Coraline
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by Coraline »

tinylvis wrote: Well i was here quite around too my eager 3dge defender. And it amazes me after what you said that they are so slow with the project. They do not even have working networking. What is this? This is something poorly made. The source has such *flowers* like.

if( some )
return;

When it could be friendly to eye -> if( some ) return;

Smells like copied code.
What are you going on about? The code is structured this way because it is the coding style of the entire project (way before I took over the reigns). As a matter of fact, that trend started with EDGE's predecessor, DOSDoom.

I also have a child -- which leaves me very little time to work on this project as much as I would like to. The other programmers are also busy with their own thing.

Whatever though -- I shouldn't have to defend myself like this when it comes to this project or its mods. I'm starting to get really tired of it..
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kodi
 
 
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by kodi »

Apparently the guy came back from a 11 year posting hiatus to whine in various project threads?

Anyway I'm still looking forward to taking a dive into 3DGE and get a feel for it's scripting and 3d model features reasonably soon. The "shiny new 3dge wiki" doesn't seem to be accessible right now though?
tinylvis
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by tinylvis »

Coraline wrote:
tinylvis wrote: Well i was here quite around too my eager 3dge defender. And it amazes me after what you said that they are so slow with the project. They do not even have working networking. What is this? This is something poorly made. The source has such *flowers* like.

if( some )
return;

When it could be friendly to eye -> if( some ) return;

Smells like copied code.
What are you going on about? The code is structured this way because it is the coding style of the entire project (way before I took over the reigns). As a matter of fact, that trend started with EDGE's predecessor, DOSDoom.

I also have a child -- which leaves me very little time to work on this project as much as I would like to. The other programmers are also busy with their own thing.

Whatever though -- I shouldn't have to defend myself like this when it comes to this project or its mods. I'm starting to get really tired of it..

Very python like style -> bug prone, unfortunate. Big mistake, that also probably has influence on speed of coding.
This is good you have a child but don't we all have our beloved ones? Let us face it, YOU did have time to write this. Somehow child did not interferer.
So yes. I must point this out. You have time. You also had time for sex since this is what is needed to have child.

Those are excuses and do not get me wrong. you have right to have them.

What you have not right to have is right to complain people ask questions and comment your project. the moment you made it public.
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Big C
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by Big C »

You are making your criticism of Coraline way too personal.
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by Shadelight »

Sigh There's sure a lot of these lately, huh? Oh, well. It's taken care of now. The thread can return to normal discussion. :)
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by Woolie Wool »

wildweasel wrote:Are you just here to troll? Because if you are just going to act like this, I know exactly what to do with you. I'm not sure how you've had your account since 2005 and learned very little about how things work around here.
I wouldn't be surprised if he's a banned troll's alt. He registered in 2005, but only has 15 posts, most of which are shitposts.
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Coraline
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by Coraline »

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! =)
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Kinsie
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by Kinsie »

Coraline wrote: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! =)
Colour me interested! I mostly use 3DGE for older mods (Don's Challenge, QDOOM) and CeeJay's stuff, so the old stuff returning to form is something I'm most interested in.
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Trusty McLegit
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by Trusty McLegit »

Sounds pretty awesome. I didn't really "get" 3DGE when I first heard about it, but the more I learn about it the more excited I get. I'm pretty busy the next couple months but after that I hope to start learning how to mod for 3DGE. Keep up the good work and fuck the haters :D
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Coraline
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by Coraline »

Love you guys!! <3

Is backwards compatibility out-of-box with older mods more interesting than anything? Part of the issue is that we are doing so many upgrades and changes that they might break the older projects. I hand-fixed Dons Challenge to work with 3DGE 2.1.0 last night - I was thinking about including it as a pack-in release, but I am not sure Cory's license allows for that (gotta double-check).

Due to the nature of our direction all older mods will need manual fixing up to work, but I can do that and have enhanced re-releases that ensure they all work.

Back when I was working on QDoom 2 I went ahead and updated all sprites to models and patched up dynamic lights - anyone interested in wanting that?
wooze
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by wooze »

Coraline wrote:Love you guys!! <3

Is backwards compatibility out-of-box with older mods more interesting than anything? Part of the issue is that we are doing so many upgrades and changes that they might break the older projects. I hand-fixed Dons Challenge to work with 3DGE 2.1.0 last night - I was thinking about including it as a pack-in release, but I am not sure Cory's license allows for that (gotta double-check).

Due to the nature of our direction all older mods will need manual fixing up to work, but I can do that and have enhanced re-releases that ensure they all work.

Back when I was working on QDoom 2 I went ahead and updated all sprites to models and patched up dynamic lights - anyone interested in wanting that?
Caroline I just read your post and i was thinking about those models and than I saw your avatar and I got so hard. I just could not help my self i had to go and take a cold shower. I'm sorry Mrs Caroline.
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Coraline
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by Coraline »

Hahaha!!! :-D
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by Gez »

Coraline wrote:Love you guys!! <3

Is backwards compatibility out-of-box with older mods more interesting than anything? Part of the issue is that we are doing so many upgrades and changes that they might break the older projects. I hand-fixed Dons Challenge to work with 3DGE 2.1.0 last night - I was thinking about including it as a pack-in release, but I am not sure Cory's license allows for that (gotta double-check).

Due to the nature of our direction all older mods will need manual fixing up to work, but I can do that and have enhanced re-releases that ensure they all work.

Back when I was working on QDoom 2 I went ahead and updated all sprites to models and patched up dynamic lights - anyone interested in wanting that?
I think having some sort of "deluxe modpack" with various new and updated projects would make a lot of sense.


Now the big question: should it include Earthbound Doom? :P
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Coraline
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by Coraline »

Holy shit I remember EBDoom!! I even have it on an old hard drive somewhere. Uh, I dont think so :-) I cannot even imagine running that through 3DGE 2+...much less the amount of patching I would have to do to get it to load properly O_o
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Re: 3DGE 2.0.4 Final Released! (4.26.2016)

Post by Extropist »

How to run brutal doom on this ?
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