tried that, also tried using a launcher and the HERFIX wad, still broke :CRUNSABER wrote:You can run Heretic using a batch config file. Or create your own using a shortcut. First, create a shortcut of 3DGE, and right-click to access the properties menu. Use the shortcut file field to define -iwad heretic.wad -file herefix.wad after the shortcut quotations. Should start 'er up right away!
EDGE 2.1.0 Discussion [RC-1 Released on 10.3.2018]
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Please read the full rules for more details.
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine are perfectly acceptable here too.
Please read the full rules for more details.
- chronoteeth
- Posts: 2664
- Joined: Wed Sep 08, 2004 1:29 pm
- Preferred Pronouns: It/Its
Re: 3DGE 2.1.0 (Test2) Released! (8.22.2016)
Re: 3DGE 2.1.0 (Test2) Released! (8.22.2016)
As of 3DGE 2.1.0 Test2, Just have the Heretic IWAD in the directory and no other IWADS, and launch 3DGE. You do not need Herfix.wad anymore. You can also use a batchfile.chronoteeth wrote:dumb question time, but how the heck do i use heretic with this? I know theres support but i still get a hek ton of question marks
I am working on a simple GUI to help with this process, sort of like ZDoom or Eternity, but it wont be out until Test3.
Re: 3DGE 2.1.0 (Test2) Released! (8.22.2016)
Here's an image dump of some 3DGE maps that are no longer in development. For pure aesthetic and presentation purposes only to show 3DGE's capabilities.
Spoiler:
Re: 3DGE 2.1.0 (Test2) Released! (8.22.2016)
I remember reading something once that 3DGE was implementing the ability to run ROTT, was this still being implemented?
Re: 3DGE 2.1.0 (Test2) Released! (8.22.2016)
Most certainly! In the Test 2 release you can find the folder that will hold all of the necessary DDF files to bring ROTT to 3DGE. I'm just a user, but I'm certain once all of the test builds are out of the way we might see that feature. Ceejay did a damn good job at porting WOLF over, it feels better than DOS ever did.
Offtopic: 3DGE64_RE (Redeemer Edition) release again - notable changes from the last version released several months ago:
-Special Effects have been significantly reduced and optimized for a minimal yet still visually satisfying experience.
-Got rid of the pump shotgun animation in favor of the original Doom 64 underbarrel animation.
-Removed all of the maps from the previous version. Now this is just a gameplay modifier.
-Removed Sprite Aspect function for The CyberDemon. He doesn't look like a widescreen stretch from hell anymore.
-Managed to get most of the original Doom assets replaced. Just a few out of place decorations and objects that don't fit the palette or other sprites.
-Added a PNG Interpic to replace the BFG Edition Interpic inherited from my version of the IWAD.
-Added a starry RSKY1 to replace that terrible chocolate sundae sky.
-Framerate improved significantly.
Upcoming changes:
-Replacing the Spider Mastermind with the Motherdemon
-Replacing the Mancubus Fireball sprites
-Balancing the Lightning Gun
-Upgrade ALL sprites from Doom paletted to PNG sprites (good lord, good luck to me on this)
-Optimize for all versions of 3DGE.
-Proper Revenant replacement to suit the artistic style of Foom 64.
Currently, 3DGE64 runs best with 3DGE 2.0.2. New builds may not take kindly to IMAGE.DDF and some effects/sprites may be out of place/glitchy.
Screenshots taken in 3DGE 2.0.2 using Eternal's Hell Ground, The Master Levels and Doom II.



Download(7 day limit): http://wikisend.com/download/912190/3DGE64_RE.rar
Also, will we see multiple rendering styles of translucency in the future? The reason I bumped down from the Test builds was due not only to PNG sprites that are translucent either cutting off other sprites near them due to some weird clipping and overall it's better and smoother for my system. MAP02 of Astral Pathfinder hangs on 2.04+ but on the lower builds it allows me to run through it smooth as butter. Alpha channeling and Additive translucency could be helpful despite me not knowing much about it. Those functions work superbly well in rendering transparent objects in ZDoom. Will adjustable bob from in-game be a possibility as well? Perhaps inverted bobbing or different bob styles?
Offtopic: 3DGE64_RE (Redeemer Edition) release again - notable changes from the last version released several months ago:
-Special Effects have been significantly reduced and optimized for a minimal yet still visually satisfying experience.
-Got rid of the pump shotgun animation in favor of the original Doom 64 underbarrel animation.
-Removed all of the maps from the previous version. Now this is just a gameplay modifier.
-Removed Sprite Aspect function for The CyberDemon. He doesn't look like a widescreen stretch from hell anymore.
-Managed to get most of the original Doom assets replaced. Just a few out of place decorations and objects that don't fit the palette or other sprites.
-Added a PNG Interpic to replace the BFG Edition Interpic inherited from my version of the IWAD.
-Added a starry RSKY1 to replace that terrible chocolate sundae sky.
-Framerate improved significantly.
Upcoming changes:
-Replacing the Spider Mastermind with the Motherdemon
-Replacing the Mancubus Fireball sprites
-Balancing the Lightning Gun
-Upgrade ALL sprites from Doom paletted to PNG sprites (good lord, good luck to me on this)
-Optimize for all versions of 3DGE.
-Proper Revenant replacement to suit the artistic style of Foom 64.
Currently, 3DGE64 runs best with 3DGE 2.0.2. New builds may not take kindly to IMAGE.DDF and some effects/sprites may be out of place/glitchy.
Screenshots taken in 3DGE 2.0.2 using Eternal's Hell Ground, The Master Levels and Doom II.



Download(7 day limit): http://wikisend.com/download/912190/3DGE64_RE.rar
Also, will we see multiple rendering styles of translucency in the future? The reason I bumped down from the Test builds was due not only to PNG sprites that are translucent either cutting off other sprites near them due to some weird clipping and overall it's better and smoother for my system. MAP02 of Astral Pathfinder hangs on 2.04+ but on the lower builds it allows me to run through it smooth as butter. Alpha channeling and Additive translucency could be helpful despite me not knowing much about it. Those functions work superbly well in rendering transparent objects in ZDoom. Will adjustable bob from in-game be a possibility as well? Perhaps inverted bobbing or different bob styles?
Re: 3DGE 2.1.0 (Test2) Released! (8.22.2016)
Once I can play ROTT in a source port other than WinRott I will probably disappear for a long while, I mean that game is so damn cool and it never got anywhere near the attention Doom recieved. I love ROTT and always had hoped it might get support for modding and sourceports...RUNSABER wrote:Most certainly! In the Test 2 release you can find the folder that will hold all of the necessary DDF files to bring ROTT to 3DGE. I'm just a user, but I'm certain once all of the test builds are out of the way we might see that feature.
Anyways, this is very, very exciting news!
Re: 3DGE 2.1.0 (Test2) Released! (8.22.2016)
Yep! Just retooling a custom nodebuilder to build ROTT and Wolf maps. It works, so i just need to port the game logicVoltcom9 wrote:I remember reading something once that 3DGE was implementing the ability to run ROTT, was this still being implemented?
Re: 3DGE 2.1.0 (Test2) Released! (8.22.2016)
^
Well I guarantee once you do I will try to mod the hell out of that game. I have to say this is really awesome news!
Well I guarantee once you do I will try to mod the hell out of that game. I have to say this is really awesome news!
Re: 3DGE 2.1.0 (Test2) Released! (8.22.2016)
The day 3DGE has full support for Doom, Wolf3D, ROTT, Heretic will be a good one.
Somewhere along the way, perhaps support for Hexen and Strife would also be in order, seing as these were Doom-engine games. I've always liked Strife, it is an underrated classic that was a little ahead of its time and certainly pushed the limits of the engine to the very breaking point.
Somewhere along the way, perhaps support for Hexen and Strife would also be in order, seing as these were Doom-engine games. I've always liked Strife, it is an underrated classic that was a little ahead of its time and certainly pushed the limits of the engine to the very breaking point.
Re: 3DGE 2.1.0 (Test2) Released! (8.22.2016)
I can definitely see a Strife in the future once we put our heads down to some RTS and get into gear. What else is 3DGE lacking on the Doom front aside from IWAD support? One instance is that I can play TNT/Plutonia but not with any gameplay mods in particular. Seems the IWAD cancels them out and you cant drag & drop like you normally would with the first two games. If that's the case, a frontend or batch file is in order to make those work.
Is there a hand needed in support for Heretic? I've never finished the game but always loved the theme surrounding it. The most I "could" offer is DDF/RTS stuff, nothing technical I'm afraid. It was also fun playing a shit ton of Wrath of Chronos with Heretic. I figure if that game could be ironed out more, some people would look into 3DGE for its modding features in Heretic.
Is there a hand needed in support for Heretic? I've never finished the game but always loved the theme surrounding it. The most I "could" offer is DDF/RTS stuff, nothing technical I'm afraid. It was also fun playing a shit ton of Wrath of Chronos with Heretic. I figure if that game could be ironed out more, some people would look into 3DGE for its modding features in Heretic.
Re: 3DGE 2.1.0 (Test2) Released! (8.22.2016)
Hi guys!
After a much-needed break, Test3 is almost upon us. One of the biggest things this release will entail is full PAK/PK3/PK7 support, which currently resides in the Git repo.
We have adopted Zdoom's namespace convention for compressed archives, too, with the exception of major Zdoom-isms that we do not support. One addition we are bringing to
our format is that maps will not be required to be contained in a WAD in the root archive anymore - it will be able to load the level data in folders (MAP01, MAP02, etc), as defined
in LEVELS/GAMES.DDF, so like THINGS, VERTEXES, etc., will not have to be in a WAD. However, the system supports the existing way of how ZDoom does it (tested with, DUH DUH DUH!
Brutal Doom of all things!). ^_^
Along with that, the Dual OpenGL 1/2 renderer is also completed. We have also fixed a lot of minor bugs and issues with Test2 as well, such as transparency and ACTION buttons
not responding as they should. Also, we will have a basic launcher to pick IWADS so there won't be any more confusion with that. There are other bugs we want to squash before
Test3 releases, and we will also do away with the command-line switch system to load older mods. Instead, a warning will appear in the LOG/DEBUG files letting you know it is
unsupported and to use at your own risk. Also, the issue RUNSABER mentioned below this post has been fixed (due to a faulty DEH_EDGE switch that I forgot to update).
Looking at about a week for a public release, but things are looking great. The next test will focus on bigger things, like supporting Heretic 100% with an inventory system, as well
as introducing the two NEW DDF types I had talked about earlier (Sprites.ddf, and Terrain.ddf).
After a much-needed break, Test3 is almost upon us. One of the biggest things this release will entail is full PAK/PK3/PK7 support, which currently resides in the Git repo.
We have adopted Zdoom's namespace convention for compressed archives, too, with the exception of major Zdoom-isms that we do not support. One addition we are bringing to
our format is that maps will not be required to be contained in a WAD in the root archive anymore - it will be able to load the level data in folders (MAP01, MAP02, etc), as defined
in LEVELS/GAMES.DDF, so like THINGS, VERTEXES, etc., will not have to be in a WAD. However, the system supports the existing way of how ZDoom does it (tested with, DUH DUH DUH!
Brutal Doom of all things!). ^_^
Along with that, the Dual OpenGL 1/2 renderer is also completed. We have also fixed a lot of minor bugs and issues with Test2 as well, such as transparency and ACTION buttons
not responding as they should. Also, we will have a basic launcher to pick IWADS so there won't be any more confusion with that. There are other bugs we want to squash before
Test3 releases, and we will also do away with the command-line switch system to load older mods. Instead, a warning will appear in the LOG/DEBUG files letting you know it is
unsupported and to use at your own risk. Also, the issue RUNSABER mentioned below this post has been fixed (due to a faulty DEH_EDGE switch that I forgot to update).
Looking at about a week for a public release, but things are looking great. The next test will focus on bigger things, like supporting Heretic 100% with an inventory system, as well
as introducing the two NEW DDF types I had talked about earlier (Sprites.ddf, and Terrain.ddf).
- Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: 3DGE 2.1.0 (Test2) Released! (8.22.2016)
That hasn't been a requirement in ZDoom for many, many years. Maps are supposed to be placed in the Maps/ folder, and any map placed there is treated as a single lump, not an embeeded WAD. Loading them from the root is just a side effect from allowing WADs to be embedded, with all negatives of embedding included.Coraline wrote: maps will not be required to be contained in a WAD in the root archive anymore -
We had the same discussion with the DaniJ from Doomsday a long time ago and my opinion here has not changed: This is as pointless as it gets, because no tool in the world can handle such a setup. I still fail to see the attraction.Coraline wrote: it will be able to load the level data in folders (MAP01, MAP02, etc), as defined
in LEVELS/GAMES.DDF, so like THINGS, VERTEXES, etc., will not have to be in a WAD. However, the system supports the existing way of how ZDoom does it (tested with, DUH DUH DUH!
Brutal Doom of all things!). ^_^
- sirjuddington
- Posts: 1030
- Joined: Wed Jul 16, 2003 4:47 am
- Location: Australia
- Contact:
Re: 3DGE 2.1.0 (Test2) Released! (8.22.2016)
I wouldn't be against supporting it in SLADE, would be so much easier to handle than embedded wads.Graf Zahl wrote:We had the same discussion with the DaniJ from Doomsday a long time ago and my opinion here has not changed: This is as pointless as it gets, because no tool in the world can handle such a setup. I still fail to see the attraction.
- Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: 3DGE 2.1.0 (Test2) Released! (8.22.2016)
But what about all the other tools like node builders, map editors, integrity checkers etc.? It'd also make it a lot easier to break a map by accident.
I'll just quote Randi from 10 years ago:
I'll just quote Randi from 10 years ago:
http://forum.zdoom.org/viewtopic.php?p=220960#p220960randi wrote: It might be worth mentioning that Quake's .bsp files are a lot like wads in the way Graf is using them here. They have an internal directory and consist of a bunch of interdependant lumps, but nobody would think to separate all the lumps into individual files inside a pak.
Re: 3DGE 2.1.0 (Test2) Released! (8.22.2016)
This is really exciting! ^_^ It looks like 3DGE and Eternity are starting to see a bit of feature parity now.Coraline wrote:Looking at about a week for a public release, but things are looking great. The next test will focus on bigger things, like supporting Heretic 100% with an inventory system, as well
as introducing the two NEW DDF types I had talked about earlier (Sprites.ddf, and Terrain.ddf).






