Special thanks for everyone in this thread for their persistence in 3DGE - it's great to see people who are willing to use it and have a good time with it!
From Changelog.txt
*****************************************************
3DGE 1.36 Final (now available)
*****************************************************
(July 2014)
* Author Note: Special thanks to the Zdoom forum members
for their invaluable bug reports and general interest. This
release is for you guys!
MAJOR Release!!
Also, as the name indicates, this is the last version of 1.36!
+ Executable: As per suggestion, this version executable is just named "3DGE.exe".
+ Feature: Two NEW Action Buttons (ACTION3 and ACTION4)!
+ Timidity: Packed-In GUS patchset makes Timidity instantly ready to use!
+ HUD/COAL: New Default HUD replaces the old BOOM-style one from DosDoom 0.653 (!!!)
+ Bugfix: Dehacked Strings now never run out of lines with intermission, etc.
+ Cosmetic: disk-loading icon is now disabled by default (re-enable with m_diskicon).
+ Cosmetic: Game now lets player know in console and HUD when a game has been saved!
+ Cosmetic: 3DGE Console logo is now confined to console, Main Menus screen now clean!
+ Heretic: To Run Heretic, run HERETIC.BAT. This will append herfix.wad, HDF, and
the Heretic IWAD.
+ Updated General Documentation and Credits
The bigger bugs (markers and linedef issue) are currently being attended to and will be fixed by the next release!
Please keep reporting bugs and showing interest, I'm glad everyone is participating as much as they have been!
Re: 3DGE 1.37 (Discussion, 60FPS, etc)
Posted: Fri Jul 18, 2014 4:37 am
by NantoCodd
Are there any options for changing between new HUD and old HUD? I can't see ammo reserve in some mods that use reloading
Re: 3DGE 1.37 (Discussion, 60FPS, etc)
Posted: Fri Jul 18, 2014 7:42 am
by VGA
Nice! My initial remarks are:
1) now there are 3 messages about savegame confirmation in the console
*game successfully saved message with the savegame name
*game successfully saved message
*game saved
2) On Windows default music device is System which doesn't work (on 7) and the user needs to set it to Timidity and then restart. Now that you include the GUS patches why not preset it at Timidity?
3) It reports in the console as "3DGE2 version 1.37", oopsie
4) Like in previous versions there are some SHADOW_STD warnings and some network-related information. Seems weird.
5) I was jumping through maps to listen to the midis and I noticed that at doom2 map29 the torches are "dancing"? Offset problem?
6) I don't know exactly what some options do, like "Extras" or "Shoot-through scenery", nothing in the User's guide. They should have a tooltip like some others.
Re: 3DGE 1.37 (Discussion, 60FPS, etc)
Posted: Fri Jul 18, 2014 11:13 am
by Coraline
NantoCodd wrote:Are there any options for changing between new HUD and old HUD? I can't see ammo reserve in some mods that use reloading
I forgot the include the previous HUD when shoehorning in the new one. You can change to the previous HUD by replacing coal_hud.ec with a previous version from 1.36D and below. I'll release a patch later tonight with the two HUDS. Sorry about that!
VGA wrote:
1) now there are 3 messages about savegame confirmation in the console
*game successfully saved message with the savegame name
*game successfully saved message
*game saved
Forgot to close out some debugging information, but pay no attention to the console in that regard - at least it prints to screen!
VGA wrote:
2) On Windows default music device is System which doesn't work (on 7) and the user needs to set it to Timidity and then restart. Now that you include the GUS patches why not preset it at Timidity?
I will change Timidity to default starting with the next release.
VGA wrote:
3) It reports in the console as "3DGE2 version 1.37", oopsie
You noticed that, huh? I wasn't planning on releasing a final 1.36, instead skipping up, but it didn't exactly work like that.
VGA wrote:
4) Like in previous versions there are some SHADOW_STD warnings and some network-related information. Seems weird.
Right, I think it was C that I started network code, so that information needs to stay for debugging. SHADOW_STD is a holdover from shadow code that I stopped working on and I never disabled the warnings about it. I'll make a note.
VGA wrote:
5) I was jumping through maps to listen to the midis and I noticed that at doom2 map29 the torches are "dancing"? Offset problem?
Possibly, might be a quick fix.
VGA wrote:
6) I don't know exactly what some options do, like "Extras" or "Shoot-through scenery", nothing in the User's guide. They should have a tooltip like some others.
When highlighted, the bottom of the screen should give a small snipplet of what it is. Extras is for user-generated DDF as defined as such (Rain, Particles, etc). Shoot-Through Scenery is exactly what it implies - either shoot through it or have your projectiles blocked (different playing styles).
In GzDoomBuilder (after lowering manually the obstacle sector):
Spoiler:
Re: 3DGE 1.37 (Discussion, 60FPS, etc)
Posted: Fri Jul 18, 2014 1:00 pm
by chronoteeth
How exactly do we use these new action buttons? Inventory management? could we do our own code and have like a tetriary fire or somethin?
Re: 3DGE 1.37 (Discussion, 60FPS, etc)
Posted: Sat Jul 19, 2014 12:38 pm
by Coraline
"Action" buttons can be set in the Keyboard Controls menu and tested by RTS and COAL scripts, as follows:
RTS: ONCONDITION ACTION1
COAL: if (player.is_action1()) { ... }
(Use ACTION2 / is_action2 to test the second button, action3, etc)
Pretty nifty, you can do pretty much anything you want with them. Now there are four, which means you can do a form of inventory management if you'd like.
Re: 3DGE 1.37 (Discussion, 60FPS, etc)
Posted: Sat Jul 19, 2014 3:33 pm
by NantoCodd
Bug : burning barrel offset is wrong.
Re: 3DGE 1.37 (Discussion, 60FPS, etc)
Posted: Sat Jul 19, 2014 5:38 pm
by zZaRDoZz
timidity working happily with win. 8.
Re: 3DGE 1.37 (Discussion, 60FPS, etc)
Posted: Sat Jul 19, 2014 10:18 pm
by chronoteeth
corynne wrote:"Action" buttons can be set in the Keyboard Controls menu and tested by RTS and COAL scripts, as follows:
RTS: ONCONDITION ACTION1
COAL: if (player.is_action1()) { ... }
(Use ACTION2 / is_action2 to test the second button, action3, etc)
Pretty nifty, you can do pretty much anything you want with them. Now there are four, which means you can do a form of inventory management if you'd like.
ah ok, I getcha
looks like that'll be something thats gonna be a lot to fiddle for me. i can only do ddf :C
Re: 3DGE 1.37 (Discussion, 60FPS, etc)
Posted: Sun Jul 20, 2014 11:30 am
by Coraline
@Chrono: It's pretty simple to learn, RTS has been around forever and defining stuff like that doesn't take knowledge of level editing or the more advanced features of RTS to use.
@Nanto: yeah, the barrel offset is wrong, I'll have to apply a patch, or maybe a dehacked file to change that (you can change image offsets that way, right? It's been like 15+ years since I've used it).
@Zardoz: Awesome, glad to know it's working flawlessly!
Re: 3DGE 1.37 (Discussion, 60FPS, etc)
Posted: Sun Jul 20, 2014 11:34 am
by VGA
Corynne did you check out my last bug report?
Re: 3DGE 1.37 (Discussion, 60FPS, etc)
Posted: Sun Jul 20, 2014 1:09 pm
by Coraline
Yes, but I need edge2.log and debug.txt from that moment you encountered the bug with that WAD on that MAP. =)
Also, I spoke to the original EDGE programmer about the linedef issue, and he said it is an EDGE feature - to be able to activate more than one at a time. He said fixing it will break compatibility completely with EDGE mods/maps. So it will be something I fix farther along the road when 1.4 gets close to fruition.
Opened PWAD file : C:/hyperedge/ma_shp.wad
Reading 348 dir entries at 0x39BED2
Creating nodes using tunable factor of 11
Building GL nodes on MAP01
Loaded 6842 vertices, 1667 sectors, 12148 sides, 7326 lines, 424 things
Map goes from (-17664,9440) to (-10560,13632)
Creating Segs...
Warning: Sector mismatch: #1433 (-11191.0,11866.0) != #1431 (-11192.1,11864.5)
Warning: Sector mismatch: #1329 (-11228.8,11912.3) != #1438 (-11229.0,11912.0)
Warning: Sector mismatch: #247 (-11306.8,11498.1) != #1295 (-11307.0,11498.0)
Warning: Subsector #1011 near (-11179.7,11859.3) is not closed (1 gaps, 5 segs)
Warning: Sector #1431 has sidedef facing #1433 near (-11180,11859).
Warning: Subsector #1014 near (-11196.4,11867.7) is not closed (1 gaps, 4 segs)
Warning: Subsector #1025 near (-11227.4,11906.9) is not closed (1 gaps, 4 segs)
Warning: Sector #1438 has sidedef facing #1329 near (-11227,11907).
Warning: Subsector #1028 near (-11230.4,11917.9) is not closed (1 gaps, 4 segs)
Warning: Subsector #1089 near (-11300.9,11487.8) is not closed (1 gaps, 4 segs)
Warning: Sector #1295 has sidedef facing #247 near (-11301,11488).
Warning: Subsector #1092 near (-11311.7,11506.2) is not closed (1 gaps, 5 segs)
Built 4132 NODES, 4133 SSECTORS, 21155 SEGS, 8990 VERTEXES
Heights of left and right subtrees = (52,28)
Saving WAD as C:/hyperedge/ma_shp_b.wad
Total serious warnings: 0
Total minor warnings: 12
The number of warnings match 3DGE when running that map, and that might have something to do with it. VGA, can I ask you do a little hunting with these parameters and see if these warnings are related to the sector/linedef in question? Would help tremendously.