
EDGE 2.1.0 Discussion [RC-1 Released on 10.3.2018]
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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.
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Re: 3DGE 1.37 (Discussion, 60FPS, etc)
I just tested it, and it sounds like it has been fixed. Cheers 

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Re: 3DGE 1.37 (Discussion, 60FPS, etc)
It is happened long ago, but don't know just me or not but key binding is very hard.After I bind the zoom key, I bind the use key, but nothing happens. And I look back and found that the key I bind to use instead binded to zoom, so there is two keys binded to zoom. It is happen to all keys, not just between use-zoom but can also happen between use-jump,use-crouch, etc. Because of that I am not dare to fiddle around with keyboard binding anymore.
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Re: 3DGE 1.37 (Discussion, 60FPS, etc)
You can edit the cfg directly. Use the hex key codes from here:NantoCodd wrote:It is happened long ago, but don't know just me or not but key binding is very hard.After I bind the zoom key, I bind the use key, but nothing happens. And I look back and found that the key I bind to use instead binded to zoom, so there is two keys binded to zoom. It is happen to all keys, not just between use-zoom but can also happen between use-jump,use-crouch, etc. Because of that I am not dare to fiddle around with keyboard binding anymore.
http://www.csee.umbc.edu/portal/help/theory/ascii.txt
For example, tilde key has hex code of 60, SPACE key is 20. (so you use 0x60 and 0x20 respectively)
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Re: 3DGE 1.37 (Discussion, 60FPS, etc)
I have succesfully bind the keys, actually. Hardly. But thanks for the hex codes. It can be very useful for me
.

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Re: 3DGE 1.37 (Discussion, 60FPS, etc)
I'd like to make 2 more reports:
1) Using Doom replacement episodes like the Eternity (ep2 replacement) for example, link...
http://www.doomworld.com/idgames/?file= ... ernity.zip
...I noticed that 3DGE adds one additional episode with blank name above the normal 4. Trying to start it gives a
I tested with Choco Doom and ZDoom and no such problem.
debug.txt:
http://pastebin.com/kFuHpfUH
2) While the screen melt effect is playing the game should be paused. That's how it is in the original doom and all source ports. It was especially annoying one time when I was save-scumming to deal with a baron of hell while I was low on ammo. Upon loading the game, as the effect was playing the game was proceeding normally, I had to scramble around while the screen was melting, wtf
1) Using Doom replacement episodes like the Eternity (ep2 replacement) for example, link...
http://www.doomworld.com/idgames/?file= ... ernity.zip
...I noticed that 3DGE adds one additional episode with blank name above the normal 4. Trying to start it gives a
Code: Select all
WARNING: Cannot find map for '' (episode )
debug.txt:
http://pastebin.com/kFuHpfUH
2) While the screen melt effect is playing the game should be paused. That's how it is in the original doom and all source ports. It was especially annoying one time when I was save-scumming to deal with a baron of hell while I was low on ammo. Upon loading the game, as the effect was playing the game was proceeding normally, I had to scramble around while the screen was melting, wtf

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Re: 3DGE 1.37 (Discussion, 60FPS, etc)
What's your Timidity level at? If it's Loud, then it's going to crackle. Normal or Quiet is recommended.VGA wrote: Personally I'm getting some small cracks/hickups. And I've tried 3 different sound patches.
1+1) Will address this, the input code is hacked to all hell at the moment. What's the hex address for your Mute button specific to your keyboard?VGA wrote:I'd like to make 2 more reports:
Change the screen transition effect from Melt to the others. I never paid attention to it but it doesn't bother me too much. Pixel or Cross fade is a perfect way to keep in the action instead of waiting for the screen to melt (which melts pretty quickly). I will look into this though, no worries =)VGA wrote: 2) While the screen melt effect is playing the game should be paused. That's how it is in the original doom and all source ports. It was especially annoying one time when I was save-scumming to deal with a baron of hell while I was low on ammo. Upon loading the game, as the effect was playing the game was proceeding normally, I had to scramble around while the screen was melting, wtf
VGA wrote: 2) The console doesn't pause the game. That's weird and is inconsistent with Zdoom and Eternity.
On another note, when you mention decal support for the future, do you mean 3DGE will have nice bullet,rocket etc decals on the walls? Like Zdoom?![]()
2) That's pretty much cosmetic. I don't think the Quake-games paused the game upon dropping down the console. I'll see if there's a way I can change this, but it's not on my immediate list of things to-do.

3) Yes, decals will work just like Zdooms, for the most part. ^_^
Last edited by Coraline on Sun Jul 27, 2014 7:52 pm, edited 1 time in total.
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Re: 3DGE 1.37 (Discussion, 60FPS, etc)
In specific response to:
Just as I initially thought, we discovered that because there are a number of junk lumps from a bad node builder in the 94 WAD, it was messing up entries with the EDGE entry in DDFGAME, since there was no start_map, it looks for the first marker in the WAD (for some reason). Since there are a ton of shit lumps it picks and goes with the first blank WAD, since the EDGE entry doesn't have a firstmap= option. This normally isn't a problem but for blank garbage lumps it can cause this issue.
This fix WILL break compatibility with older EDGE mods, so if nothing starts right just replace the DDF entry (or someone modify that particular WAD to not include garbage data). Will work on a hard-coded solution later. I figured it was the wad but I had to be sure.
EDIT2: Thanks to Randy the extensions are now allowed to be attached!
VGA - try this file. Put this in the doom_ddf directory and try running Eternity+Doom again and see if the episode selection goes back to normal.VGA wrote:
I'd like to make 2 more reports:
1) Using Doom replacement episodes like the Eternity (ep2 replacement) for example, link...
http://www.doomworld.com/idgames/?file= ... ernity.zip
...I noticed that 3DGE adds one additional episode with blank name above the normal 4. Trying to start it gives a
WARNING: Cannot find map for '' (episode )
I tested with Choco Doom and ZDoom and no such problem.
Just as I initially thought, we discovered that because there are a number of junk lumps from a bad node builder in the 94 WAD, it was messing up entries with the EDGE entry in DDFGAME, since there was no start_map, it looks for the first marker in the WAD (for some reason). Since there are a ton of shit lumps it picks and goes with the first blank WAD, since the EDGE entry doesn't have a firstmap= option. This normally isn't a problem but for blank garbage lumps it can cause this issue.
This fix WILL break compatibility with older EDGE mods, so if nothing starts right just replace the DDF entry (or someone modify that particular WAD to not include garbage data). Will work on a hard-coded solution later. I figured it was the wad but I had to be sure.
EDIT2: Thanks to Randy the extensions are now allowed to be attached!

Last edited by Coraline on Tue Jul 29, 2014 12:54 am, edited 1 time in total.
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Re: 3DGE 1.37 (Discussion, 60FPS, etc)
You may rename the extension to something like txt, zip, or png. Just note people to change it back once it's downloaded.
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Re: 3DGE 1.37 (Discussion, 60FPS, etc)
Plop this in your doom_ddf folder. Start Eternity again and let me know that the bug is confirmed fixed.
Edit: Thanks Randy for allowing all of the extension types that 3DGE needs! Much appreciated
Edit: Thanks Randy for allowing all of the extension types that 3DGE needs! Much appreciated
You do not have the required permissions to view the files attached to this post.
Last edited by Coraline on Tue Jul 29, 2014 12:53 am, edited 1 time in total.
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Re: 3DGE 1.37 (Discussion, 60FPS, etc)
Now there is no blank episode
Can you also make a little fix to the game message when adding map markers? It starts counting at 0 instead of 1.
About the key codes, I'm a little confused because 3DGE seems to be using ASCII codes and not virtual key codes. I'm not sure if there is an ASCII code for the Volume Mute button (?)
This program is good for testing VK codes:
http://delphiforfun.org/programs/utilities/KeyCodes.htm
Note: I even tried changing the console key in the cfg file to something other than 0x60 but the mute button still brought down the console

About the key codes, I'm a little confused because 3DGE seems to be using ASCII codes and not virtual key codes. I'm not sure if there is an ASCII code for the Volume Mute button (?)
This program is good for testing VK codes:
http://delphiforfun.org/programs/utilities/KeyCodes.htm
Note: I even tried changing the console key in the cfg file to something other than 0x60 but the mute button still brought down the console

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Re: 3DGE 1.37 (Discussion, 60FPS, etc)
This seems to be a common problem with keyboard media keys. Between my Logitech G15v1 and my current CM Storm, pressing Next Track or any of the volume keys tends to either pull down the console, pause the game, or open the automap. I'm assuming some strangeness is involved with the way media keys need to be recognized by Windows.
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Re: 3DGE 1.37 (Discussion, 60FPS, etc)
When I was creating trainers I had no problems, but I was using win APIs.
Windows has no problems recognizing keys, heh:
http://msdn.microsoft.com/en-us/library ... 85%29.aspx
EDIT: Yeah, pretty much all media keys toggle the console.
Windows has no problems recognizing keys, heh:
http://msdn.microsoft.com/en-us/library ... 85%29.aspx
EDIT: Yeah, pretty much all media keys toggle the console.
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Re: 3DGE 1.37 (Discussion, 60FPS, etc)
I suspected this was due to DOSDoom's roots, and was never updated even after the DOS version of regular EDGE (I think 1.37 was the last DOS release) was abandoned. This was confirmed in source:VGA wrote:About the key codes, I'm a little confused because 3DGE seems to be using ASCII codes and not virtual key codes. I'm not sure if there is an ASCII code for the Volume Mute button (?)
This program is good for testing VK codes:
http://delphiforfun.org/programs/utilities/KeyCodes.htm
Note: I even tried changing the console key in the cfg file to something other than 0x60 but the mute button still brought down the console
So, there you have it. I have little experience in input handling, but I'll see what I can do. I have a standard, regular keyboard and have never used a multimedia keyboard. If volume needs to be down or muted, I simply turn the dial on my speakers, or use the OPTIONS menu and turn it down that way. :S// DOOM keyboard definition.
// This is the stuff configured by Setup.Exe.
// Most key data are simple ascii (uppercased).
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Re: 3DGE 1.37 (Discussion, 60FPS, etc)
There was some great feedback for 3DGE on the Doomworld forum, I think you're Chu there, so you saw that and the DDF fixes with the linedefs being double-sided when the shouldn't and so on.
Will there be some update soon to fix those?
Also, when you hear a fast midi playing like in E1M1 is it perfect like in Choco Doom with GUS emulation? For me it crackles/chokes.
My settings:
Will there be some update soon to fix those?

Also, when you hear a fast midi playing like in E1M1 is it perfect like in Choco Doom with GUS emulation? For me it crackles/chokes.
My settings:
Spoiler:
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Re: 3DGE 1.37 (Discussion, 60FPS, etc)
VGA, can you post a sound file or small clip of what it sounds like? I've tested it on two of my machines and it renders E1M1 completely fine, definitely hearing it to compare would be most helpful.
At Doomworld, plums posted a DDF bugfix that you can apply to your doom_ddf directory. I am going to integrate these together and release a soft hotfix of 1.36Final with some of these bugs squashed.
At Doomworld, plums posted a DDF bugfix that you can apply to your doom_ddf directory. I am going to integrate these together and release a soft hotfix of 1.36Final with some of these bugs squashed.