EDGE 2.1.0 Discussion [RC-1 Released on 10.3.2018]

Game Engines like EDGE, LZDoom, QZDoom, ECWolf, and others, go in this forum
Forum rules
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.
User avatar
Snarboo
Posts: 2599
Joined: Tue Nov 29, 2005 4:37 am

Re: 3DGE 1.4A (Rendering Interpolation is here!)

Post by Snarboo »

Okay, set some time aside to test Immoral Conduct with 3DGE 1.36 for a couple levels in TVR!.wad:
Spoiler:
I also have some general criticisms for 3DGE 1.36 that may have been fixed in 1.4A:
Spoiler:
Those are the problems I noticed first, there may be more! I also need to set aside time to test 1.4A. If possible, I may be able to stream ICD in various versions of EDGE for comparison purposes in the future.

Finally, here's the debug.txt for 3DGE 1.36:
You do not have the required permissions to view the files attached to this post.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed

Re: 3DGE 1.4A (Rendering Interpolation is here!)

Post by wildweasel »

Snarboo wrote:Some weapons do not properly display their clip. The sawed off shotgun is the most obvious example, but sometimes other weapons won't display it either. Seems to be random?
If a weapon is showing its clip, I think that may be bugged behavior. Remember, ICD-SE was designed for EDGE 1.27, before the SHOW_CLIP weapon property was a thing.
User avatar
Snarboo
Posts: 2599
Joined: Tue Nov 29, 2005 4:37 am

Re: 3DGE 1.4A (Rendering Interpolation is here!)

Post by Snarboo »

Ah, good point! So why do some weapons show it and others don't?

Edit:
Quickly tested with EDGE 1.35:
  • All weapons show their clip regardless of if they have the SHOW_CLIP property. I prefer this behavior but it's not technically accurate to 1.27. :p
  • Weapon bobbing is not broken.
User avatar
Snarboo
Posts: 2599
Joined: Tue Nov 29, 2005 4:37 am

Re: 3DGE 1.4A (Rendering Interpolation is here!)

Post by Snarboo »

What are some recent mods for EDGE? Playing around with this again is making nostalgic. :p
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed

Re: 3DGE 1.4A (Rendering Interpolation is here!)

Post by wildweasel »

Snarboo wrote:What are some recent mods for EDGE? Playing around with this again is making nostalgic. :p
Just about anything by Chronoteeth, but I have no idea where he's been uploading those.
User avatar
Coraline
Posts: 447
Joined: Wed Aug 15, 2012 3:41 pm
Location: California

Re: 3DGE 1.4A (Rendering Interpolation is here!)

Post by Coraline »

wildweasel wrote:
Snarboo wrote:Some weapons do not properly display their clip. The sawed off shotgun is the most obvious example, but sometimes other weapons won't display it either. Seems to be random?
If a weapon is showing its clip, I think that may be bugged behavior. Remember, ICD-SE was designed for EDGE 1.27, before the SHOW_CLIP weapon property was a thing.
Actually, SHOW_CLIP was from EDGE 1.26, so it definitely existed at the time, maybe it wasn't intended for all of the weapons in ICD-SE. The best way to test this out is to open WEAPONS.DDF from that mod and find the SHOW_CLIP command - if it is not appended, then the weapon won't show those values.
Snarboo wrote:What are some recent mods for EDGE? Playing around with this again is making nostalgic. :p
Right now CeeJay is the kind of 3DGE mods, releasing the fantastic DOOM Forever and WolfenEDGE. Recently, a mod called Abrasion was released (cell-shaded tactical mod, using MD3 models) but it's better to render that game in 1.36F as the engine contains faster calculation tables for MD3 normals.
User avatar
Snarboo
Posts: 2599
Joined: Tue Nov 29, 2005 4:37 am

Re: 3DGE 1.4A (Rendering Interpolation is here!)

Post by Snarboo »

Alright, I took a look at the code, and the property seems to be SHOWCLIP, which can be either true or false (ie "SHOWCLIP=TRUE"). Almost every weapon has this property defined, except for the melee weapons, turrets, and flares. I have no idea why the clip showing is inconsistent in 3DGE 1.36. I wonder if switching from weapons that show it to weapons that don't might be the culprit?
User avatar
Coraline
Posts: 447
Joined: Wed Aug 15, 2012 3:41 pm
Location: California

Re: 3DGE 1.4A (Rendering Interpolation is here!)

Post by Coraline »

It could also possibly be the transition to COAL (as it did not exist in early versions of EDGE) for all heads-up display/ammo display stuff.

I will download it and take a look tonight.

Your issues with bobbing can be solved quite easily (the handling was changed due to the inclusion of interpolation) by opening THINGS.DDF and finding the OUR_HERO entry. Add this command before the STATES code: BOBBING [percentage];. That way you can fine tune it to your liking. 25% seems to be the value closest to DOOM. This is already fixed in 1.4b.

All the rest have already been fixed and are prepped for the next version of 1.4. Your view HUD issue can be solved with this post. It is fixed (with another custom HUD) pending 1.4b.
User avatar
Snarboo
Posts: 2599
Joined: Tue Nov 29, 2005 4:37 am

Re: 3DGE 1.4A (Rendering Interpolation is here!)

Post by Snarboo »

Awesome, thanks! Seems the BOBBING property was set to 50%, which must be too high in later versions.

Edit:
Replacing the default HUD with the other HUD fixed the clips not showing. :)
User avatar
Coraline
Posts: 447
Joined: Wed Aug 15, 2012 3:41 pm
Location: California

Re: 3DGE 1.4A (Rendering Interpolation is here!)

Post by Coraline »

Snarboo wrote:Awesome, thanks! Seems the BOBBING property was set to 50%, which must be too high in later versions.

Edit:
Replacing the default HUD with the other HUD fixed the clips not showing. :)
Cool, that's what I thought. ^_^
User avatar
Snarboo
Posts: 2599
Joined: Tue Nov 29, 2005 4:37 am

Re: 3DGE 1.4A (Rendering Interpolation is here!)

Post by Snarboo »

Something else I noticed while playing 3DGE 1.36 (and EDGE 1.35): the knife throw in ICD alerts monsters, where as in 1.27, it does not. I assume this is tied to the SILENT_TO_MONSTERS special, since the primary fire does not alert monsters in any version of EDGE.
User avatar
chronoteeth
Posts: 2664
Joined: Wed Sep 08, 2004 1:29 pm
Preferred Pronouns: It/Its

Re: 3DGE 1.4A (Rendering Interpolation is here!)

Post by chronoteeth »

Apologies for the massive bump, but I have a question in terms of code: what exactly do the partial frames do?
User avatar
Coraline
Posts: 447
Joined: Wed Aug 15, 2012 3:41 pm
Location: California

Re: 3DGE 1.4A (Rendering Interpolation is here!)

Post by Coraline »

No it's OK :) this thread is gonna get bumped harder than a priest in a playground in a couple of weeks ^_^

So, when you say partial frames, do you mean partial frame durations. or frame numbers? As in, what context did you discover this witchery? ^_^
User avatar
chronoteeth
Posts: 2664
Joined: Wed Sep 08, 2004 1:29 pm
Preferred Pronouns: It/Its

Re: 3DGE 1.4A (Rendering Interpolation is here!)

Post by chronoteeth »

No no, in the WEAPDDF apparently theres a state i never noticed before. Stuff like ATTACK, RELOAD, SEC, EMPTY, ect are stuff i know, but apparently PARTIAL is also a state? mentioned in a changelog
User avatar
Coraline
Posts: 447
Joined: Wed Aug 15, 2012 3:41 pm
Location: California

Re: 3DGE 1.4A (Rendering Interpolation is here!)

Post by Coraline »

1.29 Beta #2 introduced partial reloading.
weapons: partial clip loading now the default.
As it implies, partial weapon reloading means that if you have a weapon with X bullets (and X clips), and spend a random amount, it will "partially" reload without taking the entire clip; rather, only what is needed to refill the clip. Previous versions did not work like that, and took an entire clip regardless of the amount of bullets (and even later versions added the PARTIAL to specify the now-standard method of reloading).

*fixed a typo.

Return to “Game Engines”