EDGE-Classic v1.32

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CeeJay
Posts: 1467
Joined: Sun Mar 14, 2010 2:52 am

EDGE-Classic v1.32

Post by CeeJay »

Image

Taking EDGE 1.35 as the base, we are working on a new fork with the aim of solving long-standing bugs and adding some quality of life features. Also, one of our primary goals is to have an EDGE that will run well on older or less powerful hardware compared to the 2.x fork. Right now it runs perfectly on Raspberry Pi for example.

Major new features so far compared to EDGE 1.35:
- A soundfont-capable MIDI player (.sf2 support).
- Support for MP3 music and sound effects.
- Migration from SDL1 to SDL2 (longevity and potential new features).
- Improved support for gamepads.
- Expanded DDF, RTS, and COAL features.
- Full support for both HacX 1.2 and Harmony IWADs.
- Widescreen statusbar, intermission, and title screens.
- Replaced GLBSP with AJBSP as EDGE-Classic's internal nodebuilder.
- A load of longstanding bugs fixed (see full changelog).

EDGE-Classic homepage: https://edge-classic.github.io/index.html

EDGE-Classic team:
Dashodanger: coding
Lobo: coding
CeeJay: testing, feedback, ideas

CHANGELOG (fixes and new features)
Spoiler:
Last edited by CeeJay on Mon Jan 23, 2023 3:35 pm, edited 7 times in total.
User avatar
Redneckerz
Spotlight Team
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Graphics Processor: Intel (Modern GZDoom)

Re: EDGE-Classic

Post by Redneckerz »

A great follow up in the Edge heritage. Atleast i hope more standalone games c0ome from it!
dasho
Posts: 112
Joined: Tue Dec 22, 2020 12:16 am

Re: EDGE-Classic

Post by dasho »

Hey all, sorry that the thread was kept so quiet but just wanted to announce that we've just released version 1.1 of EDGE-Classic with some coolio new features.

You can grab the release package at https://github.com/dashodanger/EDGE-cla ... es/tag/1.1

CHANGELOG:
Spoiler:
CeeJay
Posts: 1467
Joined: Sun Mar 14, 2010 2:52 am

Re: EDGE-Classic

Post by CeeJay »

First post updated accordingly.
dasho
Posts: 112
Joined: Tue Dec 22, 2020 12:16 am

Re: EDGE-Classic

Post by dasho »

If you're on the Discord this will be old news, but in case you're not here are some quick showcase videos with some of 1.1's new features:
-Verdana-style menu font
-Inventory system
-DDFFLAT Impact effects and footstep noises
-Animated Liquid Options: Vanilla, SMMU, SMMU+Swirl, and Parallax
-SID music player

Vanilla Heretic
https://www.youtube.com/watch?v=AXmA3X7kunQ

Heretic + HereticPretty pack by Lobo (in progress)
https://www.youtube.com/watch?v=EnDVUWNsjCY

Doom E1M1 with SID cover by Klegg
https://www.youtube.com/watch?v=pePIuHbpQEM
User avatar
Kappes Buur
 
 
Posts: 4122
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Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada
Contact:

Re: EDGE-Classic

Post by Kappes Buur »

I just watched the videos, well tried to watch, but the menus made me stop.

Can you fix the menu so that the text lettering does not run into each other?
It really looks a bit unfinished, considering that the Verdana-style menu was
proudly announced.



Ah, SID player is a plus.
dasho
Posts: 112
Joined: Tue Dec 22, 2020 12:16 am

Re: EDGE-Classic

Post by dasho »

Yeah, in the freeze frame I see your point for sure. The Verdana fonts would likely remain in places like the option menu and such instead of Skill/Episode select, but the spacing still needs to be addressed.

To your other point, Heretic support is indeed unfinished, especially compared to Doom. It is only with 1.1 that there is even an inventory mechanism for Heretic to use, but we'll work on the polish as time goes on.
dasho
Posts: 112
Joined: Tue Dec 22, 2020 12:16 am

Re: EDGE-Classic

Post by dasho »

It's been a minute, but we've just released EDGE-Classic 1.2 with a pretty good chunk of fixes, quality of life improvements, and new features. Downloads can be found here.

CHANGELOG:
Spoiler:
Casualfan
Posts: 86
Joined: Fri Jan 14, 2022 8:31 pm

Re: EDGE-Classic

Post by Casualfan »

Are you planning on adding Rise of the Triad support? I know that's a planned feature for the main branch of EDGE.
dasho
Posts: 112
Joined: Tue Dec 22, 2020 12:16 am

Re: EDGE-Classic

Post by dasho »

Casualfan wrote: Tue Aug 30, 2022 9:17 pm Are you planning on adding Rise of the Triad support? I know that's a planned feature for the main branch of EDGE.
In a nutshell, no. EDGE and EDGE-Classic are separate teams with divergent goals. Our primary focus is bringing bugfixes, polish and new features to the Doom family of games that we support before worrying about anything else. EDGE 1.35, the branch that we forked from, was released over a decade ago and there has been a huge evolution of standards and features in the Doom source port space since then. It is only with EC 1.2 that we even have features like UDMF, DEHEXTRA, UMAPINFO support, etc. Even the Boom implementation from 1.35 is technically incomplete, as some specials and types are either only partially implemented or not functional at all.
dasho
Posts: 112
Joined: Tue Dec 22, 2020 12:16 am

Re: EDGE-Classic

Post by dasho »

Found a couple of rare but nasty bugs, as well as some issues affecting non-Windows users, so we went ahead and pushed a minor version release instead of waiting for a full release cycle to get fixes out there. There are incidentally some quality of life improvements and new features rolled up in it as well. Downloads can be found on the release page.

Changelog for EDGE-Classic 1.21
Spoiler:
CeeJay
Posts: 1467
Joined: Sun Mar 14, 2010 2:52 am

Re: EDGE-Classic v1.3 released

Post by CeeJay »

15 January 2023: EDGE-Classic v1.3 released

New release of EDGE-Classic. Major new features include:

- DSDHACKED support
- Doubled framerate mode (70fps vs 35fps)
- Vastly improved Boom support
- OPL emulated playback of MUS and MIDI: Can use GENMIDI lumps (Default) or external *.op2 instrument bank files
- New music formats supported: FLAC, VGZ (compressed VGM), IMF, XMI/RMI/GMF/EA MIDI Formats
- TrueType fonts support(TTF and OTF)
- Better MBF support
- ENDOOM screen shown on exit.
- Initial MBF21 support(mainly map-related)
- Vastly improved deathbots
- Performance options for laggy maps
- Improved screen resolution modes
- Menu option to control view and weapon bobbing/swaying
- Support for International characters in filepaths and arguments
- REKKR supported as IWAD
- New DDF and COAL commands
- New StopTime powerup
- New Erraticism gameplay mode:
Time will only advance when the player moves or fires ("SuperHot")
Player's momentum will be preserved if in mid-air/jumping, otherwise it will be lost when the movement keys are released
Can hold the Use key to advance time without having to move or fire (helpful when waiting for lifts, etc)

and many more new commands, bugfixes etc. (check out the changelog for a full list)
dasho
Posts: 112
Joined: Tue Dec 22, 2020 12:16 am

Re: EDGE-Classic v1.3 released

Post by dasho »

Hey all, just an update to announce that our 1.31 release is ready and available at the project page linked in the initial post. There's a handful of fixes, including one bug that dates back to at least EDGE 1.35 involving BOOM sectors:

CHANGELOG for EDGE-Classic 1.31 (since EDGE-Classic 1.3)
====================================

Bugs fixed
----------
+ Changing Monitor Size (aspect ratio) was not respected in some circumstances. This should now work in Borderless Fullscreen and all Fullscreen modes
+ Fixed sound volume slider not being respected in some cases
+ Fixed aspect ratio of psprites when HUD.render_world doesn't use the entire screen height
+ Fixed secret sector discovery completely clearing the sector special afterwards (this broke
generalized sector specials).
+ Doom2 Map05 bug fixed.

General Improvements
--------------------
+ W1/WR lines, unknown linetypes and scrolling linedefs without any activation method will have the BOOM passuse flag added
upon map load
CeeJay
Posts: 1467
Joined: Sun Mar 14, 2010 2:52 am

Re: EDGE-Classic v1.31 minor update

Post by CeeJay »

Just a quick announcement that EDGE-Classic v1.31 is now available from the project page at https://edge-classic.github.io/download.html

This is a minor release with a few bugfixes, including one that dates back to at least EDGE 1.35 that broke Boom generalized sectors that were secrets:

CHANGELOG for EDGE-Classic 1.31 (since EDGE-Classic 1.3)
====================================

Bugs fixed
----------
+ Changing Aspect ratio was not respected in some circumstances.
+ Fixed sound volume slider not being respected in some cases
+ Fixed aspect ratio of psprites when HUD.render_world doesn't use the entire screen height
+ Fixed secret sector discovery completely clearing the sector special afterwards (this broke
generalized sector specials).
+ Doom2 Map05 bug fixed.

General Improvements
--------------------
+ W1/WR lines, unknown linetypes and scrolling linedefs without any activation method will have the BOOM passuse flag added
upon map load
CeeJay
Posts: 1467
Joined: Sun Mar 14, 2010 2:52 am

Re: EDGE-Classic v1.32

Post by CeeJay »

EDGE-Classic v1.32 is now available from the project page at https://edge-classic.github.io/download.html

CHANGELOG for EDGE-Classic 1.32 (since EDGE-Classic 1.31)
====================================

Bugs fixed
----------
+ A recently introduced bug which caused the Secrets Found % to not increment after finding the first one.
+ player.use_inventory() consuming item without running the associated script if the script was already running
+ Changed hardcoded finish/par time widths to prevent custom fonts from being clipped at 4:3 resolutions
+ "Read This!" menu item missing for Doom.

General Improvements
--------------------
+ DDFSTYLE: Menu items that are images instead of fonts will now also apply the font colormap setting in that menu's
style entry (if defined)

+ DDFSTYLE: CURSOR.FORCE_OFFSETS=<boolean> - When set to true, will honor cursor image's offsets even if they cause misalignment with
menu entries. Default value is false

New Features
------------
+ COALHUDS: new commands
-hud.rts_isactive(tag): Returns 1 if the script "tag" is currently enabled, 0 if disabled.
-hud.rts_enable(name): Will execute RTS script with matching tag, if one exists. This replaces previous COAL command "player.rts_enable_tagged(name)" which should be considered deprecated.

+ DDFSTYLE: new text style - SELECTED
- Uses all parameters that regular style font entries use (SELECTED.FONT, SELECTED.SCALE, etc)
- Will only apply to the currently selected/highlighted menu item
- If not defined, will fall back to previous behavior for backwards compatibility
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