Coraline Posted April 12, 2011 I want to mention that I have started (with a few other contributors) a fork of EDGE called hyper3DGE, or just 3DGE. We have opened a project site at SF (http://edge2.sourceforge.net) and released the first binary of the fork today, which has a few minor additions ported from an abandoned branch of Edge into 1.35. It's nothing too major, but I thought I'd list it here anyway. The next version has already started work, which we chose to begin at 1.32 instead. A few major things we have already finished are rudimentary decals and cinematic support. I don't want to spam this thread up, so I created an announcement thread at the EDGE forums with more in-depth details. 0 Share this post Link to post
Gez Posted April 12, 2011 I'm curious about why you chose to use 1.32 as the base for the fork. 0 Share this post Link to post
Chrono_T Posted April 12, 2011 This source port's based on hypertension, which started major work during the 1.32. Least thats what I get If the icon's the hypertension icon instead of the edge icon, essentially thats gonna be the hypertension engine 0 Share this post Link to post
Coraline Posted April 12, 2011 Gez said:I'm curious about why you chose to use 1.32 as the base for the fork. MD3 support, mostly. Admittedly I was having trouble getting these few things ported to 1.35 so we figured we would start from 1.32 where this was already working. 0 Share this post Link to post
Grazza Posted April 12, 2011 Split, since this looks suspiciously like a thread hijack attempt. 0 Share this post Link to post
Coraline Posted May 1, 2011 Just a small update here: released 1.36.2 today. Major thing here is MD3 support, but it's single mesh only. Cleaned up a few things from last release. Also, decided 1.32 was a bad idea and started fresh from 1.35 final - so all mods that worked with EDGE will work with this. http://sourceforge.net/projects/edge2/files/3DGE/binaries/1.36/ 0 Share this post Link to post
Coraline Posted June 22, 2011 Another (very) small update, I released 1.36.3a, which includes a new DDF function (scream_sound in THINGS for falling long distances, from Hexen), and a fix for the ability to customize menu and console graphics in styles.ddf. I was working on some stuff left over from Andy, but it's not included yet. Big features are still not finished, should be in the next package. Also, I forgot to release the source - it's on SF now. Want to give a special thank-you mention to Maes and Andy for helping me out with grasping the technicals, and to Wesley for the Legacy feature porting. I am looking for a part time helper/coder as well (...more like someone to reference if I run into trouble, which happens often). Enjoy! Bugs go here. 0 Share this post Link to post