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Coraline

EDGE 2.1.0 Discussion [RC-1.5 Released on 10.17.2018]

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Congrats on the upcoming release, I can see that you and your team have put a huge amount of work into EDGE over the last few years.  Good luck for the future :-)

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12 hours ago, andrewj said:

Congrats on the upcoming release, I can see that you and your team have put a huge amount of work into EDGE over the last few years.  Good luck for the future :-)

 

Thank you Andrew! We are truly humbled and honored by this! :)

 

4 hours ago, fabian said:

I am confused. Wasn't this called 3DGE at some time?

 

Well, it is still referenced by some as 3DGE/hyper3DGE and we acknowledge anyone calling it that. When the port started off it was rocky (from an abandoned branch of EDGE), suffered from numerous technical issues, my knowledge was limited, and EDGE 1.35 was still unreleased; hence the port needing a different name at the time. Over the past few years, our team has put in so much dedication and hard work into the engine; in order to lessen the confusion and the existence between the two, we agreed to officially continue the port as EDGE and will herein reference it as such. The torch was passed and acknowledged. Besides, a lot of what my team has worked on were things that the original EDGE team wanted to do but did not have the time to implement; if our team was involved with EDGE back when Andrew Apted was still working on it full time, we would have continued development under the existing name without issue.

 

I am not sure how this will affect its Wiki standing; I'll have to consult with the DoomWiki administrators, but really it's not that big of a deal. We'll keep the separated SourceForge websites, but we have already merged in EDGE's complete SVN/CVS history into our Github repository and moved most of the documentation over, so it only makes sense from here on out. 

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11 hours ago, Coraline said:

I am not sure how this will affect its Wiki standing

 

It doesn't. doomwiki.org has always assumed that port development requires sustained effort and significant skill, therefore any project that even reaches a beta release should be documented for posterity. If someone wants to put in the time to update the history narrative and links, then they'll be updated. (inb4 Quasar: "for completeness the genealogy boxes should also be double-checked" :>

 

If I'm misunderstanding you, feel free to post here so the details can be worked out.

 

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I thought that the name 3DGE was adopted when the software renderer was dropped.  Now that I look at it I'm not even sure how it's supposed to be pronounced.  3D Edge? Thredge?

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It's pronounced "Rethridgerator", obviously.

 

 

More seriously, for wiki and nomenclature issues: perhaps the simplest would be to merge the EDGE and 3DGE articles, putting in a note that EDGE was developed under the name 3DGE for a while, and turn the 3DGE page into a redirect to EDGE. Then update any and all pages that link to 3DGE. Does that solution seem fine for you?

 

(By the way: the oldEDGElogo.gif embed is broken for anyone who hasn't recently solved the CAPTCHA to access 3dfxdev.net.)

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How is the whole "Split Screen supports multiple controllers" thing going? Will it be completed in time for the final 2.1.0?

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1 hour ago, david_a said:

I thought that the name 3DGE was adopted when the software renderer was dropped.  Now that I look at it I'm not even sure how it's supposed to be pronounced.  3D Edge? Thredge?

 

The software renderer was dropped with EDGE 1.29, which was released back in 2007; EDGE was still in active development by the previous team.

 

46 minutes ago, Danfun64 said:

How is the whole "Split Screen supports multiple controllers" thing going? Will it be completed in time for the final 2.1.0?

 

Funny that you mention that -- I've been working on it, but honestly I can't seem to wrap my head around how other ports manage splitscreen controls and I can't figure out how I had fixed it before. I don't think I committed those fixes at the time, unfortunately - if anyone has any knowledge or advice about how to get both players to handle sharing inputs without a completely separate TicBuilder for the second player...please let me know. 

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11 hours ago, Gez said:

More seriously, for wiki and nomenclature issues: perhaps the simplest would be to merge the EDGE and 3DGE articles, putting in a note that EDGE was developed under the name 3DGE for a while, and turn the 3DGE page into a redirect to EDGE. Then update any and all pages that link to 3DGE. Does that solution seem fine for you?

 

It is fine by me (FWIW).

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Wow, I thought EDGE was abandoned! So cool to see it alive again!

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There was some question as to building the latest EDGE on Linux.  I downloaded a ZIP of the GIT.  I am not sure that was the right way to go about it.

First I checked out the library requirements.

Out of 10 libraries, I have problems with 5 of them.  My system was updated to the latest packages from Slackware last month.

I suspect that the package versions listed are not actually requirements, but are actually what happened to be on the system they used for development.

I tried to compile anyway.  I sent the results to Coraline by Doomworld email.

The compile failed due to the physfs library.  They are using a pre-release version of phyfs-3.0, and my current phyfs does not have all the functions they are using.

 

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7 hours ago, wesleyjohnson said:

There was some question as to building the latest EDGE on Linux.  I downloaded a ZIP of the GIT.  I am not sure that was the right way to go about it.

First I checked out the library requirements.

Out of 10 libraries, I have problems with 5 of them.  My system was updated to the latest packages from Slackware last month.

I suspect that the package versions listed are not actually requirements, but are actually what happened to be on the system they used for development.

I tried to compile anyway.  I sent the results to Coraline by Doomworld email.

The compile failed due to the physfs library.  They are using a pre-release version of phyfs-3.0, and my current phyfs does not have all the functions they are using.

 

 

I apologize for the outdated information - lib_versions.md was written while we were in a transitional state from Make to CMake, and I honestly forgot I had created that document in the first place. Alas, I have updated it for completeness' sake. 

 

Note that we only need six out of those ten libraries now -- once OpenAL support is finished we won't need libogg or libvorbis either. You are also free to use the setup scripts in the directory /quick_setup_scripts, but I have only really tested on x64:Xubuntu so I can't say for certain if those scripts will work for Slackware or not, or if a custom one will need to be rolled.

 

Please try the updated instructions out and let me know if you are still running into problems. 

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On 9/24/2018 at 9:07 AM, Coraline said:

 

I apologize for the outdated information - lib_versions.md was written while we were in a transitional state from Make to CMake, and I honestly forgot I had created that document in the first place. Alas, I have updated it for completeness' sake. 

 

Note that we only need six out of those ten libraries now -- once OpenAL support is finished we won't need libogg or libvorbis either. You are also free to use the setup scripts in the directory /quick_setup_scripts, but I have only really tested on x64:Xubuntu so I can't say for certain if those scripts will work for Slackware or not, or if a custom one will need to be rolled.

 

Please try the updated instructions out and let me know if you are still running into problems. 

 

Hi, i have tried downloading the recent updates and when i do that and i try to load the game, it says "couldn't open file"? even after i right click and send to the edge program. Then sometime it says "could not find requried edge.epk file"? 

 

it works now only when i drag and drop. so whats going o? 

 

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Posted (edited)
On 9/26/2018 at 7:15 PM, DOOMMARINE117 said:

 

Hi, i have tried downloading the recent updates and when i do that and i try to load the game, it says "couldn't open file"? even after i right click and send to the edge program. Then sometime it says "could not find requried edge.epk file"? 

  

it works now only when i drag and drop. so whats going o? 

 

 

The problem is that you need to have your IWAD in the EDGE root. EDGE can also read from DOOMWADDIR and DOOMWADPATH variables, respectively. We have been brainstorming a way to write an IWAD selector, ala ZDoom or Eternity - but have not came up with any solutions as of yet. Are you building from source? Make sure 'edge.epk' is in your root folder with all of the other folders/dll, and copy/paste your IWAD in the folder.

 

I'm working on "couldn't open file" to be a little more verbose, as well.

 

EDIT: Big ol' long spiel about video cards and drivers -- turns out EDGE was issuing an extra glFinish command when it was being done a little earlier in the I_FinishFrame loop. Dumb bugs like that always kill me!

Edited by Coraline : delete info lawl

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Posted (edited)

I have been waiting for such a question.

 

In DoomLegacy, I gave it 20 directories that it searches to find the wad.  IT WOULD BE NICE, if some other ports searched some of the same directories, so that a person could put one copy of these wads on their system and have more than one port be able to find them.

So I would very much like to suggest that you have EDGE search at least a couple of the same directories.

You could even steal the entire search function and directory list code out of DoomLegacy (I wrote all that).

If we could have some common wad directories that all the ports search, it would save the users some trouble.

 

This is so easy to use.  You just specify the wad name, and DoomLegacy goes and finds it.  You don't have to remember which subdirectory you stored it in.

For IWADS, it will search 5 subdirectories deep in each of the search directories.

Because only one (or possibly two) of these directories are found, this search is usually very fast.

 

If you want to specify the entire wad path, it will accept that too.

 

If for some reason, it gets pointed at the users home directory, it will refuse to search that directory.

That is for security reasons and a speedup.

 

The list of directories to search is defined in doomdef.h, and can be customized by anyone who wants to compile their own binary.

One advantage of stealing our code, is that it has been tested and security hardened already.

Some of the file functions are subject to potential abuse in network play so I had to add some protections.

 

For the list of directories searched by DoomLegacy, see the README at the file download page.

https://sourceforge.net/projects/doomlegacy/files/1.47.2/

 

Just change all the doomlegacy specific directory names to be edge instead.  I doubt that you want to search the doomlegacy specific wad directories.

 

One advantage of this system is that it supports having more than one wad directory.

There can be a system wide directory for common doom wads.

It could have another directory specific to Edge wads (that play only on Edge).

Each user can also have their own directory of doom wads that is not shared with the other users.

 

The LEGACYWADDIR default specified there is the default value if the environment variable is not found.  Same for some of the other default defines.  LEGACYWADDIR gets put on the directory search list along with some other dynamically discovered directory names, like the current directory and the directory of the binary.

 

I suppose it would be possible to combine the directory search with a wad selector interface.

It could still search some directories, and the user would not have to figure out which subdirectory they put the wad into.

 

On my system, I have the wads sorted by port and game, so wad directories run about 3 or 4 levels deep.

 

 

 

Edited by wesleyjohnson

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Problem:

physfs latest version seems to be physfs 3.0.1

The build docs in Edge GIT,  lib_versions_md, seems to call for :   physfs 3.1

 

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I went to Edge GIT to get latest source code.  The best I can do is to mark it as  hyperEdge_master_2018_10_02.zip.

Do you have a GIT numbering system, or an Edge identification system that would uniquely identify each source code image ?

 

In DoomLegacy we use the subversion number to label images uniquely, such as DoomLegacy_SVN1083.

Even if we made 10 updates in one day, each would have a unique SVN number.

 

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Compiling and running EDGE on a Linux system::

Slackware 14.2, Linux 4.4.88, Athlon CPU, 900 MB main memory

 

Compiled hyperEDGE-master_2018_10_02

Compilation successful.

 

There are no instructions on installing the binary and components.

 

Attempted installation via the Makefile (requires root permissions):

>> make install

It built and installed a file to /usr/local/share/games/doom/edge.epk

It did not install the binary anywhere where I could find it.

 

So I manually copied the binary (requires root permissions)

>> cp  EDGE  /usr/local/games

 

Tried to run EDGE as a user.

It cannot find the edge.epk

 

Build Log sent to Coraline by doomworld-email

 

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@wesleyjohnsonI was waiting until we released RC1 (today) before I switched us back to the Git versioning system. That way RC1 will be uniquely identified in this point of history without tags or commits. I'll check out your PM later today.

 

Without further ado:

 

EDGE 2.1.0-RC-1 has been released via SourceForge! Binaries for Linux are coming later as I didn't have time to compile and upload before work!

https://sourceforge.net/projects/edge2/files/3DGE binaries/2.1/2.1.0/RC-1/

 

There is a huge list of changes between 2.1.0-Test3/2.0.4 and 2.1.0-RC1, so make sure to check out the CHANGELOG. Downloads are available currently for 32-bit and 64-bit Windows platforms.

 

This release candidate is one of many that we are putting out before 2.1.0 Final, in the hopes that we can catch bugs and serious issues before the final launch.

 

Attached is a listing of the currently known bugs in the engine - before you ask for help, please look here first.

Quote

 

Known Bugs
------------

- SDL2 Audio Support is still a mixed bag - later RC builds will replace the SDL2 audio sub-system with OpenAL, so we are not fixing this issue at the moment. If SDL2 2.0.8 gives you audio problems, try switching to SDL2 2.0.5 - this has been reported to fix the sound anomalies for some.

- Switching from Windowed mode to Fullscreen mode might leave your screen blank or black. Quick Fix: Simply restart EDGE and it will appear normally. Fullscreen mode is in a state of flux so if possible please do not use it - windowed mode at your desired resolution is the best choice for RC1.

- Sometimes menu navigation (especially Multiplayer) can be buggy - this will be improved in time

- Controller/Mouse/Keyboard support is broken for two-player splitscreen - this will be improved in later RC builds

- Traditional DOOM HUD bar is not scaled properly via coal_hud.ec - this will be fixed in a later RC

- Rise of the Triad is not yet playable with the original RTL (TED) levels yet, very minimal work in scripting code for that gameplay

- Wolfenstein3D is not yet playable (working on the BSP conversion) - this will be fixed in a later build

 

 

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My monitor's native resolution is 1680x1050 and I can't select it :/

 

 

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Posted (edited)

The resolution changes depending on what your screemode is (window or full). You can also explicitly set EDGE to start up with the resolution of your choice. I'll add that into our possible screenmodes enum just in case though!

@VGA

From the Readme:

 

Quote

  * Screen size: -width [screenwidth] -height [screenheight]
     (Sets the current screen size. This is also an option in the engine itself.)

Try running EDGE with those command-line parameters and let me know if it works out.

Edited by Coraline : additional info for user VGA

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Posted (edited)

Found an additional serious bug: PNG screenshots are broken (due to our new image backend code) - we are working on a fix.

 

Sorry for the inconvenience! 

 

FIXED IN RC1.5!

Edited by Coraline : fixed bug

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This is very cool. Super happy to see EDGE is being kept alive. I'll have to see if my old QDOOM stuff will still run on the new engine. :)

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2 hours ago, Fanatic said:

This is very cool. Super happy to see EDGE is being kept alive. I'll have to see if my old QDOOM stuff will still run on the new engine. :)

 

Thank you Fanatic! Very honored to hear this from you! 

 

PS: QDoom 1.01 works great ;)

 

Also, we have just released EDGE-2.1.0-RC1.5 via SourceForge. This is a very small bugfix that makes screenshots work in both JPEG/PNG formats again. It also contains slight additions for ROTT support and a few QDOOM 1.01 fixups ;-)

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There is some commentary on that last ROTT screenshot in your pm.  That thing is hard to use, I have to check it every day to see if there is any reply.

Was there not some PM that when someone used it, it sent you an email that your doomworld email had a message ?

 

Couple days ago I finally found where the source code is hiding, and now I cannot remember where that was.  Following that link to your distribution page shows the binaries.  Up on the bar is this "Source" tag, which takes me to another page.  I cannot get the source code from that page, and I am not sure what it is supporting, or if it is just broken, or not filled in.

So, I seem to need a new source code link.

 

Is there any response to that problem that I had with a previous version (posted Oct 3) where I compiled and installed Edge, had to hand copy the binary into place, and then Edge could not find the "edge.epk" that the "make install" had put into " /usr/local/share/games/doom/edge.epk" ?

 

 

 

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Hi, 

In the 3DGE-ISSUES.txt it says this about multiplayer: 

Quote

  - Multiplayer (true networking) does not work.  The type of networking
    that DOOM used back in 1994 is obsolete today, and 3DGE doesn't
    have a suitable replacement yet.

I was wondering what priority this might be on the back burner?

 

Thanks

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Just chiming in to ask for a feature or rather an included video resolution in your next Edge release. Could you please add in 1366x768? Also, these are exciting times as ROTT95 can soon be played on modern sourceport that isn't Winrott! Hooray!

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8 hours ago, Mr.Rocket said:

In the 3DGE-ISSUES.txt it says this about multiplayer: 

I was wondering what priority this might be on the back burner?

There are two possible ways it could be done:

 

1. use a method similar to Chocolote-Doom which is similar to the original DOOM networking, every client has to be in lock-step with every other client.  This is doable, but it is only good for LAN play, very unsatisfactory for internet play.

 

2. use proper client/server networking like Quake, Odamex, ZDaemon, Zandronum (etc).  It is very difficult to modify an existing engine for this, requiring major surgery to the code (which is why ZDoom and GZDoom never got it).

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1 hour ago, andrewj said:

There are two possible ways it could be done:

 

 2. use proper client/server networking like Quake, Odamex, ZDaemon, Zandronum (etc).  It is very difficult to modify an existing engine for this, requiring major surgery to the code (which is why ZDoom and GZDoom never got it).

 

That's precisely why I haven't had the team take on that solution - all of the engines I've seen that moved to such a model did it very early in their development cycles. It would be too daunting for the team to rework EDGE for such a thing when there's more practical work that needs attention.

 

If we had someone skilled in such a task and had a coordinated way of going about it - fine, but we aren't in that position to allocate resources in a huge way.

 

It is an issue we will eventually address (as its even listed in our Git issues, so we talk about it from time to time), but will probably end up going with something like the first suggestion if/when we get around to it.

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