Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

EDGE 1.29RC#5 available

Recommended Posts

I'm very happy to announce that Release Candidate #5 for EDGE 1.29 is now available for testing. The two most significant changes are: (1) replacing the OpenAL sound system with new SDL-based sound code, and (2) much improved BOOM compatibility. Plus of course lots of bug fixing.

Get it at the EDGE website: http://edge.sourceforge.net

What's new since RC#4:

Replaced the OpenAL code with new SDL-based sound code.
Way of making looping sounds has changed.

New -directx, -gdi and -videodriver options, for selecting
what SDL video driver to use. The -videodriver option
requires an extra argument: the name of the SDL driver.

Improved BOOM compatibility:
- handle the ELEVATOR linetypes.
- support for Current/Wind/Push/Pull forces.
- support for Icy/Muddy floors.
- handle BOOM colormaps.
- load the SWITCHES and ANIMATED lumps.
- the EDGE-specific sector numbers have been renumbered
to the range 4400-4499. This may affect old mods, which
can be made to work using the new -ecompat option.

The -warp option and IDCLEV cheat accept a plain number.
Old school: 'Shoot-thru Scenery' option which causes
missiles to pass through scenery (lamps, trees, etc).

Fixed "jerk up/down" when player steps onto a lowering lift.
Fixed rendering glitches on some midmasked textures.

Can use the mouse-wheel for zooming on the automap.

Set Resolution menu: removed 'TEST RESOLUTION' button.

Renamed -debugfile option to -debug, and the filename is now
hardcoded to be "debug.txt" (stored in same place as "edge.log").

EDGE.WAD: removed copyrighted [DOG] sprites.

Screenshots are now placed in a "screenshot" folder.

DeathBots are working again. Also support for 16 players
in a multiplayer game (re-using shirt colours). Fixed
old deathmatch so that weapons stay on the map.
[NOTE: true multiplayer does not work in 1.29RC#5]

Fixed DeHackEd support (-deh option).

Added new -gamma option.

DDF: #VERSION is no longer required to use new features.
DDF: new POWERUP_BARE_BERSERK keyword to get the berserk
powerup without switching to the fist.

RTS: new BLOCK_LINES command.
RTS: SPAWN_THING keyword parameters, TAG=xxx.
RTS: THING_EVENT: "ANY" for thing, TAG=xxx parameter.
RTS: DAMAGE_MONSTERS: can use TAG=xxx parameter.

Share this post

Link to post

Just so you know, I've submitted a thread about this in the "submitted news" forum too Andrew.

Share this post

Link to post

Some places on boomedit.wad look strange

Also Edge has even more glitches (seams) in opengl on ATI than prboom(+). Only gzdoom is free from bugs of this kind. The latest version of prboom+ has no seams between textures (thanks to Graf Zahl), but still has them on corners (precision problems).

Share this post

Link to post
entryway said:

Some places on boomedit.wad look strange

Thanks for these screenshots.

Tree shot: turn off Shadows in the video options menu. It's a very cheesy effect which often looks pretty bad. And the sky can be changed in the 'Sky Stretch' option (I prefer the MIRROR setting myself).

Colourmap room: colourmaps work a bit differently in EDGE, for normal usage (underwater areas) it seems adequate and I'm not sure it's worth emulating the BOOM effect completely.

I haven't figured out how to emulate the "glass floor" effect of linetype 242 yet.

Glitches: yeah I know, and I plan to rewrite the renderer in the future (after 1.29 is released) to remove them.

Share this post

Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now