andrewj Posted April 21, 2007 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. DDF: new SPAWN_LIMIT command for ATTACKS.DDF. DDF: removed LINES/SECTORS 'AMBIENT_SOUND' command. 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. 0 Share this post Link to post
Lobo Posted April 21, 2007 Just so you know, I've submitted a thread about this in the "submitted news" forum too Andrew. 0 Share this post Link to post
entryway Posted April 21, 2007 Some places on boomedit.wad look strange http://prboom-plus.sourceforge.net/gledge.png 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). 0 Share this post Link to post
andrewj Posted April 22, 2007 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. 0 Share this post Link to post