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Swedish Fish

Edgy questions....

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Hi all. I was at Tomi Rajala's site downloading the new bug-free version of Hell Factory when I decided to download another of his levels called "Helled" - a DOSDOOM level. Anyways, my port related question is this: Are DOSDOOM levels fully compatible with EDGE? If so, do they plan on keeping full support?

Secondly, does anyone know where I can download the original dosdoom .20 source (the source that is the base for many of these other ports)? I went to the dosdoom site a while ago (when frag com was up!) but there was no download link. Any ideas as to where else?

anthony

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DOS DOOM specefic levels are not compatible with EDGE.

They can, however, be updated to work with EDGE.

Backwards compatibility was not kept in order to make EDGE better and a lot less buggy.

Email me at home, I think I have the source for DOS DOOM .20 (I have whatever was left at the website). I'll see if I can find it for you.

marcpullen@mindspring.com

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Guest c-d-w

I have a few questions for you..
Using ddf, how does one give a weapon a secondary attack?
There's a 'secondary attack' button, but how to you do it (what's the tag - ATTACK2, SPECIAL_ATTACK, or what..)?
I have very few example files to look at, none of which have alt-attacks.
Also, if I start making an EDGE thingy now, will I have to start over each time a new release comes out (like how much are the ddf files going to change when edge goes from alpha to beta, etc..)?
Does edge support boom levels? I can't remember if I heard that before or not..

Thanks
Oh, and a small request, how do I make the crosshair not flash?
--before some wise-ass tells me to turn it off, that isn't the answer I'm looking for... I still want a crosshair, but not one that's quite so annoying.. thanks

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I'll post a reply to the secondary weapon attacks when I get home, I need to dig up the docs I have there. :)

The other questions:

EDGE does not support BOOM levels, and probably will not. We have our own direction for our engine, so if you want to play BOOM levels, use BOOM. :)

The default crosshairs flash -can't change that. I'll put in a request to the coders to possibly give an option for flashing and non-flashing crosshairs, that bothered me too.

You may have to update your DDF and RTS files when we put out a new engine update, but we don't change the way things are done without a good reason. I've been through a few near complete rewrites of QDOOM due to major engine changes, and my DDF's and RTS are HUGE. It was for the better overall.

There's not a lot that we need to drastically change now. Anything that is changed, you will get good notice of, and usually rewrites are very quick and easy.

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Guest c-d-w

Thanks.. I'm very anxious for the next release.. : )
About boom levels- I ask becasue I saw "boom's watermap" somewhere in the ddf files - my imagination must have run wild on me : )

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Yeah, we added one water entry to replicate what BOOM does, but I have defined some new line types for the next DDF release that will handle thick extrafloors and 3D liquids better than BOOM can anyway (IMO). :)

Anyway, here's what you need for a second weapon attack:

Add to an existing weapon (or newly defined weapon) the following:

SEC_AMMOTYPE=<type>;
SEC_AMMOPERSHOT=<number>;
SEC_AUTOMATIC=TRUE; // not required, but most weapons are automatic
STATES(SECATTACK)=<states>

NOTE: use SEC_SHOOT(<attackname>) to call for a second attack type

...and lastly:

STATES(SECFLASH)

...if you want them.

Hope that helps!

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Fanatic said:

Yeah, we added one water entry to replicate what BOOM does, but I have defined some new line types for the next DDF release that will handle thick extrafloors and 3D liquids better than BOOM can anyway (IMO). :)

Anyway, here's what you need for a second weapon attack:

Add to an existing weapon (or newly defined weapon) the following:

SEC_AMMOTYPE=<type>;
SEC_AMMOPERSHOT=<number>;
SEC_AUTOMATIC=TRUE; // not required, but most weapons are automatic
STATES(SECATTACK)=<states>

NOTE: use SEC_SHOOT(<attackname>) to call for a second attack type

...and lastly:

STATES(SECFLASH)

...if you want them.

Hope that helps!

I have so many things I want in EDGE. For one, they said that there was an option to make bullet puffs not rise (I want to make a beam weapon). I was told it was in the last version of dosdoom (v.653) but I have that and the option is broken.
That brings another issue. I absolutely need a new attacktype! One that makes an instant beam, like tracing a path to target the way "shot" attacks do except with smoke puffs along the way (with a way to determine the distance between them and what kinda puff to use).

How would I go about suggesting this stuff?

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