Features you would like to see in 3DGE

Wolf3D support has been there longer than ROTT, but I haven't tested it yet. There were some issues with the nodebuilder (TinyBSP) so I opted to work with the author of Map2Wad to have it convert the map into EDGE format (supporting specials like sliding doors) when the game loads. Everything else is already done, aside for the score system. Currently loading is disabled until Map2Wad is ready to be integrated.

 

So, it does mean that user-made Wolf and ROTT maps will indeed work. GADs, though, will have to be positioned via RTS with a Z height (true 3D things), but from the sound of how TED did it, should be easier ;)

 

On 12/17/2017 at 6:28 PM, Voltcom9 said:

Here's a few points of interest listed in no particular order:

 

- An autoload (cfg or skins folder which would load wads, pk3, epk files automatically whenever launching 3dge)

 

One of the features I got working is an autoloader script, its really basic right now, but its a preset that you can define command-line switches, and soon, console variables. So, you could have the preset (called edge.preset) reside in the root directory and EDGE will always reference it when it starts up. I'm going to upload that devbuild tonight, so keep an eye out for it. ;)

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I expect score system and the like in Doom. I also expect people making maps for ROTT mode in EDGE to be able to use differing Z heights of walls.

The score system in Doom is best left as a Doom press-release emulation feature. The reason for Doom scoring system is that doing all of DDF and ACS work can be time-consuming and make a EDGE mod contain much more code than it would actually contain.

ROTT uses room-over-room things, so I wonder if the same could be done for Doom?

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Well EDGE enables true 3D thing rendering, and GADs just get placed via RTS for now (need to find a way to translate the GAD value to a z-position/TID via EDGE).

 

And the score system will probably get lifted from Wolf3D or the like directly. Coding that system in DDF/RTS is doable, but very time consuming.

 

Well, making ROTT maps in EDGE do not need to be confined to the ROTT format, and DOOM/EDGE/UDMF maps will do as it all gets translated to a 3D BSP all the same.

 

But, stock ROTT maps will work differently as stock ROTT textures get rotated and the like (lines get translated, lots of translating lol). It'll all make sense once its in and working :)

Edited by Coraline

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10 hours ago, Coraline said:

Well EDGE enables true 3D thing rendering, and GADs just get placed via RTS for now (need to find a way to translate the GAD value to a z-position/TID via EDGE).

 

And the score system will probably get lifted from Wolf3D or the like directly. Coding that system in DDF/RTS is doable, but very time consuming.

 

Well, making ROTT maps in EDGE do not need to be confined to the ROTT format, and DOOM/EDGE/UDMF maps will do as it all gets translated to a 3D BSP all the same.

 

But, stock ROTT maps will work differently as stock ROTT textures get rotated and the like (lines get translated, lots of translating lol). It'll all make sense once its in and working :)

Coding score system in the internal of EDGE and then allowing modders to specify their own score will be typically better.

But how stock ROTT maps will work differently?

Either way, get things done quickly but not rushedly :D

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On 27/01/2018 at 7:43 PM, Coraline said:

One of the features I got working is an autoloader script, its really basic right now, but its a preset that you can define command-line switches, and soon, console variables. So, you could have the preset (called edge.preset) reside in the root directory and EDGE will always reference it when it starts up. I'm going to upload that devbuild tonight, so keep an eye out for it. ;)

Ok so say I have edge.preset textfile in my EDGE folder, how do I write certain wads to autoload? 

 

I know in ZDoom based ports in the cfg file, autoloads are often done by typing

 

Path=example.wad or Path=example.pk3

How do I implement this in 3DGE?

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