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Coraline

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About Coraline

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  1. Coraline

    EDGE 2.1.0 Impending Release

    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. 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.
  2. Coraline

    EDGE 2.1.0 Impending Release

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

    EDGE 2.1.0 Impending Release

    Hi everyone, It's been over two full years since any official release of EDGE (the last being 2.0.4 in 4/2016!), so I wanted to make a thread detailing what to expect from the upcoming 2.1.0 final build. If you've been keeping up with the development builds via DRDTeam you have an idea or two, but I've just released 32-bit and 64-bit builds of EDGE that will closer represent 2.1.0 Final. You can find those here. Make sure you are using the versions from September of this year or higher. I am working on a Roadmap to 2.1.0 Final and should be available in our Wiki later today. If you see this in the console or in your logfiles, SDL2 has initialized audio properly: SDL_Audio_Driver: default I_StartupSound: trying 48000 Hz, 32 bit Stereo I_StartupSound: Success @ 48000 Hz, 32 bit Stereo I_StartupMUS: Couldn't load the midi mixer I_StartupMusic: OPL Init OK This is also a great time to list any concerns, bugs, criticism, or any other issues you have or were having with previous versions of EDGE that affect your experience with the engine. If you know of something, feel free to reply at this thread; I'd like to iron out any major and or potentially serious issues regarding EDGE before the release goes live. And while I know newer generations of DOOMers will probably say stuff like 'it's shit' or 'suxx no brutal doom' - just keep in mind while the team is open to criticism of ALL kinds, please be sure your issue has not already been solved in the past or that you are following conventions (no IWAD? Is there an IWAD in the root? No?...). If you happen to find a bug, the team is more than happy to fix it for you - the least we can do is provide quality support for you guys! ;) Click the spoiler below to view the full change-log between last year's Test releases of 2.1.0 and the current Devbuild releases of 2.1.0. If you want a generalized summary of features we have added and how they work, please see this post on the ZDoom forums. The biggest additions to these latest devbuilds and the ones from before June 2018 is our reworked Image handling/decoding, rendering improvements, COAL improvements, and archive support (PK3/PAK/EPK). The extension .EPK (which stands for Edge PacKage) is the equivalent of PK3 or PKE from Eternity. Anyways, when we do drop 2.1.0 Final we will be releasing binaries for Linux and MacOSX as well, not just Windows. It is also important to note that if you are looking for Windows XP support, we only support XP on the 32-bit builds of EDGE (x86). We will not be supporting it at all in the 64-bit releases, so keep that in mind if you are looking to run it on that OS. =) In closing - please play-test and submit as many bug reports as you can! We want this upcoming release to be the biggest and most revamped version of EDGE in its entire history (with UDMF, Polyobjects, archives, multiplayer, and other modern support systems already working but not completed) and we can't do it without those who are willing to give a few minutes of their time to check it out! Thanks everyone! (Did not mention, but if you have any feature requests now is the time to raise those as well!)
  4. Are you still having trouble with Linux?

    I have Edge 1.35, but have not compiled it for Linux 4.14 yet.   The old binary does not run because it uses glew 1.4, and the this Linux 4.14 uses glew 1.13, so I will have to recompile it.

    Which version of Edge ?

     

    Wesley Johnson, DoomLegacy Team

     

     

    1. Coraline

      Coraline

      You want to try compiling for the newest version of EDGE, which is at the Github:

       

      https://github.com/3dfxdev/hyper3DGE

       

      We have removed a ton of references to libraries like jpeg, png, libcpuid, glew, and a host of others. This build system uses CMake. There is quick_setup_scripts you can run to get the libraries you need, but they need to be updated to remove the ones we no longer use (guess I can do that now)!

       

      Sorry I just got your message here @wesleyjohnson, but please let me know if you are able to get it compiled for Linux or if you need any assistance! 

  5. Coraline

    3DGE Splitscreen Help (controls)

    @BlackFish The way it is set up now is to have player 1 always use the mouse/keyboard, and player 2 always use the gamepad (or maybe it is reverse, I can't remember offhand). Make sure the joystick has nothing assigned to it for player 1 (the default, normal set of controls). By default, starting a game should have player1 use the keyboard/mouse, and the other should use the joystick automatically. I have tested this (and played through CJ's Batman Doom fixup) with my brother the whole way through with this method a few months ago for EDGE, and it all worked flawlessly. I think I even have a video we recorded of us romping through it that I don't think I ever got around to uploading. . . EDIT: It appears that something else broke this from the time it was working until now (maybe someone merged or overwrote something, not sure what happened). I'll work on it ASAP (thank goodness for Github). . . sorry about that!
  6. So, now EDGE can read 100% from ROTT (DARKWAR.wad) without any hacks (except essential images EDGE needs to operate), but now this happens:

    shot01.png.491d92cb377224e6b4dc1ea9e714cf03.png

    Does anyone here know enough about how DOOM's patch -> column rendering works, and how it would need to be modified to load in graphics that aren't row-major? (e.g. column-major, w*h)? 

     

    I know how DOOM's works, but the problem is, it is reading them in as if it is assuming row-major from DOOM's patch_t format, rather than column-major from ROTT's patch_t format. 

    1. Voltcom9

      Voltcom9

      It's awesome to hear such progress has gone on with the ROTT support. I'm eagerly anticipating this next 3dge release. It's odd that the palette was changed like that.

  7. Looking for feedback for the latest x64 Devbuild of EDGE, as we've successfully created

    a 64-bit version of the engine. If you guys could please test and let me know if everything

    seems okay, I would *really* appreciate it! Make sure you have the x64 MSVC redists

    installed and/or up to date! Thanks! :)

  8. Coraline

    Announcing AJBSP

    On this topic (while we are mentioning glBSP) -- as per discussion with @andrewj, the version of glBSP in the EDGE repo that we plan on releasing externally (v2.28) will be appropriately renamed edgeBSP (or eBSP for short) once we release it stand-alone. We have made changes to the command-line and the overall glBSP code (such as supporting the building of glNodes via WADS embedded inside of archives, CMake support, C++ refactor) and other small tweaks (integrating the never-released changes from Andrew's glBSP 2.27). I am in the process of updating the GUI (glBSPX, which will just be named eBSPX). Internally to EDGE's source code, eBSP will still be named glBSP, but as far as new releases we make -- they'll be called edgeBSP/eBSP for now on. It's considered a direct continuation of glBSP, so I just wanted to give you guys a heads up to avoid any confusion there. As soon as I have everything built stand-alone and do some bug-testing, we will make a new release at the SourceForge website. However, we are planning on integrating ajBSP nonetheless (since we support edgeBSP, zdBSP, and TinyBSP for ROTT/Wolf3D) and making a small side-launcher to pick your preferred nodebuilder (instead of command-line switches). EDGE however will always default to either edgeBSP for GLNodes, unless the map is in UDMF format, which our internal version of zdBSP takes over to build nodes for UDMF). TinyBSP is always used for Wolf-based conversions as well, and at one time, was used to build glNodes in EDGE 1.32/1.36. @Jon I will look into making updates to the command line switches for edgeBSP once we release it!
  9. Coraline

    Block Rocking Bytes

    Some potentially useful info (via EDGE-2.1.0pre-7800-g740de2002): ------------------- MAP01: P_SetupLevel: Load GL info (glBSP) GenerateBlockmap: MAP (-1216,-320) -> (352,640) GenerateBlockmap: BLOCKS 13 x 8 TOTAL 104 Blockmap size: 13x8 --> Lightmap size: 4x2 Created 21 seclists from 56 vertices (37.5%) ------------------- MAP02: P_SetupLevel: Load GL info (glBSP) GenerateBlockmap: MAP (-1189,-335) -> (379,625) GenerateBlockmap: BLOCKS 13 x 8 TOTAL 104 Blockmap size: 13x8 --> Lightmap size: 4x2 Created 21 seclists from 56 vertices (37.5%) ------------------- MAP03: P_SetupLevel: Load GL info (glBSP) GenerateBlockmap: MAP (-1216,-352) -> (480,640) GenerateBlockmap: BLOCKS 14 x 8 TOTAL 112 Blockmap size: 14x8 --> Lightmap size: 4x2 Created 23 seclists from 63 vertices (36.5%) ------------------- So far, the first two maps render without error, but MAP03 does have a texture issue, I've attached two shots.
  10. Coraline

    QuakeDroid - A perfectionist Android Quake

    Getting a red tint to the screen renderer, using an Alcatel Idol 4S - would love to fix it and bugtest for you!
  11. Coraline

    Features you would like to see in EDGE

    Sure, that can be done in COAL. I can just bake it into EDGE (so I think we are up to 4 or so choices for the HUD) for the next release. @SiFi270 you mean something similar to how prBoom shows the stats during gameplay, right?
  12. Coraline

    Do any Doom ports support Ambient Occlusion?

    I have thought about coding it in EDGE, we will see what happens :)
  13. Coraline

    Features you would like to see in EDGE

    @Death Egg is right. Heretic and Chex Quest are supported already (for Heretic, we still need to implement some sort of inventory handling in EDGE). DeHacked works fine, too. Hexen still needs ACS(vm), and Strife is completely doable but I don't have much time yet to code that game (I instead chose to work on ROTT, but that even feels like too much at once). I would much prefer focusing on things that need attention (bugs being fixed, BOOM 241/242, UDMF, IWAD selector, engine speedups, scripting language enhancements).
  14. Coraline

    Post a picture of yourself!

    Finally went to a salon to get my hair done instead of just being lazy <3
  15. Coraline

    Doomworld's thread of adorable!

    My five year old and her cat (which I've named Fat Bastard after the character in Austin Powers) - in her presence though his name is Mitz <3
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