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Coraline

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Everything posted by Coraline

  1. I can give it some TLC for 3DGE. A few more big things like this should make the official 2.1.0 release a big one, comparable to at least ZDoom's 2.0 :-)
  2. Coraline

    Introducing ZokumBSP

    Zokum, can you enable private messaging? I want to get with you about replacing my Blockmap internal generator with Zokum and integrating it internally, but I will have port specific questions about it. Interested in trying it out, but I would have to hack my blockmap generator first to accept empty blockmaps on a per-map basis :-)
  3. Coraline

    Which source ports all plan to implement UDMF?

    Hey now, 3DGE is still relevant!! ;-) Should I replace Vavoom with Eternity then? Or another standard?
  4. Coraline

    Reasons for success or failure of source ports?

    One of the best things that happened to EDGE was its removal of the software renderer :-) OpenGL all the way ;-)
  5. Coraline

    Which source ports all plan to implement UDMF?

    3DGE got UDMF recently, but it is still WIP.
  6. Coraline

    Introducing ZokumBSP

    Graf/Zokum: how does this handle GLNodes? 3DGE uses glBSP internally, so if I were to replace it I would like to know how it goes about generating them :-) Unless I have the wrong idea. Would the two be used in tandem?
  7. Coraline

    Introducing ZokumBSP

    If this is worth it, I will start integrating it into 3DGE as soon as I can. :-)
  8. Coraline

    Actor John Hurt Dies at 77

    Damn, not him too! =( The Elephant Man brings me to tears every time. He was an incredible actor and I really enjoyed seeing him in cinema, no matter the role. EDIT: If you haven't seen The Hit, do yourself a favor and check it out. Incredible flick. =) RIP John Hurt, you'll be missed!
  9. Either Doom Legacy or 3DGE. Mostly 3DGE though, gotta fix all those bugs and stuff :-) It is definitely getting more comfortable for me to play Boom compat maps in 3DGE, now that we are improving support on both it and Vanilla stuff.
  10. Coraline

    Post a picture of yourself!

    This one is pretty recent, could've been better but oh well, I was in the middle of 3DGE development when I took it. ;-)
  11. Coraline

    The end of ZDoom

    No, I don't think the community ever died. There are still people involved with 3DGE that I remember seeing around over a decade ago. It doesn't matter what size the community is. What really matters here is that aside from ZDoom, Eternity, and Doomsday, 3DGE is also incredibly extensive for modding support, versus others who just support the common ACS or DeHacked. I believe that it's always been our golden goose, so to speak. Fixing all of these bugs and seeing more progress has actually increased the port usage, and spikes interest. Even though the community at the 3DGE forums is of a small number (which actually is in greater numbers at the sister thread at ZDoom.org), we still see many visitors and lurkers (especially at the 3DGE Wiki) who look at the modding and help sections. As long as someone believes in it, whether it is just me or a handful of people, the port will live on. Shit, the only reason I didn't just continue using the name EDGE was because I was already working on it before EDGE formally died. If I would have known, I would have just kept the name and called it a day. Oh well, 3DGE is EDGE no matter how it's painted. ^_^
  12. Coraline

    Reasons for success or failure of source ports?

    As Ghostly, Graf, and fraggle already stated, 3DGE for the first few years was only really a feature port - adding stuff into what was already there, or adding features that would hardly go used -- real unfocused development which also necessitated learning the engine as I went. So, for the first few releases and years, it was buggy and didn't have much to offer over the original EDGE. The last 2 years, however, have been increasingly more focused for my team and myself. Adding things which are practically a necessity nowadays (PK3, pixel shading, SDL2, inventory, DDF modernization, etc), while fixing a gigantic amount of bugs and oversights (which were all rewritten the "right way" solely due to the people who started submitting bug reports, and Graf/Enjay/plums being very helpful). The port is definitely, in my eyes, taking steps in the right direction by listening to our users, fixing long-standing and glaring issues, and improving mod-ability. =-)
  13. Coraline

    Why are there no good 3d models for doom?

    On the topic but slightly unrelated, 3DGE is adopting a cube-based physics library specifically for 3D models to circumvent collision issues for bounding boxes -- so far, it is going great. Lots of minor things to work out with physics, but since 3DGE occupies everything in a 3D space, it will not take much longer to implement. That is one half of the battle solved for our port. :-)
  14. Coraline

    Source Code Comparison?

    Personally I use Beyond Compare, which worked so well I ended up purchasing a license for it. Great program, and the trial is virtually unlimited. Has a ton of options for this kind of thing.
  15. Coraline

    PWADS not working in 3DGE [SOLVED]

    Yeah, 2.1 Test2 isnt great for backwards compatibility with EDGE or 3DGE 1.36/2.0, which is why I made those command params explicit. Lots of major bugs that affect behavior of older mods were fixed. Just a part of advancing forward - sorry for the inconvienence!
  16. Coraline

    Did any source port implement monster patroling?

    3DGE can also support patrolling monsters via RTS scripts.
  17. Thanks from us all! We are really striving to update the port and support common-place methods for our modders -- hopefully its popularity will continue to grow =)
  18. Coraline

    Now That's What I Call 3DGY: 2.1.0-Test2 Released

    The 3DGE Team has released v2.1.0-Test2 of the source port, which fixes a lot of long-standing bugs, and adds a few new features. The release comes with both Windows and Linux binaries. The changelog is available here. The 3DGEWiki is also a great resource for modders who want to learn how to use the engine, or end-users who need additional support.
  19. The 3DGE Team has released v2.1.0-Test2 of the source port, which fixes a lot of long-standing bugs, and adds a few new features. The release comes with both Windows and Linux binaries. The changelog is available here. The 3DGEWiki is also a great resource for modders who want to learn how to use the engine, or end-users who need additional support.
  20. Yep - 3DGE and Hyper3DGE are the same things (also referred to sometimes as EDGE2). The Hyper prefix was born from my Hypertension game initially - I just shorten it now. The way I see it - along with Zdoom and ilk, 3DGE is the only other port to rival the possibilites offered through modding, as its always been. At least, they are the two most popular ones.
  21. Coraline

    3DGE 2.1.0 Test3 Released (12.13.2017)

    Linux users: Gorin from the 3DGE forums posted this: Try that out and tell me if it works!
  22. Coraline

    3DGE 2.1.0 Test3 Released (12.13.2017)

    Right - for some reason the Linux version was not compiled Statically (that's a really big deal), so I will compile a version that is statically linked, and we should be good to go. Found that here, for reference.
  23. Coraline

    3DGE 2.1.0 Test3 Released (12.13.2017)

    Ubuntu only runs programs that match its architecture? Or did I misread that? There is currently no rush in producing a 64-bit binary for any platforms until we get out of the Testing phase. It would not make much difference as it stands, so I doubt that is your problem here. Regardless, I do not deal with the Linux builds, and I am still waiting on a solution to your problem. I will get back to you though, i promise!
  24. Coraline

    3DGE 2.1.0 Test3 Released (12.13.2017)

    I will ask the Linux users - sounds like you might need the run-time library, but I don't use Linux. I will ask and update shortly. How is everyone liking the new build over previous versions?
  25. Coraline

    3DGE 2.1.0 Test3 Released (12.13.2017)

    Just a quick update: we released 3DGE 2.1.0-Test2 the other day, and it has more bugfixes than any previous release, as well as a few new features. See the first post for the CHANGELOG and download. Test3 will have PK3 support, two NEW DDF types (sprites.ddf and terrain.ddf), and a host of other fixes (GL2 mode, etc). We are improving stability, speeding up the engine, and adding long-requested features, so we think once 2.1.0 is done, it will truly mark the point where 3DGE has evolved into a stable, moddable source port. ;) Any questions or feedback, feel free to ask away. Enjoy!
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