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Everything posted by Coraline
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It’s just EDGE; the old name was only put into place due to a gentleman’s agreement between my predecessor and myself at the time, which I respectfully honored. On that same note some years later, it’s been officially recognized as EDGE.
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Ramp up enthusiasm, get development moving again from my side, and work on a full release of EDGE. Hopefully. 😵💫
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@Yamato Keep in mind we also have The EDGE Wiki; and could easily add support and markers for EDGE-Classic. Just mentioning it if there is interest. With the exception of specific Edge-Classic additions that we might miss or take longer to merge upstream, things running in EDGE should largely still be compatible with 1.35/1.36. Of course however, Edge-Classic will retain most compatibility still 😎
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Congrats team!! 🎉
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I’ve been on 21H2 since September on my main Prod computer, but experienced much of it well before the release over the last year due to keeping my machines in the Fast Ring (Dev) Channel for Windows 10. Even if they weren’t explicit UI changes. Still in the Win11 fast ring and it’s only getting better! The overall speed of the OS is thankfully back to Windows 8.x levels of responsiveness and it’s a big difference. Thats also the reason that I also have a few Windows 8.1 machines I use for development and testing since it’s so damn snappy 😜 I also have Windows 11 installed on one of my work machines (Enterprise), which I’m really digging. Just bugs here and there with LSASS and stuff like that (MS is working on those), but overall I’m highly enjoying it.
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Lmfao - that’s pretty much me in real life too :P
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Sorry for taking so long with this response. It appears you are using quite an old version, which did have audio issues at that time. Try the newest Development Build of the engine and let me know if sound is still broken.
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The Precipice (an 3DGE Project) on Idgames!
Coraline replied to MidnightMage's topic in WAD Releases & Development
Screenshots are looking very cool so far; I can’t wait to try the completed product! Also had some fun with the first demo so my hopes are high! On a side note, it’s definitely motivating for me to see community-based projects developed specifically for EDGE. Hopefully if all goes well this can become a slightly more normalized trend in the future! 💯 -
The Precipice (an 3DGE Project) on Idgames!
Coraline replied to MidnightMage's topic in WAD Releases & Development
Just a quick reminder to use a development build ≥ March 22 2021 (Linux build here), as it fixes some issues with EDGE that it carried for the last few years. -
Mine is just of myself...about 9 years ago or so, when I looked decent.
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A Small Idea I don't think would kill to implement.
Coraline replied to forgettable pyromaniac's topic in Source Ports
We had a (wonky) form of this implemented at one point a few years back in EDGE, when we switched to using another cinematic rendering sub-system and different audio backend, using libASS/OALsoft/ffmpeg and subtitle files. In gameplay, IIRC they’d be optionally parsed through a new COAL backend that could seek through (for cinematics it worked natively for rendered videos), though it never got very far. One day I’ll have to revisit that if I ever get enough personal time or interest back. -
Sorry for the bump! I’ll fix it so these variables save in the next development build (I will mark it in our Bugs list if @Lobo hasn’t yet). It’s been a minute since I’ve been able to give proper attention to EDGE - or at the very least, compile new builds with all of the bugs we’ve been focused on correcting lately. I’ll make it a priority today.
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The Doom Master Wadazine #6 - Featuring Abysm 2, Doom Escapism, Educational Tools and the Art of Source Ports articles!
Coraline replied to Endless's topic in Doom General
Such a great magazine - concept, design, and readability are all 💯! Personal shout out to the designers and writers for including the dedicated EDGE modding community and their projects! I appreciate it! 🖤 -
So apart from the multitude of technical reasons why I can understand and empathize these kinds of reactions - for YOU as a new user of EDGE - what in particular turned you off? Could you kindly provide the build/version you ended up using? Sounds pointless...but without this kind of data, well I will never know what I'm "okay" with when it comes to EDGE, and what most of the populous aren't. My perspective has never been on point.
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M.E.G.A. Project: Making EDGE Get Active
Coraline replied to Lobo's topic in WAD Releases & Development
How did I miss this? Great to see you again @Lobo. I had to double check the dates on this thread :D Hopefully this will encourage us to get EDGE 2.1.0 cleaned up and released. Might channel you for some port-side integration since we still don’t have any form of a launcher or GUI, apart from a short-lived autoexec type file.. -
Coronavirus pandemic chat [no medical advice plz]
Coraline replied to BBQgiraffe's topic in Everything Else
It’s pretty sad. I’m a computer engineer at one of the biggest trauma hospitals in the Central Valley all the way to the Bay Area, and I had to help set up the C19 tents and machines/printers/etc. I get paged out to it daily and nightly - it’s very sad to see people so scared and when you are in there, you look like the doctors and nurses and it’s painful to have to tell people that I can’t help because they are panicked. As I go everywhere in the entire district (3 hospitals, business offices, etc) and practically nothing is off limits to the work I have to do, we are like #2 at risk or something. I’m not overly worried, though. The only thing that I’m depressed about is not seeing my daughter as I live in another smaller county in the Central Valley, I’ve been staying away from practically everyone outside of work just to be precautionary and she absolutely comes first. The way I see it, those machines aren’t going to fix themselves and as long as I keep washing hands, wearing a mask and gloves as I go through the hospital and practice normal hygienic procedures everything will be fine. Shame that this whole thing couldn’t have been handled much earlier and that the government had to wait so long before declaring and rushing everything through. -
Zombies TC: Re-Animated [RELEASE][[MODDB MOD'S OF THE WEEK]]
Coraline replied to Dude27th (2)'s topic in WAD Releases & Development
I’ll test in EDGE and check it out! The old Zombies TC add on for EDGE was what got me into modding in the first place - so this warms my jellies 🥰 -
It appears to be a continuation of the previous port which is even stranger...
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UPDATE: EDGE 2.1.0-RC-1.5 has been released via SourceForge! Binaries for Linux are coming later as I didn't have time to compile and upload before work! https://sourceforge.net/projects/edge2/files/3DGE binaries/2.1/2.1.0/RC-1/RC-1.5/ (ignore the Malware Detected thing on SF, I'm not sure why it says that as it detects the crashlogger from Eternity Engine as the culprit, but I have verified with Quasar that it is not the case, SF is just dumb - if it helps, Github does not complain!) * There is a huge list of changes between 2.1.0-Test3 and 2.1.0-RC1.5, so make sure to check out the CHANGELOG (or scroll down this post a bit). ** Downloads are only available currently for 32-bit and 64-bit Windows platforms as of 10.17.18 - I will release Linux builds when I have more time to compile/upload/test, though it can be built from source! 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 XP at all in the 64-bit releases, so keep that in mind if you are looking to run it on that OS. This release candidate is one of many that we are putting out before 2.1.0 Final, in the hopes that we can catch bugs and serious issues before the final launch. Please download and give it a spin! It's been three years since any official release of EDGE (the last being 2.0.4 in 4/2016!) and seven full years since the last release of EDGE in general (back in 2011), so I wanted to make a thread detailing what to expect from the upcoming 2.1.0 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. I am working on a Roadmap to 2.1.0 Final and should be available in our Wiki later today. Click the spoiler below for the full changelog for RC-1. 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. Having audio issues?? Look below: 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 Encountering OTHER bugs? Look at the CHANGELOG in the above post to see if it is already there - if so, give us time, we are working on fixes!! 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! ;) 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!)
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EDGE 2.1.0 Discussion [RC-1.5 Released on 10.17.2018]
Coraline replied to Coraline's topic in Source Ports
RC2 was originally slated to be released but it had some bugs. Figured I would refrain from release until they were further worked out. So we are just skipping RC2 and moving to RC3, which will be released after some end-user testing. Versioning is still a mess but once we merge the base_ddf branch we will officially mark that release as RC3. (Still getting used to git, but at least it is much easier than svn). I pushed current devbuilds to DRDTeam that I would request be play tested; made some changes to the external script location (instead of XXX_ddf folders in root, they are all contained in /base) to keep the root directory simpler. Does not affect internal scripts in archives which are still expected to be found in the /scripts namespace). Other things have been fixed too since the last November builds - please if anyone has time, test them out and report any bugs. I will try to push Linux versions there too. Framerate should be smoother in these builds and I finally fixed the ghosting square in the lower left corner of the screen bug, as well as the solid black screen, upon resolution change. Also got SDL2 mouse-grabbing functional again (now, it is using relative mouse mode). Made some more improvements to the SDL window management. Full screen is still broken (framerate tanks terribly), so I recommend using windowed modes - in EDGE they are border less. Also some COAL additions for player<->camera tuning. Still working on demos, and still working on Wolf3D/ROTT support. Recently took a look at networking code and thinking about implementing a model closely tied to Doom64EX's netcode, but splitscreen needs to be fixed first. Controls still need some tuning IMO, plus they aren't working again for Split screen. Anyone with some decent SDL2 experience would be highly welcome, because EDGE's hand-rolled code for joystick/etc management needs a desperate rethinking. If you guys' can test out those Windows builds that'd be great! If you have AMD/Radeon video cards and getting bad framerates (like I do on my RX580), check out this article on the EDGEWiki for AMD Settings adjustment to fix the problems. AFAIK nVidia users are covered and won't need to tweak anything ;) -
EDGE 2.1.0 Discussion [RC-1.5 Released on 10.17.2018]
Coraline replied to Coraline's topic in Source Ports
@wesleyjohnson from @Chilly Willy: I do the same thing for Xubuntu, so I would need a bit more info on how you have your setup configured. Also I'm updating the Git shortly with the ROTT fixes. I've learned some interesting information though, which I'll share on your wall in a bit. Still not completed, but it is being attended to, we promise. Gah, great catch! I forget how fun Bots are (used to do Botmatch in my old Blood/Hypertension TC). I will patch it so it only affects the player(s) being displayed currently. I'll probably fix it in a devbuild. @VGA I added your resolution to the possible modes list for SDL2. That'll also be in a devbuild due to be uploaded shortly. -
EDGE 2.1.0 Discussion [RC-1.5 Released on 10.17.2018]
Coraline replied to Coraline's topic in Source Ports
The translevel/hdr_size stuff is safe to be completely removed, I am intentionally leaving out the translevel stuff and using the single struct to handle all cases of it; we do this in the column drawing code anyway. In r_image, I restored the rpat->origsize buffer and got rid of that custom rolled one so it's read like the other EPI_LE_S16(pat->[]) values. -
EDGE 2.1.0 Discussion [RC-1.5 Released on 10.17.2018]
Coraline replied to Coraline's topic in Source Ports
We did at one point. But it got sidetracked as bigger features that were in higher demand were done first (OpenAL is a big one, finishing up polyobjects, UDMF, COAL stuff, ROTT). Maybe we will revisit it sometime, maybe not, but the important thing there is that we get all of those issues done first. We know that UDMF is in demand for better map support, things like OpenAL are necessary to replace horrid SDL2 audio and all the features that have been long requested, etc. Split screen though needs to be addressed first however, the input reworking is sort of a big deal right now as major parts will need to be added onto for configurable controls across both players. Which, once splitscreen is done, will pave the way for at the very least LAN play across a network. Haven't looked into it heavily as it was def in a state of flux, having been reworked a handful of times across development of the engine. -
EDGE 2.1.0 Discussion [RC-1.5 Released on 10.17.2018]
Coraline replied to Coraline's topic in Source Ports
That's precisely why I haven't had the team take on that solution - all of the engines I've seen that moved to such a model did it very early in their development cycles. It would be too daunting for the team to rework EDGE for such a thing when there's more practical work that needs attention. If we had someone skilled in such a task and had a coordinated way of going about it - fine, but we aren't in that position to allocate resources in a huge way. It is an issue we will eventually address (as its even listed in our Git issues, so we talk about it from time to time), but will probably end up going with something like the first suggestion if/when we get around to it. -
EDGE 2.1.0 Discussion [RC-1.5 Released on 10.17.2018]
Coraline replied to Coraline's topic in Source Ports
Thank you Fanatic! Very honored to hear this from you! PS: QDoom 1.01 works great ;) Also, we have just released EDGE-2.1.0-RC1.5 via SourceForge. This is a very small bugfix that makes screenshots work in both JPEG/PNG formats again. It also contains slight additions for ROTT support and a few QDOOM 1.01 fixups ;-)