Coraline

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Everything posted by Coraline

  1. Anyone else tend to get C and C++ mixed up? Maybe because EDGE, while C++, writes a lot of stuff using C style. So annoying when I make a dumb mistake like that, maybe it is my ADHD? Bleh, makes me feel like a novice sometimes :-(

     

    /rantover

    1. YukiRaven

      YukiRaven

      I kinda do occasionally, but I've always chalked that up to me not using those languages as much as others.

  2. @Julian Nechaevsky I hear you darling, EDGE's language parser is here on Git, so we would need to see what else we need for such a thing. I am definitely on board to support Cryllic, and the console font handler should be much simpler since it is image-based and not patch/string based. Send me a message and we could work on it, when you have free time of course :)
  3. @fabian I believe Julianna has also written, or at least refined, the Russian translations for EDGE recently <3 she's great at what she does, that's for sure ^_^
  4. I think EDGE 1.27 was the last release to work under DOS (if I remember correctly). Also was the last that had the software renderer before the team switched to OpenGL exclusively.
  5. ah, that's right! I'll start drafting out how that could potentially work in the next few weeks, I've been working tons of overtime at the hospital so not much time for EDGE between that and Violet. .
  6. Okay, so got inspired by the GZDoom post :D Since we are almost done with the bugfixes, its time to move onto features :) Anything from DDF to other game support (etc), would like to hear some suggestions ^_^ Thanks everyone for your time ^^
  7. But you are a core EDGE user, so your opinion matters more than people who have not, or rarely use, the source port. Well, that saves me a bit of draft work then :-) Did you mention at one point that RTS could use a style upgrade? Or maybe I'm mixing memories up :S
  8. I've been thinking and looking back on some of these older threads - I had a question of user preference. I've seen some people say DDF is "primitive" in the way it is written and "confusing". I've been toying with changing the style of it, namely using curly braces to open and close, converting stuff to lowercase - kind of like how DECORATE is written. Anyone interested in that or is the current style fine? It hasn't changed since 1998, really. I want to change up RTS to use curly braces for sure (better readability), but if anyone wants to see this for DDF then it could be a possibility.
  9. It can be done through COAL_HUD.ec pretty easily, we have a manual on how to use COAL for such an effect: Coal HUD Manual
  10. PK3 is supported in the official 2.1.0-Test3 release. See this tutorial page on the EDGEWiki for a guide. We also highly recommend you name the extension as an EPK (EDGE PacKage), which should be recognized by SLADE with their next release as well. All the same, PK3 works just fine, but EPK is recommended so EDGE-specific mods cannot be used by other source ports, to avoid confusion. You can see an example of how the directory structures are set up if you open up edge.epk in 7-zip or another utility (or you can rename the EPK extension to something the current versions of SLADE can open up, such as pk3). They are coming, as soon as I fix up some GL rendering/batching stuff first. ^_^ You have to be specific here. EDGE already has niche features that other ports do not have. =)
  11. Not of me, but my daughter Violet (who loves Wolf3D and DOOM, especially). <3 Happy Holidays Doomworld!!
  12. Yes it is :-) if you go into my user feed, I've posted some progress shots of it so far. While it will all be interpreted with RTS/DDF/COAL, it will also force EDGE to update with some newer features (such as player classes, which will also retroactively help with Hexen). :-) Oh cool! Not sure if I knew that or not, probably forgot. I can look into it - any good libraries to help decode? I don't remember what EDGE 1.27 used, but its probably too out-of-date to reintroduce into EDGE 2.1.0. :S
  13. How sad...didn't know her, but her contributions were legendary. My condolences to her friends and family, and may she rest in peace.
  14. Maybe I should have created a new thread instead :S sorry about that!
  15. https://github.com/3dfxdev/hyper3DGE/issues/52 My users have reported a similar issue (since we borrowed the crash reporter from Eternity). :/
  16. Autoload is supported on Dreamcast through cfg files -- I am porting this over very soon. =) Full UDMF support will come in time, right now we are still mapping more support -- for now the existing UDMF namespaces should be used, EDGE will eventually get one of its own ^_^ Full ROTT support will also come, hopefully sooner than later =) DECORATE was planned a long time ago and I never got around to it. Not sure if it's worth it at this point, maybe some sort of "lite" parser...hmm.. EDGE has OGG support already, but MP3 was dropped a long time ago over patent/licensing issues. To use OGGs (either in music or sounds), just pop it in your WAD, or in the /sounds || /music namespace inside of an EPK (Edge PaK File, which is a ZIP container) or PK3. You would define it the same way as you would define any other sound. Then, you should define the sound effect in DDFSFX just like every other sound, and EDGE will be able to distinguish based on the type of sound (WAV/RIFF/OGG/etc). For music, just pop the OGG in /music and use DDFPLAY (playlist.ddf) to define the music entry, for example: [67] MUSICINFO=MUS:LUMP:"D_BUNNY"; // regular MUS/MIDI // EDGE Title [66] MUSICINFO=OGG:LUMP:"O_EDGTTL"; // notice how OGG has replaced MUS -- that's all that is needed there. You can reference PLAYLIST on the EDGEWiki for more technical information and example. OPUS is supported on the Dreamcast right now for Sounds/Music -- uses libOpus, so it shouldn't be hard to port it to a modern version of libopus and carry it over. ^_^ Wiki documentation is also concurrently being worked on. I know it needs a lot more work, just hard to stretch myself several directions, but it will come in time =) 3D Point Lights? I assume that uses directional-based lighting (E.G. not a sphere PNG)? We already have vertex lighting on 3D models, I'll check that out =) RTS is something I really need to add onto. The revised structure sounds interesting, and I'll see about defining variables as well. If COAL can do it, so can RTS =) Scripts that execute upon player death can be done rather than having all scripts end once the player dies (or I can create a new function) -- will do that soon. Wasn't aware it was still like that, but it can be easily changed and/or improved upon. ^_^ Multiple d.light textures were discussed and drafted out, but we haven't touched it yet. One day we will continue our work on that =) UDMF is still needing additions, and I have not tested if RTS scripts still work with it (but they should technically work, I should test that). Different blend modes is definitely a possibility. The new Test3 has a couple of CVARS for different blend modes (global), but I'm sure I can add something into IMAGES.DDF that can define a per-image blend mode =)
  17. @Gez ah. Of course, no big deal, sometimes I overcomplicate simplicity :D @Ling: that'd be very cool, I would like to see something similar! Going back through DOSDoom's later code from 1998, there is still pieces from it in current EDGE :-) thought that was amusing ^^
  18. The DOSDoom bubble needs work. Even if Legacy was derived from it, showing Legacy and 3DGE derive with the same diagonal lines is sort of misleading - let me try and explain. :-) While Legacy came from an earlier DOSDoom version, DOSDoom was merely renamed to EDGE and continued from there. Seeing as how DOSDoom developed the first scripting languages (DDF and RTS) which continue to define 3DGE, it is unintentionally misleading. Legacy did not inherit the same features from DOSDoom. If anything, the arrow should come out horizontally from DOSDoom while 3DGE should remain verticle, because Legacy did not inherit the defining features of DOSDoom like EDGE did as a direct successor. Or, keep DOSDoom as v0.2, and create a new DOSDoom entry (0.63-0.65) which became absorbed completely into EDGE (and later 3DGE). That way Legacy can keep its position if you want. Because, even if the team changed up later, DOSDoom is DOSDoom is EDGE, as Chi let them continue progress when he left (both of the Andy's might know more though). Just my two cents, maybe I am being picky though! ;-) good work regardless!
  19. The EDGE team is proud to present EDGE 2.1.0-Test3! Grab it from Sourceforge:

     

    https://sourceforge.net/projects/edge2/files/3DGE binaries/2.1/2.1.0/Test-3/

     

    There are such a massive amount of changes, bugfixes, additions (like ZDoom/Vavoom/etc UDMF support, PolyObjects, DDF improvements and additions, Camera-Man Scripting engine, and completely fixed framerate interpolation/Vsync, and lots of speed additions)!

     

    Far too many changes to list here (see CHANGELOG.txt for more information...and I KNOW I've left out a ton that can be found logged on Github).

     

    Test2 should now be avoided LIKE THE PLAGUE!

     

    The things that we didn't have time for that will be on the roadmap for 2.1.0 Final:

     

    * Complete ROTT support

    * Complete PolyObject support

    * GUI-based IWAD Selector

    * Multiplayer

    * More GLSL shaders, including a compiler at run-time for custom user-made stuff

    * Inventory Support (Heretic, Hexen)

    * heavily-optimised BSP walking/rendering

    * Finalised BOOM support

    * Even closer compatibility to ZDoom, like ACS, etc.

     

    There are so many people to thank -- the wonderful EDGE programmers (especially Andrew Apted), the stupendous EDGE community, the amazing GZDoom team, our friends from ZDOOM, Quasar|Eternity/Fraggle/etc, the amazing programmers here at Doomworld, and all of the contributors that have helped preserve the legacy of DOSDoom/EDGE. So much to do and not enough time to do it :-)

     

    So, enjoy! Keep reporting those bugs, and if all goes well, 2.1.0 Final won't be far off! Sure as hell won't take us another 15 months for a release, but that's what hard work and a dedication can do sometimes...lol! :-D

  20. Whew, over 15 months since the last official release! The EDGE team is proud to present EDGE 2.1.0-Test3! Grab it from Sourceforge: https://sourceforge.net/projects/edge2/files/3DGE binaries/2.1/2.1.0/Test-3/ There are such a massive amount of changes, bugfixes, additions (like ZDoom/Vavoom/etc UDMF support, PolyObjects, DDF improvements and additions, Camera-Man Scripting engine, and completely fixed framerate interpolation/Vsync, and lots of speed additions)! Far too many changes to list here (see CHANGELOG.txt for more information...and I KNOW I've left out a ton that can be found logged on Github). Test2 should now be avoided LIKE THE PLAGUE! The things that we didn't have time for that will be on the roadmap for 2.1.0 Final: * Complete ROTT support * Complete PolyObject support * GUI-based IWAD Selector * Multiplayer * More GLSL shaders, including a compiler at run-time for custom user-made stuff * Inventory Support (Heretic, Hexen) * heavily-optimised BSP walking/rendering * Finalised BOOM support * Even closer compatibility to ZDoom, like ACS, etc. There are so many people to thank -- the wonderful EDGE programmers (especially Andrew Apted), the stupendous EDGE community, the amazing GZDoom team, our friends from ZDOOM, Quasar|Eternity/Fraggle/etc, the amazing programmers here at Doomworld, and all of the contributors that have helped preserve the legacy of DOSDoom/EDGE. So much to do and not enough time to do it :-) So, enjoy! Keep reporting those bugs, and if all goes well, 2.1.0 Final won't be far off! Sure as hell won't take us another 15 months for a release, but that's what hard work and a dedication can do sometimes...lol! :-D
  21. The EDGE team is proud to present EDGE 2.1.0-Test3! Grab it from Sourceforge: https://sourceforge.net/projects/edge2/files/3DGE_binaries/2.1/2.1.0/Test-3/ There are such a massive amount of changes, bugfixes, additions (like ZDoom/Vavoom/etc UDMF support, PolyObjects, DDF improvements and additions, Camera-Man Scripting engine, and completely fixed framerate interpolation/Vsync, and lots of speed additions)! Far too many changes to list here (see CHANGELOG.txt for more information...and I KNOW I've left out a ton that can be found logged on Github). Test2 should now be avoided LIKE THE PLAGUE! The things that we didn't have time for that will be on the roadmap for 2.1.0 Final: * Complete ROTT support * Complete PolyObject support * GUI-based IWAD Selector * Multiplayer * More GLSL shaders, including a compiler at run-time for custom user-made stuff * Inventory Support (Heretic, Hexen) * heavily-optimised BSP walking/rendering * Finalised BOOM support * Even closer compatibility to ZDoom, like ACS, etc. There are so many people to thank -- the wonderful EDGE programmers (especially Andrew Apted), the stupendous EDGE community, the amazing GZDoom team, our friends from ZDOOM, Quasar|Eternity/Fraggle/etc, the amazing programmers here at Doomworld, and all of the contributors that have helped preserve the legacy of DOSDoom/EDGE. So much to do and not enough time to do it :-) So, enjoy! Keep reporting those bugs, and if all goes well, 2.1.0 Final won't be far off! Sure as hell won't take us another 15 months for a release, but that's what hard work and a dedication can do sometimes...lol! :-D
  22. EDGE 1.35 - 2.0.1+ supports 16-angled rotations on sprites, if it helps any. Generally, OpenGL sprite rendering is billboarded. Not much else can be done about that, which is why 3D models are useful for such scenarios where the Z axis needs consideration.
  23. I get that all the time...my team is always like " what-if"...but EDGE (and DOOM) is so hard-wired into our brains that its VERY hard for me to readjust. Quake2 was about the extent of my engine/game development, but I ended up reverting back to DOOM. Old habits die hard, right? ;)
  24. Awe ur so pretty!! <3 digging the skulls too! And happy thanksgiving to you and the rest of Doomworld!!