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  Topic: Strange error message
Corbin

Replies: 2
Views: 1554

PostForum: Bug Reports   Posted: Sun 30 Sep 2012 5:32 am   Subject: Strange error message
I'm also sure that it's the lump. When sierraoscar released CQB there was a similar issue that was experienced with users of the mod.
  Topic: (limited) support for HERETIC *UPDATE*
Corbin

Replies: 6
Views: 2592

PostForum: Projects for EDGE   Posted: Thu 16 Aug 2012 11:40 pm   Subject: (limited) support for HERETIC *UPDATE*
This is really neat. I'm currently playing through that other project you sent me. It's nice to have new things for EDGE.

At one point I was tinkering with implementing the inventory system from H ...
  Topic: 3DGE Source Fork - 1.36C released!
Corbin

Replies: 35
Views: 14830

PostForum: General Discussion   Posted: Sun 05 Aug 2012 6:38 am   Subject: 3DGE Source Fork - 1.36C released!
Hmm, is it tagged with,


<LANGUAGES>

#VERSION 1.34

Or something similar? That belongs in the header.

I'm just saying this because of an old CQB release, there were numerous problems ...
  Topic: HELP Ceiling-based enemy
Corbin

Replies: 2
Views: 1501

PostForum: Help!   Posted: Wed 25 Jul 2012 6:25 am   Subject: HELP Ceiling-based enemy
You could use an RTS trigger with a Z height to block the creature. Make it into a line that blocks them from moving up there.

You could also make invisible/translucent extrafloors that sit up wher ...
  Topic: IDEA motion tracker
Corbin

Replies: 2
Views: 1315

PostForum: Help!   Posted: Wed 25 Jul 2012 6:24 am   Subject: IDEA motion tracker
Why don't you use COAL to pop the automap to a side of the screen? At least that way you can have a sort of motion tracker. I'm not sure what to do about the effects though..would take some automap co ...
  Topic: 3DGE Source Fork - 1.36C released!
Corbin

Replies: 35
Views: 14830

PostForum: General Discussion   Posted: Tue 10 Jul 2012 5:15 pm   Subject: 3DGE Source Fork - 1.36C released!
Is your language file external or internal (contained in WAD)? Last time I received an error like this, there was garbled text in the header that I had to manually remove (which was in the LDF file). ...
  Topic: Hi there. And a pair of questions
Corbin

Replies: 4
Views: 1826

PostForum: Help!   Posted: Sat 30 Jun 2012 4:23 am   Subject: Hi there. And a pair of questions
Your welcome! I'm glad we can be of service. If there's anything else you need, feel free to ask. We are always up for new blood around here Wink
  Topic: Digitized Sprites.
Corbin

Replies: 2
Views: 3415

PostForum: Other Gunk   Posted: Sun 24 Jun 2012 11:16 pm   Subject: Digitized Sprites.
They have a look and feel like Rise of the Triad IMO.
Yeah, ROTT was supposed to be a Wolf3D follow-up, so the comparisons are only natural. Wink
  Topic: Hi there. And a pair of questions
Corbin

Replies: 4
Views: 1826

PostForum: Help!   Posted: Thu 21 Jun 2012 8:31 am   Subject: Hi there. And a pair of questions
Yes, you can store the COAL huds in the WAD file itself, rather than external. Pop it in the wad with the name, "COALHUDS", and you should be on your way.

Sorry, I won't be able to answer ...
  Topic: aBRASION update
Corbin

Replies: 1
Views: 1768

PostForum: Projects for EDGE   Posted: Tue 29 May 2012 6:55 am   Subject: aBRASION update
Really looking forward to this one, for awhile now. Go Kronos go! Smile
  Topic: Titanium GL
Corbin

Replies: 2
Views: 2371

PostForum: General Discussion   Posted: Wed 23 May 2012 7:49 pm   Subject: Titanium GL
I would think a wrapper would hamper performance further rather than enhance it. EDGE has graphical options you can tweak, and you can always lower the resolution. What's your average framerate with v ...
  Topic: Laz WolfenDOOM updates
Corbin

Replies: 10
Views: 6638

PostForum: Projects for EDGE   Posted: Fri 11 May 2012 4:54 pm   Subject: Laz WolfenDOOM updates
The Astrostein series was made with the 128x128 map format. It makes the player feel tiny. My goal is to focus on the 64x64 mapsets Laz did.

Unless there is a way to make the player (much) taller a ...
  Topic: Laz WolfenDOOM updates
Corbin

Replies: 10
Views: 6638

PostForum: Projects for EDGE   Posted: Fri 11 May 2012 6:12 am   Subject: Laz WolfenDOOM updates
Edge error

http://i.imgur.com/3XhK3.jpg

This release runs just fine with 1.36C, just verifying for everyone. Not sure what happened Z, try installing a fresh copy of EDGE 1.36C.

I would love ...
  Topic: Laz WolfenDOOM updates
Corbin

Replies: 10
Views: 6638

PostForum: Projects for EDGE   Posted: Wed 09 May 2012 4:09 pm   Subject: Laz WolfenDOOM updates
Well done sir, although I had to use 1.35 as 3dge gave an RTS error message.

Curious, what was the error?
  Topic: Sega Dreamcast port
Corbin

Replies: 4
Views: 2432

PostForum: General Discussion   Posted: Sun 06 May 2012 7:53 am   Subject: Sega Dreamcast port
When our poster project closed down, so did the port work...mostly because I was forced into learning another technology. I would like to finish up the work we did for the DC version someday.
  Topic: zombie doom
Corbin

Replies: 57
Views: 18695

PostForum: Projects for EDGE   Posted: Sun 06 May 2012 7:50 am   Subject: zombie doom
So, I guess the question is - what makes other ports more appealing? Stronger script support, multiplayer, Heretic/Hexen, etc?

When I think about it, EDGE has a really strong feature set and is cod ...
  Topic: zombie doom
Corbin

Replies: 57
Views: 18695

PostForum: Projects for EDGE   Posted: Wed 02 May 2012 5:36 pm   Subject: zombie doom
Porting DDF/RTS would be kind of pointless, seeing as Zdoom has decorate and acs. In theory one could write a converter to run the code through but again, if you are going to do that you might as well ...
  Topic: zombie doom
Corbin

Replies: 57
Views: 18695

PostForum: Projects for EDGE   Posted: Mon 30 Apr 2012 11:12 pm   Subject: zombie doom
I was thinking about it, but it looks like most of the community have made their minds up..

I've been talking to Wesley off and on, and his work on Doom Legacy has inspired me to take up work here ...
  Topic: Android and EDGE
Corbin

Replies: 2
Views: 2467

PostForum: General Discussion   Posted: Thu 29 Dec 2011 10:09 pm   Subject: Android and EDGE
Wish I could crush these annoying spambots..
  Topic: 3DGE Source Fork - MD3 Models and other stuff
Corbin

Replies: 3
Views: 2123

PostForum: General Discussion   Posted: Thu 29 Dec 2011 10:06 pm   Subject: 3DGE Source Fork - MD3 Models and other stuff
Not at all..just because I don't talk about it with you guys doesn't mean I ignore it! With EDGE, the less time I spend staring at code, the better - usually the breaks I have are good, and upon retur ...
  Topic: 3DGE Source Fork - MD3 Models and other stuff
Corbin

Replies: 3
Views: 2123

PostForum: General Discussion   Posted: Sat 12 Nov 2011 11:19 pm   Subject: 3DGE Source Fork - MD3 Models and other stuff
For the next iteration of 3DGE, I have been experimenting with enhancing MD3 support. A few things I'm going to be considering are TAGS support, which will allow you to snap pieces of models onto othe ...
  Topic: On the way to RC#2
Corbin

Replies: 16
Views: 6456

PostForum: General Discussion   Posted: Sat 12 Nov 2011 11:11 pm   Subject: On the way to RC#2
Let's try not bumping old threads like this and create new ones.

The EDGE changelog:

- DDF: new weapon command UNZOOM which forces the screen to be
unzoomed if zoom is active.

Say, for in ...
  Topic: 3DGE Source Fork - 1.36C released!
Corbin

Replies: 35
Views: 14830

PostForum: General Discussion   Posted: Wed 09 Nov 2011 10:38 pm   Subject: 3DGE Source Fork - 1.36C released!
Sorry guys - this is taking a bit longer than usual. I've found a few more bugs I want to fix first.

In running some model format tests, I noticed that the rendering system might be slightly out-of ...
  Topic: 3DGE Source Fork - 1.36C released!
Corbin

Replies: 35
Views: 14830

PostForum: General Discussion   Posted: Tue 18 Oct 2011 8:45 pm   Subject: 3DGE Source Fork - 1.36C released!
I will see what I can do, thanks for that. Is it only the BENEFIT that we're worried about with the players? Want to be sure it's not any other part of the code that could be affected.

-edit-
I fo ...
  Topic: 3DGE Source Fork - 1.36C released!
Corbin

Replies: 35
Views: 14830

PostForum: General Discussion   Posted: Tue 18 Oct 2011 7:23 pm   Subject: 3DGE Source Fork - 1.36C released!
Couldn't you use the When_Appear and When_Player_Num in the block of script you want to activate with the certain player? I might have to do some digging around with this. If you modify the PLAYER2 en ...
  Topic: 3DGE Source Fork - 1.36C released!
Corbin

Replies: 35
Views: 14830

PostForum: General Discussion   Posted: Mon 17 Oct 2011 11:50 pm   Subject: 3DGE Source Fork - 1.36C released!
Yeah I've noticed some slight hiccups on this forum as well. We do have Been testing it out somewhat, split screen seems functional but the default mapped keys makes it hard to play.

Yeah, I'm wor ...
  Topic: 3DGE Source Fork - 1.36C released!
Corbin

Replies: 35
Views: 14830

PostForum: General Discussion   Posted: Tue 11 Oct 2011 9:41 pm   Subject: 3DGE Source Fork - 1.36C released!
Anyone not willing to test out the last build? Need feedback before I start rolling out the final.
  Topic: 3DGE Source Fork - 1.36C released!
Corbin

Replies: 35
Views: 14830

PostForum: General Discussion   Posted: Sun 02 Oct 2011 12:38 am   Subject: 3DGE Source Fork - 1.36C released!
I'm on the brink of releasing a maintanence update. The update will fix the menus and console, reduce the filesize of the executable, and fix splitscreen for a horizontal scissor rather than a verticl ...
  Topic: Calling on the Community
Corbin

Replies: 1
Views: 2031

PostForum: Projects for EDGE   Posted: Mon 19 Sep 2011 9:10 am   Subject: Calling on the Community
Abandoned the project, going to release the resources soon for whoever could use them.
  Topic: 3DGE Source Fork - 1.36C released!
Corbin

Replies: 35
Views: 14830

PostForum: General Discussion   Posted: Tue 23 Aug 2011 8:14 am   Subject: 3DGE Source Fork - 1.36C released!
How will RTS scripting be effected by the split-screen changes?
Will the other player completely break them?

No - I uploaded a video not too long ago showing two-player splitscreen in the Hyperten ...
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