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  Topic: For...next loop in coal?
andrewj

Replies: 1
Views: 2030

PostForum: Help!   Posted: Mon 30 Jul 2012 12:26 am   Subject: For...next loop in coal?
fonts.ddf (in doom_ddf folder) defines fonts, but you cannot use them unless their graphics exist in a loaded wad -- e.g. "HEXEN" font won't work without the Hexen iwad.

The for loop synt ...
  Topic: Strange error message
andrewj

Replies: 2
Views: 1596

PostForum: Bug Reports   Posted: Mon 30 Jul 2012 12:21 am   Subject: Strange error message
It could be a DDFLANG lump in the mod.

Older versions of EDGE did not need the tag (i.e. the <LANGUAGE> or similar) at the start of DDF files, but it became compulsory in newer versions -- ca ...
  Topic: 3d
andrewj

Replies: 3
Views: 2638

PostForum: Feature Suggestions   Posted: Tue 22 May 2012 3:05 pm   Subject: 3d
Yes I think it did, but it was a very long time ago (the effect was done in software renderer, but the sw renderer was replaced by OpenGL renderer around 1.26 or 1.27). I don't know which version of ...
  Topic: Question about strategy deathmatch AI
andrewj

Replies: 5
Views: 3313

PostForum: General Discussion   Posted: Wed 22 Jun 2011 12:44 pm   Subject: Question about strategy deathmatch AI
For path-finding, the A* algorithm is the way to go -- there is a very good tutorial about it somewhere on the net (can't remember where sorry).

I'm not sure you need path-finding though. You typi ...
  Topic: Question about strategy deathmatch AI
andrewj

Replies: 5
Views: 3313

PostForum: General Discussion   Posted: Wed 22 Jun 2011 4:01 am   Subject: Question about strategy deathmatch AI
Work on the strongest possible AI -- making it weaker (as skill setting or whatever) will be easy.

The strongest AI will choose the best possible moves, i.e. summon the most destructive monster it ...
  Topic: 3DGE Source Fork - 1.36C released!
andrewj

Replies: 35
Views: 15001

PostForum: General Discussion   Posted: Thu 09 Jun 2011 1:39 pm   Subject: 3DGE Source Fork - 1.36C released!
and Andrew is already developing a project called EDGE2
No I was never planning to use the name "EDGE2".

My Quake2 port is kinda dead btw, I was developing COAL2 for it -- a proper game ...
  Topic: Edge 1.35 - weapon zoom
andrewj

Replies: 5
Views: 2491

PostForum: Help!   Posted: Wed 27 Apr 2011 5:43 am   Subject: Edge 1.35 - weapon zoom
Yeah looks like ZOOM_FOV is broken in 1.35, which was my fault Embarassed

A workaround is to use a very small number, like:

ZOOM_FOV=0.000007;

but there may be other issues from that.
  Topic: EDGE 1.35 : DONE and DUSTED
andrewj

Replies: 6
Views: 3669

PostForum: General Discussion   Posted: Sun 10 Apr 2011 9:54 am   Subject: EDGE 1.35 : DONE and DUSTED
Andrew, I'm thinking of releasing my minor fork of EDGE and keep building from there - would it be possible to set this up and release binaries with your permission on a different site (but link to th ...
  Topic: EDGE 1.35 : DONE and DUSTED
andrewj

Replies: 6
Views: 3669

PostForum: General Discussion   Posted: Sat 09 Apr 2011 12:05 pm   Subject: EDGE 1.35 : DONE and DUSTED
I'm pleased to announce that version 1.35 of EDGE is now available for download.

Highlights of this release:

+ wide screen support
+ DDF inheritance
+ weapon and automap key bindings
+ suppor ...
  Topic: On the way to RC#2
andrewj

Replies: 16
Views: 6506

PostForum: General Discussion   Posted: Fri 01 Apr 2011 3:19 am   Subject: On the way to RC#2
Maybe Wink
  Topic: On the way to RC#2
andrewj

Replies: 16
Views: 6506

PostForum: General Discussion   Posted: Thu 24 Mar 2011 5:16 am   Subject: On the way to RC#2
Very soon I will create the final EDGE 1.35 package, release it, and then I am walking away from EDGE for good. This is just a heads up, there'll be a proper thread about it.
  Topic: PUFF Angles?
andrewj

Replies: 3
Views: 2178

PostForum: Bug Reports   Posted: Tue 15 Mar 2011 10:36 am   Subject: PUFF Angles?
The ShootCheckGap() function in p_map.cc is responsible for spawning puffs when hitscans hit a floor or ceiling. So just modify that function.
  Topic: PUFF Angles?
andrewj

Replies: 3
Views: 2178

PostForum: Bug Reports   Posted: Mon 14 Mar 2011 2:36 am   Subject: PUFF Angles?
Firstly, add an angle parameter to the P_SpawnPuff() function in p_mobj.cc and p_local.h

void P_SpawnPuff(float x, float y, float z, const mobjtype_c * puff, angle_t angle)

Add this line ...
  Topic: RTS: Play_Sound ? variable?
andrewj

Replies: 1
Views: 1566

PostForum: Bug Reports   Posted: Sat 12 Mar 2011 1:51 am   Subject: RTS: Play_Sound ? variable?
Wildcard ? is supported by RTS, I just tested with BGDTH? and it works fine.

Note that the choice is not sequential, but random, so you will sometimes get 4 or 5 or more of the same sound in a row. ...
  Topic: Next test binary: EDGE 1.35c
andrewj

Replies: 24
Views: 8787

PostForum: General Discussion   Posted: Sat 05 Mar 2011 10:56 am   Subject: Next test binary: EDGE 1.35c
The compiler flag -static-libgcc may help with the libgcc DLL. I don't know about the libstdc DLL though.

Otherwise, yeah, you'll need to distribute those DLLs with your EDGE binary.
  Topic: Everyone still alive?
andrewj

Replies: 11
Views: 4144

PostForum: Other Gunk   Posted: Fri 04 Mar 2011 11:25 am   Subject: Everyone still alive?
Testing post.....
  Topic: Next test binary: EDGE 1.35c
andrewj

Replies: 24
Views: 8787

PostForum: General Discussion   Posted: Fri 04 Mar 2011 11:13 am   Subject: Next test binary: EDGE 1.35c
After building, the command 'make stripped' will reduce the exe size by stripping out unneeded stuff. You may need to fix the makefile and replace i586-mingw32-strip with just plain strip.
  Topic: Next test binary: EDGE 1.35c
andrewj

Replies: 24
Views: 8787

PostForum: General Discussion   Posted: Thu 24 Feb 2011 8:21 am   Subject: Next test binary: EDGE 1.35c
Weird problem, but I'm noticing that I have to set the absolute path in each file (.h, .cc) in like, for example, the /src or the /ddf (etc) dirs.

Any #INCLUDE "epi/filename' will not find th ...
  Topic: FOG (while I'm in a spamtastic mood...)
andrewj

Replies: 3
Views: 2077

PostForum: Feature Suggestions   Posted: Tue 08 Feb 2011 12:12 pm   Subject: FOG (while I'm in a spamtastic mood...)
I don't know how to make Fog which works properly, and by properly I mean an object that is on the other side (beyond) a fog sector is still affected by the fog.

I bet those other ports don't do it ...
  Topic: Ambient/Active Sounds?
andrewj

Replies: 2
Views: 1829

PostForum: Bug Reports   Posted: Tue 08 Feb 2011 11:59 am   Subject: Ambient/Active Sounds?
Works for me.

You gotta use MAKESOUND or MAKEACTIVESOUND in your states. PLAYSOUND(name) works too.
  Topic: HUB engine crashes
andrewj

Replies: 1
Views: 1742

PostForum: Bug Reports   Posted: Wed 19 Jan 2011 7:42 am   Subject: HUB engine crashes
RC#1 has a crash bug in the savegame code (which has been fixed already).

When RC#2 comes out, please test this again and see if the problem still occurs.
  Topic: 1.35 Glitches
andrewj

Replies: 14
Views: 5788

PostForum: Bug Reports   Posted: Wed 19 Jan 2011 7:35 am   Subject: 1.35 Glitches
Projectiles with 1 unit radius
Using a radius that small is not a good idea. the DOOM code was not designed for that, for example the player missile which has SPEED=20 would break the movement into ...
  Topic: Modeled Weapons
andrewj

Replies: 1
Views: 1560

PostForum: Bug Reports   Posted: Sun 16 Jan 2011 2:42 am   Subject: Modeled Weapons
I don't have any way to test this yet.

If you could PM or email me a download link for your mod, then I can test it here and hopefully find the problem.
  Topic: 1.35 Glitches
andrewj

Replies: 14
Views: 5788

PostForum: Bug Reports   Posted: Sun 16 Jan 2011 2:36 am   Subject: 1.35 Glitches
I will look into the chainsaw state thing and the Claustrophobia thing.

I know some BOOM generalized linetypes work (the ones in BOOMEDIT.wad), so when you find ones which _dont_ work then please p ...
  Topic: On the way to RC#2
andrewj

Replies: 16
Views: 6506

PostForum: General Discussion   Posted: Sun 16 Jan 2011 2:32 am   Subject: Re: On the way to RC#2
If TILT works with angles, then TILT=90 will make the 3D Model to face Up, TILT=-90, is down, and then 180 is back, isn't it?
If that is correct, that gives me various ideas to implement some cool ef ...
  Topic: On the way to RC#2
andrewj

Replies: 16
Views: 6506

PostForum: General Discussion   Posted: Sat 15 Jan 2011 1:05 am   Subject: On the way to RC#2
The UNZOOM action can be used in weapon state frames, and turns off zooming if it is active.

The TILT special used in a thing or attack forces an MD2 model to be tilted to match the object's curren ...
  Topic: On the way to RC#2
andrewj

Replies: 16
Views: 6506

PostForum: General Discussion   Posted: Fri 14 Jan 2011 1:09 pm   Subject: On the way to RC#2
Stuff which has been done for RC#2:

- fixed saving crash

- UNZOOM weapon action

- TILT special for MD2 models (implied by MF_MISSILE too)

- FAST choice for Monsters in Advanced Start menu. ...
  Topic: [last-minute] small feature requests before last release
andrewj

Replies: 16
Views: 5237

PostForum: Feature Suggestions   Posted: Mon 03 Jan 2011 12:20 pm   Subject: [last-minute] small feature requests before last release
A little petition: implement something like a C++ "#include" statement for RTS and DDF.
My original plan, a long time ago in a galaxy far away, was to allow lumps called "DDF###" ...
  Topic: 1.35 Glitches
andrewj

Replies: 14
Views: 5788

PostForum: Bug Reports   Posted: Mon 03 Jan 2011 12:01 pm   Subject: 1.35 Glitches
Linedef Action num. 131 (Floor raise to next higher floor fast) doesn't seem to be correct.
Dude, that is not much information to go on.

Why is it not correct? What was the problem and where did ...
  Topic: 1.35 Glitches
andrewj

Replies: 14
Views: 5788

PostForum: Bug Reports   Posted: Fri 31 Dec 2010 2:36 am   Subject: 1.35 Glitches
I will look into those mirror issues.

The weapon issue is probably just that PNGs are slow to load, and EDGE loads them as needed (they are not precached) hence by the time the first frame has load ...
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