Compliance with Standards

Doom

EDGE is based on the DOOM engine, and everything in the games DOOM, DOOM II, TNT Evilution and Plutonia is known to behave correctly, including: monsters, weapons, line-types, sector-types, intermission and finale screens.

However some differences should be noted:

Reference: Unofficial Doom Specs

Boom

Boom was a modification/improvement to the DOOM code made by TeamTNT. As well as fixing many bugs and removing many limitations, Boom added many new editing features.

EDGE 1.29 greatly improved compatibility with Boom features. Nearly everything works fine, and all made-for-Boom levels should be completable (otherwise you should report the bug to us).

List of known incompatibilities:

Link: BOOM homepage
Reference: Boom Reference

DeHackEd & BEX

DeHackEd was a program written by Greg Lewis which modified the DOOM executable, allowing changes to the behaviour of monsters, weapons, sounds, text strings, etc... These changes could be distributed between users in the form of "patch" files (which have the ".DEH" extension).

BEX is the Boom EXtensions to DeHackEd patches.

EDGE implements DeHackEd and BEX patches using a library called DEH_EDGE (which also exists as a stand-alone program). DEH_EDGE converts the patch file into DDF, which EDGE then loads. EDGE supports the standard -deh option for specifying patch files, as well as recognising the ".DEH" and ".BEX" extensions when using the -file option or when you drag'n'drop files onto the EXE. The "DEHACKED" wad lump is also supported.

Some really old DeHackEd patches are not in a text format, instead they are a binary format. EDGE can actually load these old binary patches! (most other ports cannot).

List of things not supported by EDGE yet:

Some ports, notably ZDoom, have also added their own features into DeHackEd patches, for example: obituary messages. EDGE doesn't support any of these additions.

Link: DeHackEd homepage
Reference: Eternity Engine DeHackEd/BEX Reference

GL Nodes

GL Nodes provide more information which OpenGL ports need, in particular the exact boundaries of subsectors, which was missing in the original DOOM nodes.

EDGE 1.31 supports V1,V2,V3 and V5 format GL Nodes, both internally (in the same WAD as the levels) or externally as GWA files.

EDGE lacks one feature to make it fully compliant with the GL Nodes spec: support for map names longer than 5 letters (using the special "GL_LEVEL" map marker).

Reference: GL Node Specifications

Joint Texture Standard

This specification resulted from a discussion of several port authors about a unified way to handle textures (etc) in new formats like PNG and JPEG, as well as a new system (NTEXTURE) which can define texture sources and attributes (like scaling) in a standard but extensible way.

EDGE has no support for this spec yet, apart from the ability to load the 320x200 Heretic/Hexen title graphics and support for larger flats (from 128x128 upto 1024x1024).

Reference: Joint Texture Standard

File Formats

Here is a list of formats that EDGE supports. Not included here are the standard DOOM formats (such as DOOM images or sounds), as naturally EDGE can already handle those.

Images:
PNG, JPEG and TGA formats.

Sounds:
WAV and Ogg/Vorbis formats.

Music:
Ogg/Vorbis, software synthesized MUS and MIDI playback.

Models:
MD2 format from Quake 2.