Search found 697 matches

by andrewj
Mon 30 Jul 2012 12:26 am
Forum: Help!
Topic: For...next loop in coal?
Replies: 1
Views: 3411

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 syntax in coal is like this: for (varname = 1, 5) { ..... } it can only go upwards, so us...
by andrewj
Mon 30 Jul 2012 12:21 am
Forum: Bug Reports
Topic: Strange error message
Replies: 2
Views: 3200

by andrewj
Tue 22 May 2012 3:05 pm
Forum: Feature Suggestions
Topic: 3d
Replies: 3
Views: 4375

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 EDGE had this feature (if any), perhaps 1.23 or 1.24 Here is the comment from Erik Sandberg's log: 19...
by andrewj
Wed 22 Jun 2011 12:44 pm
Forum: General Discussion
Topic: Question about strategy deathmatch AI
Replies: 5
Views: 4837

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 typically use that for a medium or long term goal, finding the best path to a certain place on a map. It let...
by andrewj
Wed 22 Jun 2011 4:01 am
Forum: General Discussion
Topic: Question about strategy deathmatch AI
Replies: 5
Views: 4837

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 can, use the best spell it can, and move to the most advantageous position. So consider these three asp...
by andrewj
Thu 09 Jun 2011 1:39 pm
Forum: General Discussion
Topic: 3DGE Source Fork - 1.36C released!
Replies: 35
Views: 19959

by andrewj
Wed 27 Apr 2011 5:43 am
Forum: Help!
Topic: Edge 1.35 - weapon zoom
Replies: 5
Views: 3775

Yeah looks like ZOOM_FOV is broken in 1.35, which was my fault :oops:

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

ZOOM_FOV=0.000007;

but there may be other issues from that.
by andrewj
Sun 10 Apr 2011 9:54 am
Forum: General Discussion
Topic: EDGE 1.35 : DONE and DUSTED
Replies: 6
Views: 5296

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 the packages here at the forums)? You don't need my permission to fork EDGE : the GPL license allows ...
by andrewj
Sat 09 Apr 2011 12:05 pm
Forum: General Discussion
Topic: EDGE 1.35 : DONE and DUSTED
Replies: 6
Views: 5296

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 + support for the HacX 1.2 IWAD + fixed a serious COAL bug For a list of all changes, see here: http://edge.sourcefor...
by andrewj
Fri 01 Apr 2011 3:19 am
Forum: General Discussion
Topic: On the way to RC#2
Replies: 16
Views: 9636

by andrewj
Thu 24 Mar 2011 5:16 am
Forum: General Discussion
Topic: On the way to RC#2
Replies: 16
Views: 9636

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.
by andrewj
Tue 15 Mar 2011 10:36 am
Forum: Bug Reports
Topic: PUFF Angles?
Replies: 3
Views: 3297

The ShootCheckGap() function in p_map.cc is responsible for spawning puffs when hitscans hit a floor or ceiling. So just modify that function.
by andrewj
Mon 14 Mar 2011 2:36 am
Forum: Bug Reports
Topic: PUFF Angles?
Replies: 3
Views: 3297

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 in P_SpawnPuff code in p_mobj.cc, after the th->mom.z = .... line th->angle = angle; Lastly, update the c...
by andrewj
Sat 12 Mar 2011 1:51 am
Forum: Bug Reports
Topic: RTS: Play_Sound ? variable?
Replies: 1
Views: 2476

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. Also check that you SOUNDS.DDF actually has correct entries for those sounds -- try replacing the ? in...
by andrewj
Sat 05 Mar 2011 10:56 am
Forum: General Discussion
Topic: Next test binary: EDGE 1.35c
Replies: 24
Views: 11673

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.
by andrewj
Fri 04 Mar 2011 11:25 am
Forum: Other Gunk
Topic: Everyone still alive?
Replies: 11
Views: 6145

Testing post.....
by andrewj
Fri 04 Mar 2011 11:13 am
Forum: General Discussion
Topic: Next test binary: EDGE 1.35c
Replies: 24
Views: 11673

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.
by andrewj
Thu 24 Feb 2011 8:21 am
Forum: General Discussion
Topic: Next test binary: EDGE 1.35c
Replies: 24
Views: 11673

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 the directory and crash, unless I edit that specific file to include the absolute directory pathname. The...
by andrewj
Tue 08 Feb 2011 12:12 pm
Forum: Feature Suggestions
Topic: FOG (while I'm in a spamtastic mood...)
Replies: 3
Views: 3307

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 properly either, and just implement the half-arsed version of fog. The fog which EDGE used to have (wi...
by andrewj
Tue 08 Feb 2011 11:59 am
Forum: Bug Reports
Topic: Ambient/Active Sounds?
Replies: 2
Views: 2834

Works for me.

You gotta use MAKESOUND or MAKEACTIVESOUND in your states. PLAYSOUND(name) works too.
by andrewj
Wed 19 Jan 2011 7:42 am
Forum: Bug Reports
Topic: HUB engine crashes
Replies: 1
Views: 2648

by andrewj
Wed 19 Jan 2011 7:35 am
Forum: Bug Reports
Topic: 1.35 Glitches
Replies: 14
Views: 8232

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 40 steps (every tic!) checking each of those 40 places if the missile fits. I suggest a radius no sma...
by andrewj
Sun 16 Jan 2011 2:42 am
Forum: Bug Reports
Topic: Modeled Weapons
Replies: 1
Views: 2508

by andrewj
Sun 16 Jan 2011 2:36 am
Forum: Bug Reports
Topic: 1.35 Glitches
Replies: 14
Views: 8232

by andrewj
Sun 16 Jan 2011 2:32 am
Forum: General Discussion
Topic: On the way to RC#2
Replies: 16
Views: 9636

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 effects. No it is just a flag like SHOOTABLE, MONSTER, MISSILE etc. You would use the MLOOK_FACE() and...
by andrewj
Sat 15 Jan 2011 1:05 am
Forum: General Discussion
Topic: On the way to RC#2
Replies: 16
Views: 9636

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 current mlook angle. It is applied automatically for MISSILE objects -- and that's probably the most useful c...
by andrewj
Fri 14 Jan 2011 1:09 pm
Forum: General Discussion
Topic: On the way to RC#2
Replies: 16
Views: 9636

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. - sound that plays when you try to "use" a locked door via new FAILED_SFX command in LINES.DDF - Fi...
by andrewj
Mon 03 Jan 2011 12:20 pm
Forum: Feature Suggestions
Topic: [last-minute] small feature requests before last release
Replies: 16
Views: 8280

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###" where each # is a digit, and EDGE would simply load them all in order. Plus you could freely mix dif...
by andrewj
Mon 03 Jan 2011 12:01 pm
Forum: Bug Reports
Topic: 1.35 Glitches
Replies: 14
Views: 8232

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 you see the problem? I checked the DDF for linetype 131, and it matches what the DOOM and BOOM specs say...
by andrewj
Fri 31 Dec 2010 2:36 am
Forum: Bug Reports
Topic: 1.35 Glitches
Replies: 14
Views: 8232

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 loaded the game logic has moved onto the second frame. I don't know how to fix that, unless I precache all ...

Go to advanced search