Search found 657 matches

by Corbin
Sun 30 Sep 2012 5:32 am
Forum: Bug Reports
Topic: Strange error message
Replies: 2
Views: 3610

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.
by Corbin
Thu 16 Aug 2012 11:40 pm
Forum: Projects for EDGE
Topic: (limited) support for HERETIC *UPDATE*
Replies: 6
Views: 4531

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 Heretic (one like it) in EDGE, though in hindsight I shouldn't have started it so soon. After my Q2 stuff...
by Corbin
Sun 05 Aug 2012 6:38 am
Forum: General Discussion
Topic: 3DGE Source Fork - 1.36C released!
Replies: 35
Views: 21679

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 with the language file, which of some of the editing took removing some garbled header stuff. Maybe attach the file?
by Corbin
Wed 25 Jul 2012 6:25 am
Forum: Help!
Topic: HELP Ceiling-based enemy
Replies: 2
Views: 2857

by Corbin
Wed 25 Jul 2012 6:24 am
Forum: Help!
Topic: IDEA motion tracker
Replies: 2
Views: 2630

by Corbin
Tue 10 Jul 2012 5:15 pm
Forum: General Discussion
Topic: 3DGE Source Fork - 1.36C released!
Replies: 35
Views: 21679

by Corbin
Sat 30 Jun 2012 4:23 am
Forum: Help!
Topic: Hi there. And a pair of questions
Replies: 4
Views: 3347

by Corbin
Sun 24 Jun 2012 11:16 pm
Forum: Other Gunk
Topic: Digitized Sprites.
Replies: 2
Views: 5437

by Corbin
Thu 21 Jun 2012 8:31 am
Forum: Help!
Topic: Hi there. And a pair of questions
Replies: 4
Views: 3347

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 your questions about Linux compiling...I'm Win32 only, though I'm sure Andrew can handle that one. Abo...
by Corbin
Tue 29 May 2012 6:55 am
Forum: Projects for EDGE
Topic: aBRASION update
Replies: 1
Views: 2990

Really looking forward to this one, for awhile now. Go Kronos go! :)
by Corbin
Wed 23 May 2012 7:49 pm
Forum: General Discussion
Topic: Titanium GL
Replies: 2
Views: 3717

by Corbin
Fri 11 May 2012 4:54 pm
Forum: Projects for EDGE
Topic: Laz WolfenDOOM updates
Replies: 10
Views: 9295

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 along with the viewheight. There is, I used it with Hypertension. I wonder if he created the levels him...
by Corbin
Fri 11 May 2012 6:12 am
Forum: Projects for EDGE
Topic: Laz WolfenDOOM updates
Replies: 10
Views: 9295

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 to add Astrostein support, that 3 part series was pretty fun. The mod works and runs great, by the way! Nice...
by Corbin
Wed 09 May 2012 4:09 pm
Forum: Projects for EDGE
Topic: Laz WolfenDOOM updates
Replies: 10
Views: 9295

by Corbin
Sun 06 May 2012 7:53 am
Forum: General Discussion
Topic: Sega Dreamcast port
Replies: 4
Views: 3953

by Corbin
Sun 06 May 2012 7:50 am
Forum: Projects for EDGE
Topic: zombie doom
Replies: 57
Views: 27095

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 coded quite reliably. That is why I wanted to focus on other things, like rendering improvements and split...
by Corbin
Wed 02 May 2012 5:36 pm
Forum: Projects for EDGE
Topic: zombie doom
Replies: 57
Views: 27095

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 use the original port. Evolving a port to compete is time consuming - DoomLegacy being a chief exam...
by Corbin
Mon 30 Apr 2012 11:12 pm
Forum: Projects for EDGE
Topic: zombie doom
Replies: 57
Views: 27095

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 and there on 3DGE again. I made steps last year to support Heretic but it didn't get too far without ma...
by Corbin
Thu 29 Dec 2011 10:09 pm
Forum: General Discussion
Topic: Android and EDGE
Replies: 2
Views: 3954

Wish I could crush these annoying spambots..
by Corbin
Thu 29 Dec 2011 10:06 pm
Forum: General Discussion
Topic: 3DGE Source Fork - MD3 Models and other stuff
Replies: 3
Views: 3574

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 returning become somewhat more capable working on the program than I would have staring at the code for a...
by Corbin
Sat 12 Nov 2011 11:19 pm
Forum: General Discussion
Topic: 3DGE Source Fork - MD3 Models and other stuff
Replies: 3
Views: 3574

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 others, supporting more than one mesh, and being able to use a Player model from Q3. I have hypothesized...
by Corbin
Sat 12 Nov 2011 11:11 pm
Forum: General Discussion
Topic: On the way to RC#2
Replies: 16
Views: 10410

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 instance, the weapon is zoomed in and you run out of ammo. Instead of reloading while Zoom is active, you can use t...
by Corbin
Wed 09 Nov 2011 10:38 pm
Forum: General Discussion
Topic: 3DGE Source Fork - 1.36C released!
Replies: 35
Views: 21679

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-order when it comes to multiple alpha channel surfaces. There is interference, which is mostly noticea...
by Corbin
Tue 18 Oct 2011 8:45 pm
Forum: General Discussion
Topic: 3DGE Source Fork - 1.36C released!
Replies: 35
Views: 21679

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 found the piece of code that I'm sure controls it, RAD_ActBenefitPlayers , so I'll just do some adjusting ...
by Corbin
Tue 18 Oct 2011 7:23 pm
Forum: General Discussion
Topic: 3DGE Source Fork - 1.36C released!
Replies: 35
Views: 21679

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 entry in DDF and do some RTS tagging, will it only affect the second player or both players at once? I...
by Corbin
Mon 17 Oct 2011 11:50 pm
Forum: General Discussion
Topic: 3DGE Source Fork - 1.36C released!
Replies: 35
Views: 21679

Yeah I've noticed some slight hiccups on this forum as well. We do have a backup board here , which also points to this forum and our sourceforge project page. Just throwing it out there. Been testing it out somewhat, split screen seems functional but the default mapped keys makes it hard to play. Y...
by Corbin
Tue 11 Oct 2011 9:41 pm
Forum: General Discussion
Topic: 3DGE Source Fork - 1.36C released!
Replies: 35
Views: 21679

Anyone not willing to test out the last build? Need feedback before I start rolling out the final.
by Corbin
Sun 02 Oct 2011 12:38 am
Forum: General Discussion
Topic: 3DGE Source Fork - 1.36C released!
Replies: 35
Views: 21679

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 verticle. Aside from that, I'm still working away at the heavier features and I'm actively thinking about h...
by Corbin
Mon 19 Sep 2011 9:10 am
Forum: Projects for EDGE
Topic: Calling on the Community
Replies: 1
Views: 3200

Abandoned the project, going to release the resources soon for whoever could use them.
by Corbin
Tue 23 Aug 2011 8:14 am
Forum: General Discussion
Topic: 3DGE Source Fork - 1.36C released!
Replies: 35
Views: 21679

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 Hypertension TC - scripts are fine no matter what player activates them, it's only the AI that's affected (whic...

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