Search found 697 matches

by andrewj
Sat 17 Jul 2010 2:10 am
Forum: Bug Reports
Topic: Falling Damage in Shallow Water
Replies: 3
Views: 3158

by andrewj
Fri 16 Jul 2010 6:46 am
Forum: Bug Reports
Topic: Falling Damage in Shallow Water
Replies: 3
Views: 3158

by andrewj
Tue 13 Jul 2010 3:16 am
Forum: Bug Reports
Topic: [FIXED] 1.35 Beta RTS delay
Replies: 1
Views: 2793

by andrewj
Fri 02 Jul 2010 9:33 am
Forum: Feature Suggestions
Topic: FPS increase?
Replies: 21
Views: 9708

I personally think that uncapping the framerate has little value (in a DOOM-based engine), and it's one of those things that once you start it's like a domino effect, where you keep finding more and more stuff which needs to be interpolated to keep everything looking smooth.
by andrewj
Mon 28 Jun 2010 3:19 pm
Forum: General Discussion
Topic: Andrew's Quake2 engine
Replies: 47
Views: 14682

Hope this clarifies things: Firstly I want to make a good Quake2 port, which runs well on Linux and Windows and has a few extra features. This Quake2 port might use COAL and DDF for the game logic. It would be a huge job to convert all the game logic to COAL/DDF, and I may not feel like doing that w...
by andrewj
Sun 27 Jun 2010 8:40 am
Forum: General Discussion
Topic: Test binary : EDGE 1.35b
Replies: 6
Views: 2966

The TX_START/END and HI_START/END stuff is mainly for compatibility with other ports. Originally it was a ZDoom feature, but PrBoom+ has added support and other ports will likely follow (if not done already). IMAGES.DDF is still the best way for EDGE mods, as you can specify scaling and offsets and ...
by andrewj
Sat 26 Jun 2010 7:04 am
Forum: Feature Suggestions
Topic: Just a small request : Lasers
Replies: 5
Views: 4502

I will consider it, lasers are something I have experimented with in the past -- e.g. I know that doing in DDF with very fast projectiles never works well.
by andrewj
Sat 26 Jun 2010 6:29 am
Forum: Bug Reports
Topic: Non-PowerOfTwo Textures troubleshoot.
Replies: 8
Views: 4688

Textures need to be power-of-two sizes to tile (repeat) properly. This is a limitation of standard OpenGL. Some modern cards (NVidia iirc) have an extension which allows non-power-of-two textures, but it is not common enough to make it absolutely required by EDGE. The other possibility is that EDGE ...
by andrewj
Sat 26 Jun 2010 6:09 am
Forum: General Discussion
Topic: Test binary : EDGE 1.35b
Replies: 6
Views: 2966

Test binary : EDGE 1.35b

Sorry for the delay on this. Here is a test binary for what I've done so far for EDGE 1.35 (which is not much). Main thing is that it fixes the COAL problem of not being able to redefine the draw_all() and begin_level() functions. A new feature is support for new textures between TX_START and TX_END...
by andrewj
Wed 16 Jun 2010 1:24 pm
Forum: Help!
Topic: Containing COAL inside WAD?
Replies: 15
Views: 6670

Could you implement something like "JumpInventory()" for DDF? That is a DDF function that checks if an item is in the player's inventory and then jumps to another frame or state. I have thought about it, but I don't think it would be a very useful feature, sorry. Also my desire to work on...
by andrewj
Fri 11 Jun 2010 7:10 am
Forum: General Discussion
Topic: Andrew's Quake2 engine
Replies: 47
Views: 14682

So basically, let me ask you straight up: Are you making this specifically for your game you want to make, or are you making it to be an EDGE-type of engine? First I want to make a good solid Quake2 engine with a few extra features. I don't know whether COAL scripting will be included in that, more...
by andrewj
Fri 11 Jun 2010 6:56 am
Forum: General Discussion
Topic: While we're on the subject...
Replies: 4
Views: 2471

by andrewj
Mon 07 Jun 2010 12:23 pm
Forum: General Discussion
Topic: Andrew's Quake2 engine
Replies: 47
Views: 14682

I was planning on using the directq engine, so have been learning quakec for a while now ..... but I think I be using this by the sounds of it. :D Heh "this" is still mostly vaporware. Who knows when it'll become good enough to actually mod with :) Yeah the game will have its own assets (...
by andrewj
Mon 07 Jun 2010 11:35 am
Forum: Feature Suggestions
Topic: Damage percentage zones
Replies: 19
Views: 9743

by andrewj
Sun 06 Jun 2010 2:36 pm
Forum: General Discussion
Topic: I'm confused...
Replies: 9
Views: 3581

Re: I'm confused...

My question is: Why? Why give the users the illusion that they can actually create a network game and play DM or Cooperative and play, for example, Immoral Conduct with their friends? It is a good point. I have renamed the "Host Net Game" menu to "Advanced Start" and removed the...
by andrewj
Sun 06 Jun 2010 1:59 pm
Forum: Bug Reports
Topic: [FIXED] Map 32 music playback
Replies: 3
Views: 3616

by andrewj
Sun 06 Jun 2010 12:50 pm
Forum: Help!
Topic: Containing COAL inside WAD?
Replies: 15
Views: 6670

Also, could you please implement any way to link COAL with RTS and/or DDF as well, something to start and stop COAL functions from within RTS or DDF, and viceversa? You are talking about using COAL for map scripting. That would be a major major feature, requiring months of work. Sorry but that is j...
by andrewj
Sat 05 Jun 2010 2:02 pm
Forum: General Discussion
Topic: Andrew's Quake2 engine
Replies: 47
Views: 14682

Ideas/thoughts/etc are welcome, I don't mind at all. When it comes to moddability, I guess I'm aiming for a fairly general-purpose engine where you could make nearly any FPS or 3rd-person game you want, or just extend the existing game. I spent a lot of time playing Nethack in the past, so I know a ...
by andrewj
Fri 04 Jun 2010 1:23 pm
Forum: General Discussion
Topic: Andrew's Quake2 engine
Replies: 47
Views: 14682

by andrewj
Fri 04 Jun 2010 5:25 am
Forum: Bug Reports
Topic: Inheritance not working...
Replies: 1
Views: 2776

This reply is a bit late, heh, and you probably know this already, but DDF inheritence was a feature of the 1.32 branch which was scrapped.

It is not supported in any released EDGE version.
by andrewj
Fri 04 Jun 2010 5:19 am
Forum: Help!
Topic: Containing COAL inside WAD?
Replies: 15
Views: 6670

Thanks Karnizero, your wad was a big help to find the problem. What is happening is that functions do replace other functions like they should, except the ones called directly from EDGE -- in particular the draw_all() function. I apologise for such a massively stupid bug :( I will consider making a ...
by andrewj
Thu 03 Jun 2010 2:39 pm
Forum: General Discussion
Topic: Andrew's Quake2 engine
Replies: 47
Views: 14682

you may call your engine "EDGE 2 Engine". A Q2 like engine, but also with the possibility to run Doom Style games (Doom, Hexen, Heretic, etc...) as well as Quake 1/2 like games (Hexen 2 for example), but with the new Graphics and Scripting mode. This is: read the Doom, Hexen, Heretic, <wh...
by andrewj
Tue 01 Jun 2010 4:44 am
Forum: General Discussion
Topic: Andrew's Quake2 engine
Replies: 47
Views: 14682

The term "First Person Roguelike" is a pretty good description of where this is heading. The other possibility I was considering was something like a Tomb Raider clone, which I have mostly rejected since it is not something you'd feel like playing again and again, no matter how great the l...
by andrewj
Tue 01 Jun 2010 4:15 am
Forum: Help!
Topic: Containing COAL inside WAD?
Replies: 15
Views: 6670

by andrewj
Sun 30 May 2010 11:13 am
Forum: General Discussion
Topic: Andrew's Quake2 engine
Replies: 47
Views: 14682

(I split this topic off from the other thread) @Lysander: I dunno about GLM, I think I'll worry about getting the Quake 1/2/3 model formats working first. It already supports ZIP/PK3. Since this is Quake2's networking code, playing over the internet should work fine. But I'm not making an online gam...
by andrewj
Fri 28 May 2010 3:25 am
Forum: Help!
Topic: Containing COAL inside WAD?
Replies: 15
Views: 6670

Leave the coal files (with .ec extension) in doom_ddf. There is no need to delete them. EDGE requires them, and loads them first before any wad lumps. You don't need to worry about coal_api.ec -- leave it alone. As usual, you need post the full error message (the bottom 10 or 20 lines of EDGE.LOG). ...
by andrewj
Mon 17 May 2010 2:50 pm
Forum: Bug Reports
Topic: [FIXED] Map 32 music playback
Replies: 3
Views: 3616

1. Open this file with NOTEPAD: doom_ddf/levels.ddf
2. Search for this: [MAP32]
3. Go to the line that says: MUSIC_ENTRY=31
4. Change the number to: 32
5. Save the file

Seems this bug has been in EDGE the whole time heh.
by andrewj
Fri 14 May 2010 7:27 am
Forum: General Discussion
Topic: DDFs inserted as lumps - problem
Replies: 5
Views: 2296

The current error (missing SARG_BROWN colormap) should not happen. The only way I can think of that happening is if you have your own DDFCOLM lump and put #CLEARALL at the beginning. The fix then is to remove that #CLEARALL. Using #CLEARALL is not recommended anymore, there are only two files where ...
by andrewj
Wed 12 May 2010 3:26 am
Forum: General Discussion
Topic: DDFs inserted as lumps - problem
Replies: 5
Views: 2296

Please post the debug.txt file then.
by andrewj
Sat 08 May 2010 3:18 pm
Forum: Help!
Topic: Angled_Spawn
Replies: 1
Views: 2486

It is meant to be used with (and only works with) the SPAWNER attack type. Without this flag, the child object is spawned with no speed and facing due east.

Go to advanced search