Search found 697 matches

by andrewj
Sat 08 May 2010 3:11 pm
Forum: Help!
Topic: Multiple sky textures in a single map?
Replies: 2
Views: 3017

The RTS CHANGE_TEX command can alter sky textures (over the whole map), although I'm not sure if it still works.

http://edge.sourceforge.net/rts_online/change_tex.htm
by andrewj
Sat 08 May 2010 2:58 pm
Forum: General Discussion
Topic: DDFs inserted as lumps - problem
Replies: 5
Views: 2296

Check the debug.txt file, there should be lines that look like this: Loading external Languages Loading DDFLANG from: ./icd-se.wad Loading external Sounds Loading DDFSFX from: ./icd-se.wad etc..... Did your weapons work before you put the DDF into the wad file? .
by andrewj
Sun 02 May 2010 8:52 am
Forum: General Discussion
Topic: Andrew's Quake2 engine
Replies: 47
Views: 14681

by andrewj
Thu 29 Apr 2010 1:41 pm
Forum: General Discussion
Topic: Andrew's Quake2 engine
Replies: 47
Views: 14681

At first I'll stick to the simple MD2 and MD3 model formats (and maybe MDL from Quake 1). I know these formats quite well now. A skeletal based format would be nice (Darkplaces has code for PSK), but I don't really "get" them -- in particular how you would control separate parts, like the ...
by andrewj
Thu 29 Apr 2010 2:40 am
Forum: General Discussion
Topic: Andrew's Quake2 engine
Replies: 47
Views: 14681

by andrewj
Tue 27 Apr 2010 3:03 pm
Forum: General Discussion
Topic: Andrew's Quake2 engine
Replies: 47
Views: 14681

Btw andrewj hows the quake 2 engine idea going? I have recently began work on it. It will use COAL for map/thing scripting and also HUD/UI scripting. It will probably use DDF for certain stuff (monsters and items in particular). It will have both software and OpenGL rendering, aiming at older compu...
by andrewj
Tue 27 Apr 2010 2:44 pm
Forum: Help!
Topic: Containing COAL inside WAD?
Replies: 15
Views: 6669

Use "COALHUDS" as the lump name.
by andrewj
Thu 08 Apr 2010 6:06 am
Forum: Feature Suggestions
Topic: BECOME and hitpoints
Replies: 1
Views: 2716

If you want to reset the health, then I suggest don't use BECOME, instead simply use SPAWN(NEWTHING) and #REMOVE on the old thing.
by andrewj
Fri 02 Apr 2010 2:53 pm
Forum: General Discussion
Topic: A sad 'goodbye' to EDGE Editing
Replies: 7
Views: 3023

(Excuse the bump) The truth is, EDGE no longer has any developers. I have moved on, just like Andrew Baker and Erik Sandberg before me. I'm now an "ex-developer" of a source port. And frankly, the only thing I miss is some of the nice people here. I think that EDGE still has a future, even...
by andrewj
Wed 30 Dec 2009 8:12 am
Forum: Projects for EDGE
Topic: EDGE Launcher
Replies: 9
Views: 3295

by andrewj
Thu 17 Dec 2009 9:00 am
Forum: Help!
Topic: Sprite(s) facing angle and other question.
Replies: 4
Views: 2027

by andrewj
Wed 16 Dec 2009 3:45 am
Forum: Projects for EDGE
Topic: EDGE Launcher
Replies: 9
Views: 3295

The README document that comes with EDGE contains a list of all the command-line parameters. Console variables can also be used on the command line, as long as you follow it with a value, for example: -in_grab 0 -ddf_strict 1 No EDGE version uses EAX (I think it requires licensing the tech from Crea...
by andrewj
Tue 15 Dec 2009 8:53 am
Forum: Feature Suggestions
Topic: Linear-Keyframe Interpolation
Replies: 5
Views: 2713

Here it how it works in EDGE:

When a state frame is longer than 1 tic, it will interpolate from the previous frame, but if you don't want that then just use a frame of 1 tic.

If that is not adequate, then I suggest you hire a decent programmer to improve it.
by andrewj
Tue 15 Dec 2009 8:14 am
Forum: Other Gunk
Topic: Door question....
Replies: 3
Views: 3084

Did you give the door sector a tag number?

And put that number in the arguments for the linedefs action?
by andrewj
Sun 06 Dec 2009 12:48 pm
Forum: General Discussion
Topic: Andrews been holding out on us! "Eureka!"
Replies: 7
Views: 3038

by andrewj
Thu 03 Dec 2009 1:43 pm
Forum: General Discussion
Topic: COAL manual WIP
Replies: 11
Views: 8793

Can I have your permission to include that in the document? That is OK. My document also has how to use COAL, and how it works. This is, like a C++ manual or something. Tonight I have been working on rewriting the LuaHUD manual for COAL. I was also planning soon to take the current language docs an...
by andrewj
Thu 03 Dec 2009 11:45 am
Forum: Help!
Topic: How this COAL functions do?
Replies: 3
Views: 1843

Many math functions (math.floor, math.sin etc) are the same as in Lua, see: http://www.lua.org/manual/5.1/manual.html#5.6 sys.assert() was replaced by plain assert(). It is for checking that something is the way you expect, e.g. assert(x != 0) will produce a fatal error when x is zero. math.getx() a...
by andrewj
Tue 01 Dec 2009 11:34 am
Forum: General Discussion
Topic: Last chance to report bugs!
Replies: 9
Views: 3974

by andrewj
Fri 27 Nov 2009 5:13 am
Forum: General Discussion
Topic: COAL manual WIP
Replies: 11
Views: 8793

me too.

P.S. updated the docs some with information on Operators.
by andrewj
Fri 27 Nov 2009 4:53 am
Forum: General Discussion
Topic: COAL manual WIP
Replies: 11
Views: 8793

Coal does not support arrays.
by andrewj
Mon 23 Nov 2009 2:55 am
Forum: General Discussion
Topic: ANNOUNCE: EDGE 1.34 Released!
Replies: 3
Views: 1838

I honestly don't know.
by andrewj
Fri 20 Nov 2009 12:49 pm
Forum: General Discussion
Topic: ANNOUNCE: EDGE 1.34 Released!
Replies: 3
Views: 1838

ANNOUNCE: EDGE 1.34 Released!

EDGE 1.34 Released! Grab it while it's hot folks!! List of Major Changes: ⋅  HUB support ⋅  Joystick support ⋅  obituary messages ⋅  improved console ⋅  two "Action" buttons for RTS scripting ⋅  standard DDF/RTS files moved out of...
by andrewj
Fri 20 Nov 2009 9:02 am
Forum: General Discussion
Topic: Last chance to report bugs!
Replies: 9
Views: 3974

by andrewj
Wed 18 Nov 2009 11:27 am
Forum: General Discussion
Topic: Last chance to report bugs!
Replies: 9
Views: 3974

Another way to fix a title screen is add an IMAGES.DDF entry like this:

[gfx:TITLEPIC]
IMAGE_DATA=LUMP:PNG:"BLAH";
by andrewj
Wed 18 Nov 2009 11:25 am
Forum: Feature Suggestions
Topic: Failed.Sound?
Replies: 3
Views: 1589

It is possible (but less easy) with RTS using TAGGED_USE and ONCONDITION NOT_RED_KEY or whatever.
by andrewj
Wed 18 Nov 2009 4:05 am
Forum: Feature Suggestions
Topic: A LOD system for edge?
Replies: 1
Views: 1214

That kind of management of video memory is really hard to do. Reminds me of the MegaTexture technology used in Rage, there is a powerpoint presentation describing how it works, very advanced stuff. LOD is more often used for models, use a lower polygon model for further away enemies, which can be ve...
by andrewj
Mon 16 Nov 2009 5:53 am
Forum: Projects for EDGE
Topic: Doomed Again - A high-res sprites mod for Doom (and more...)
Replies: 42
Views: 17474

that's why I did my best to reduce texture size to a minimum. For instance, only the "facing player" angle of the creatures is 512x512, the others are 256x256. All the frames that never stay on screen for more than a tenth of second also are in a lower resolution, such as the monsters' dy...
by andrewj
Sat 14 Nov 2009 1:27 pm
Forum: Projects for EDGE
Topic: Doomed Again - A high-res sprites mod for Doom (and more...)
Replies: 42
Views: 17474

That's what's great with sprites : no matter how detailed the original model is, you can have forty enemies on screen at a time without any slowdowns on any hardware. :) Yes and no, it depends on how high resolution the sprites are and how much video ram you've got. For example: 5 monsters * 20 fra...
by andrewj
Sat 14 Nov 2009 2:02 am
Forum: General Discussion
Topic: Last chance to report bugs!
Replies: 9
Views: 3974

@Lysander: not many changes: - fixed that loadgame crash - fixed a sector lighting effect - fixed SHIFT+PGUP, PGDN in the console @Corbin: titlescreens still work (e.g. QDoom still works). But you can't just replace the EDGE image anymore, you need a GAMES.DDF file or DDFGAME lump with #CLEARALL and...
by andrewj
Fri 13 Nov 2009 6:26 am
Forum: General Discussion
Topic: Last chance to report bugs!
Replies: 9
Views: 3974

Last chance to report bugs!


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