Search found 657 matches

by Corbin
Sat 20 Aug 2011 7:40 am
Forum: General Discussion
Topic: 3DGE Source Fork - 1.36C released!
Replies: 35
Views: 20415

Another update, I released 1.36.3b test , which includes a new parameter for testing the splitscreen in the engine (-splitscreen at runtime). This version was actually completed weeks ago but I decided to release something now rather than making you all wait for the planned stuff to surface. So, new...
by Corbin
Thu 28 Jul 2011 12:02 am
Forum: General Discussion
Topic: 3DGE Source Fork - 1.36C released!
Replies: 35
Views: 20415

To be fair Andrew did a lot of the work on this, but I plan on changing the orientation, and I'm in the process of creating a control scheme, and making splitscreen a dedicated menu. I am fixing the rest of the bugs with it as well. I'm also working on a few other things I mentioned, but it's merely...
by Corbin
Sat 16 Jul 2011 5:40 am
Forum: Bug Reports
Topic: The Music Won't Work!!! HELP!!!!!
Replies: 5
Views: 4692

Please do not double post in two separate threads - this will not get your problem fixed any quicker. I have chosen to respond at your previous thread instead.
by Corbin
Sat 16 Jul 2011 4:08 am
Forum: Help!
Topic: Goldeneye Doom 2 mod
Replies: 3
Views: 3044

Goldeneye sould work with the latest versions of EDGE/3dge - what errors are you running into? Gledge.exe sounds like pre-1.31, can you post the debug.txt? Would like to have the version specified if possible.
by Corbin
Fri 15 Jul 2011 6:06 am
Forum: Help!
Topic: Goldeneye Doom 2 mod
Replies: 3
Views: 3044

See . If you're running Vista or 7 you *have* to use this workaround.
by Corbin
Wed 06 Jul 2011 10:15 am
Forum: General Discussion
Topic: 3DGE Source Fork - 1.36C released!
Replies: 35
Views: 20415

I might make that a user defined option actually. New release coming soon, with a few [very] interesting features, such as post processing effects and splitscreen support. Also, a few small fixes left from EDGE and 3DGE. I'm also working on a wiki to update the DDF, RTS, and COAL documentation stuff...
by Corbin
Thu 23 Jun 2011 9:44 am
Forum: General Discussion
Topic: 3DGE Source Fork - 1.36C released!
Replies: 35
Views: 20415

Scream_Sound is hardcoded at -35 units. I might add an option to make it customizable though, that'd be pretty neat. About the STYLES, no, it functions how it did in 1.31. After that, Andrew made adjustments for hard-coded values, which are reverted here. God, I just realized I forgot to fix the spl...
by Corbin
Wed 22 Jun 2011 12:11 am
Forum: General Discussion
Topic: 3DGE Source Fork - 1.36C released!
Replies: 35
Views: 20415

Another (very) small update, I released 1.36.3a , which includes a new DDF function (scream_sound in THINGS for falling long distances, from Hexen), and a fix for the ability to customize menu and console graphics in styles.ddf. I was working on some stuff left over from Andy, but it's not included ...
by Corbin
Tue 21 Jun 2011 6:49 pm
Forum: Projects for EDGE
Topic: HYPERTENSION (2010 gameplay teaser, feedback here!)
Replies: 182
Views: 62980

by Corbin
Tue 21 Jun 2011 4:52 am
Forum: Projects for EDGE
Topic: HYPERTENSION (2010 gameplay teaser, feedback here!)
Replies: 182
Views: 62980

by Corbin
Wed 15 Jun 2011 5:41 pm
Forum: Projects for EDGE
Topic: HYPERTENSION (2010 gameplay teaser, feedback here!)
Replies: 182
Views: 62980

Maps aren't a huge concern, it's just getting the game code cleaned up (or rewritten). Getting all the enemies totally working, getting the weapons all working, getting the ambient effects working, stuff like that. What's the problem? Just take a look at the code of the MOD i did with the Blood wea...
by Corbin
Sat 11 Jun 2011 8:56 pm
Forum: Projects for EDGE
Topic: HYPERTENSION (2010 gameplay teaser, feedback here!)
Replies: 182
Views: 62980

by Corbin
Thu 09 Jun 2011 3:13 pm
Forum: Projects for EDGE
Topic: HYPERTENSION (2010 gameplay teaser, feedback here!)
Replies: 182
Views: 62980

by Corbin
Thu 09 Jun 2011 3:12 pm
Forum: General Discussion
Topic: 3DGE Source Fork - 1.36C released!
Replies: 35
Views: 20415

It works now with all your dlls. Are the decals working or not? I changed the player_punch attk "PUFF=PUFF" by "DECAL=PUFF", but game console complains about it, saying that such instruction doesn't exists. Also I noticed that the executable is using the caleb's face as icon. I ...
by Corbin
Thu 02 Jun 2011 4:47 pm
Forum: General Discussion
Topic: 3DGE Source Fork - 1.36C released!
Replies: 35
Views: 20415

That's only the sourceforge address, since it used a UNIX name scheme I could not start it with a numeral. I thought about using "hyper3DGE" but I liked the shorter name - its not meant to imply anything otherwise. Same goes for the wadfile - needed something short or very similar. In the ...
by Corbin
Thu 02 Jun 2011 4:39 pm
Forum: Projects for EDGE
Topic: HYPERTENSION (2010 gameplay teaser, feedback here!)
Replies: 182
Views: 62980

by Corbin
Fri 06 May 2011 10:10 pm
Forum: Projects for EDGE
Topic: Calling on the Community
Replies: 1
Views: 3015

Calling on the Community

Hey everyone, I wasn't sure if I should have created a thread here or added it as a reply to my other one. As you know (maybe), I've been keeping busy working on 3DGE, which is our continuation of this EDGE engine, and as such, I've lost a lot of help and contributors that were helping me finish up ...
by Corbin
Sat 30 Apr 2011 10:53 pm
Forum: General Discussion
Topic: 3DGE Source Fork - 1.36C released!
Replies: 35
Views: 20415

1.36.2 has been released ! http://sourceforge.net/projects/edge2/files/3DGE/binaries/1.36/ Good news here is that we decided to leave 1.32 and continue with what Andy released in 1.35 final. Saying this, we now have full compatibility with EDGE mods should you decide to give this a test run. ++ CHA...
by Corbin
Tue 26 Apr 2011 6:47 am
Forum: Help!
Topic: Edge 1.35 - weapon zoom
Replies: 5
Views: 3851

Was this an issue before 1.35?
by Corbin
Mon 25 Apr 2011 11:51 am
Forum: Help!
Topic: Edge 1.35 - weapon zoom
Replies: 5
Views: 3851

Are you using the console to set this? r_zoomfov to be specific? If not, if you could, list your code so it can be narrowed down.
by Corbin
Sat 16 Apr 2011 9:20 pm
Forum: Bug Reports
Topic: The Music Won't Work!!! HELP!!!!!
Replies: 5
Views: 4692

You need to download and extract into the root of your EDGE folder, name it 8MBGMPAT. Start EDGE, go into options and change your Music Device to TIMIDITY. Restart EDGE and it should take effect.
by Corbin
Tue 12 Apr 2011 7:58 am
Forum: General Discussion
Topic: 3DGE Source Fork - 1.36C released!
Replies: 35
Views: 20415

3DGE Source Fork - 1.36C released!

3DGE Source Port Announcement +++++++++++++++++++++++++++| http://www.doomwiki.org/w/images/2/22/Edge2logo.gif I want to note that I have started a fork of EDGE called hyper3DGE , or just 3DGE. We have opened a project site at SF ( http://edge2.sourceforge.net ). We are a team of 3 people who origi...
by Corbin
Sun 10 Apr 2011 1:44 am
Forum: Feature Suggestions
Topic: Decal Stuff in /source
Replies: 1
Views: 2233

Aha, think I'm getting on the right track in source. With edge discontinued I will have to get used to it.
by Corbin
Sat 09 Apr 2011 10:25 pm
Forum: General Discussion
Topic: EDGE 1.35 : DONE and DUSTED
Replies: 6
Views: 5381

It's been a great ride. :D 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)? I'll be calling it something different so...
by Corbin
Thu 07 Apr 2011 3:57 am
Forum: Feature Suggestions
Topic: Decal Stuff in /source
Replies: 1
Views: 2233

Decal Stuff in /source

Last minute one, I know the binary is already set to be released but... I have developed a rudimentary decal system using another set of PUFFS in the source. I have the decals only spawning on walls now, which is good, but nothing shows up on floor or ceiling anymore (alternatively, with the code ba...
by Corbin
Mon 14 Mar 2011 3:20 am
Forum: Bug Reports
Topic: PUFF Angles?
Replies: 3
Views: 3371

Great! Ill compile when I get back home tonight. Now, I was planning on duping the entire puff code in source (puff2), but have this puff check if it collides with floor or ceiling. If it returns true, I want the puff to not spawn. So basically have it only collide with "walls" or any rais...
by Corbin
Sun 13 Mar 2011 7:39 pm
Forum: Feature Suggestions
Topic: [last-minute] small feature requests before last release
Replies: 16
Views: 8437

by Corbin
Sun 13 Mar 2011 4:44 am
Forum: Bug Reports
Topic: PUFF Angles?
Replies: 3
Views: 3371

PUFF Angles?

Having a bit of an issue with PUFFs. Say I have a weapon that shoots a puff. What seems to happen is that when I shoot the weapon off, the PUFF state plays...but for some reason I can only see the puff (a model) from one angle. Say I'm shooting in a small box area and the PUFF is kicking in - I can ...
by Corbin
Fri 11 Mar 2011 9:47 pm
Forum: Bug Reports
Topic: RTS: Play_Sound ? variable?
Replies: 1
Views: 2546

RTS: Play_Sound ? variable?

I was wondering if you define a PLAY_SOUND in RTS as, say, DSDROPN?, if it will indeed cycle through them numerically?

I am testing that out in Hyper and it seems to only play one sound and not them both. Is the ? wildcard supported with RTS?
by Corbin
Sat 05 Mar 2011 3:04 am
Forum: General Discussion
Topic: Next test binary: EDGE 1.35c
Replies: 24
Views: 11850

Okay, cool. I have the flag changed to strip in the xming in the beginning, so maybe it's something else that's making the file size bigger (have a new icon, maybe that's it). Not sure how to run the strip command for the compiled exe by itself. One thing though, that I'm finding weird - the compile...

Go to advanced search