Search found 657 matches

by Corbin
Fri 17 Sep 2010 8:09 pm
Forum: Bug Reports
Topic: [FIXED] Colormap Hex Bug
Replies: 11
Views: 5512

by Corbin
Mon 13 Sep 2010 11:13 pm
Forum: General Discussion
Topic: Any Active Projects?
Replies: 13
Views: 7604

by Corbin
Thu 09 Sep 2010 5:36 pm
Forum: General Discussion
Topic: Any Active Projects?
Replies: 13
Views: 7604

I think I can speak for Fiend as well as myself that we're hoping EDGE goes out with a bang with HT. It sucks that it's ending but all good thing must end sometime, you've done great work man. Through it all, I can say it was worth it. Speaking of, any word on that bugfix release? Also - CeeJay, hav...
by Corbin
Thu 02 Sep 2010 8:48 am
Forum: General Discussion
Topic: Any Active Projects?
Replies: 13
Views: 7604

Any Active Projects?

by Corbin
Tue 24 Aug 2010 5:32 pm
Forum: Bug Reports
Topic: [FIXED] Colormap Hex Bug
Replies: 11
Views: 5512

by Corbin
Tue 24 Aug 2010 2:53 am
Forum: Projects for EDGE
Topic: HYPERTENSION (2010 gameplay teaser, feedback here!)
Replies: 182
Views: 66436

by Corbin
Sat 21 Aug 2010 11:41 am
Forum: Other Gunk
Topic: Nightmare Onida
Replies: 0
Views: 2969

Nightmare Onida

Okay, so this is a new project that I started a few days ago to deepen my understanding of Quake engines (namely, Dark Places). Was able to get fixed camera angles and other things, so thinking about making an AiTD-type game or something. Not much from it. http://lh5.ggpht.com/_5ZuQ6ZdYe_A/TG-3XPixb...
by Corbin
Sat 21 Aug 2010 8:31 am
Forum: Projects for EDGE
Topic: C.J. 'S Wolf3D-TC
Replies: 24
Views: 14225

With all of your experience working with WolfenEDGE I bet you could make some pretty gnarly updates to the old Wolf mods (Artic Wolf, etc). That'd be pretty cool!
by Corbin
Fri 20 Aug 2010 7:20 am
Forum: Projects for EDGE
Topic: C.J. 'S Wolf3D-TC
Replies: 24
Views: 14225

CJ, just saw the new video, it's looking really good.

I love how each EDGE project looks so diverse and unique in its own way. Your mod feels and looks JUST like Wolf3d, maybe you should keep the 64x64.

Love the usable drinking faucets!

Rock on and keep it up!
by Corbin
Thu 19 Aug 2010 5:13 pm
Forum: Bug Reports
Topic: [FIXED] Colormap Hex Bug
Replies: 11
Views: 5512

I'm sorry, I understand that there's not many projects going for it at the moment, but I want you to know that we're actively developing for it. So, any work that you do on it isn't a waste of time for me in particular. I try to put everything you put out to good use, and hopefully it will pay off i...
by Corbin
Wed 18 Aug 2010 9:48 am
Forum: Bug Reports
Topic: [FIXED] Colormap Hex Bug
Replies: 11
Views: 5512

by Corbin
Mon 09 Aug 2010 9:17 pm
Forum: Bug Reports
Topic: [FIXED] Colormap Hex Bug
Replies: 11
Views: 5512

Any luck?
by Corbin
Sat 07 Aug 2010 12:17 am
Forum: Projects for EDGE
Topic: HYPERTENSION (2010 gameplay teaser, feedback here!)
Replies: 182
Views: 66436

Newest HD trailer, view in 720p for full resolution . This is probably one of the last trailers we'll put out. Game is over half way done now, if you still would like to help us out there's tons of small work to be done, just let me know! Comments? There's even a bit of 32X footage near the end. XD
by Corbin
Tue 27 Jul 2010 8:58 pm
Forum: Bug Reports
Topic: [FIXED] Colormap Hex Bug
Replies: 11
Views: 5512

[FIXED] Colormap Hex Bug

Something Fiend and myself noted recently, we tried changing the blue water to a lighter hue in COLMAP.ddf but it didn't work. In COLMAP it should allow us to remap to a hex color. It isn't working, here's an example of what code we used: [WATER] // BLUE WATER HUE LUMP="WATERMAP"; START=0;...
by Corbin
Tue 20 Jul 2010 6:40 am
Forum: Feature Suggestions
Topic: FPS increase?
Replies: 21
Views: 9628

Corbin, just freaken retire your old voodoo card! Put it under glass, or fame it since its a collectors item.... I have stacks of old 32mb Diamond Viper770's I may be willing to trade for some voodoos. So speaking of those...I just bought a brand-new, SoTA rig and yeah...no need for an FPS increase...
by Corbin
Tue 20 Jul 2010 6:39 am
Forum: General Discussion
Topic: Next test binary: EDGE 1.35c
Replies: 24
Views: 12089

by Corbin
Wed 14 Jul 2010 10:11 am
Forum: Feature Suggestions
Topic: FPS increase?
Replies: 21
Views: 9628

Correct me if I'm wrong, but doesn't Edge have more in common with the Build engine than with ID tech 1 at this point? If that's true it makes more sense about limiting the frame rate. ZDoom is closer to Build is the sense that it has a more powerful scripting engine and incorporates some sort of r...
by Corbin
Wed 30 Jun 2010 11:17 pm
Forum: Feature Suggestions
Topic: FPS increase?
Replies: 21
Views: 9628

Many ports that are under development no longer limit themselves to 35 fps. Some even give the end user the option of choosing capped or uncapped frame rates (PrBoom++). Trying too hold up one doom standard while tossing others aside is silly. This. All I think we're trying to convey is that it'll ...
by Corbin
Wed 30 Jun 2010 8:09 am
Forum: Feature Suggestions
Topic: FPS increase?
Replies: 21
Views: 9628

I second this. How difficult would it be to uncap to 60fps? My guys were experimenting with it but decided they didn't know enough about how DOOM worked so they stopped. Not like it's essential, the engine still looks and runs great at the capped framerate, but it would be nice to uncap it and put i...
by Corbin
Mon 28 Jun 2010 8:43 am
Forum: General Discussion
Topic: Test binary : EDGE 1.35b
Replies: 6
Views: 2966

by Corbin
Sat 26 Jun 2010 6:53 pm
Forum: Feature Suggestions
Topic: 3DModels vertical angle.
Replies: 4
Views: 3458

by Corbin
Sun 20 Jun 2010 12:11 am
Forum: Projects for EDGE
Topic: HYPERTENSION (2010 gameplay teaser, feedback here!)
Replies: 182
Views: 66436

Thanks man.

by Corbin
Sun 20 Jun 2010 12:09 am
Forum: Bug Reports
Topic: Non-PowerOfTwo Textures troubleshoot.
Replies: 8
Views: 4639

by Corbin
Sun 20 Jun 2010 12:08 am
Forum: Help!
Topic: MD3 MODELS, HOW-TO?
Replies: 2
Views: 2834

by Corbin
Fri 18 Jun 2010 10:05 pm
Forum: Bug Reports
Topic: Non-PowerOfTwo Textures troubleshoot.
Replies: 8
Views: 4639

Remove the scale line - does the texture apply itself correctly?
by Corbin
Thu 17 Jun 2010 9:56 pm
Forum: Bug Reports
Topic: Non-PowerOfTwo Textures troubleshoot.
Replies: 8
Views: 4639

EDGE should support non-power-of-2 textures - I've used them before with no problems. Was the texture applied correctly? I've not had the issue - I've used HD textures 4x that size and scaled them in IMAGES with no problems. So 1024/768, 800/600, lower or higher, all of it works. Maybe it's a proble...
by Corbin
Thu 17 Jun 2010 9:59 am
Forum: Help!
Topic: Containing COAL inside WAD?
Replies: 15
Views: 6625

by Corbin
Sun 06 Jun 2010 7:37 am
Forum: Projects for EDGE
Topic: HYPERTENSION (2010 gameplay teaser, feedback here!)
Replies: 182
Views: 66436

Yeah, based on the reactions we've gotten, most people who liked Blood will enjoy it, but an even bigger demographic never played or heard of Blood, and almost all of them are looking forward to the game. It's in an interesting position. Then there's the people who just hate it because it's not &quo...
by Corbin
Thu 03 Jun 2010 6:15 am
Forum: Projects for EDGE
Topic: HYPERTENSION (2010 gameplay teaser, feedback here!)
Replies: 182
Views: 66436

In the waterfall screenshot, the water splash produces by the waterfall colliding with the lake surface, doesn't looks much realistic. You can make a pseudo-random-particle-generator that creates dark blue, light blue and white particles, so it look much better. This is, like the SkullTag Engine Fo...
by Corbin
Thu 27 May 2010 10:40 pm
Forum: Help!
Topic: Containing COAL inside WAD?
Replies: 15
Views: 6625

Hey, quick question - now that I'm testing it, it bombs out with "error compiling coalhuds" when put into the wad file. If I attempt to remove the same lump externally (coal_hud.ec), the engine will bomb out because it can't find /doom_ddf/coal_hud.ec. So one more time - I put the coal_hud...

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