HUBS

Discuss anything EDGE-related that doesn't fall into the categories.

Moderators: andrewj, Corbin, Lobo

User avatar
andrewj
Posts: 698
Joined: Sat 05 May 2007 11:22 am
Location: Tasmania

HUBS

Postby andrewj » Fri 09 Oct 2009 10:56 am

I have implemented Hubs for EDGE 1.34 8)

You can find a test package, Edge-1.34d-Hubby, on the SourceForge download area:
http://sourceforge.net/projects/edge/files/

It includes a demo consisting of 6 maps which you can cross back and forth between, plus a text file describing how it works.

KNOWN PROBLEMS
- when you come back to a level, monsters have forgotten about you, hence they will be inactive and play the sight sound again. I'm working on a fix.

Other changes since 1.32a-TEST include fixing the crosshairs (can select in menus now), fixed some obituary messages, fixed the music detuning (on "SYSTEM" device), and new debug_fps and debug_pos cvars.

I still need to fix the texture corruption bug, add a few more cvars (for minor stuff), and a couple other things, and EDGE 1.34 will be ready for the Release Candidate.

User avatar
immortalundead
Posts: 77
Joined: Mon 14 May 2007 11:21 pm
Location: canada
Contact:

Postby immortalundead » Fri 09 Oct 2009 6:43 pm

just tested this out, this is awesome!

User avatar
Liberation
Posts: 338
Joined: Mon 14 May 2007 4:36 pm
Location: England

Postby Liberation » Sun 11 Oct 2009 11:24 am

Wow Hubs! thats very cool and abit random, i be testing it out later!

User avatar
Corbin
Posts: 657
Joined: Mon 09 Jul 2007 6:10 am
Location: vice city, california
Contact:

Postby Corbin » Mon 12 Oct 2009 7:59 pm

A minor bug but the Timidity/System won't play MIDI files that have been imported and/or converted to MUS format. For instance, there are a few MIDI's we have created for Hypertension that used to work before. I'm not sure if it's because I'm using the System mapper or not.

The system mapper seems to be a bit slower and unresponsive as far as MUS playback goes. I haven't tried Timidity but it was nice that System worked without any patches. It's just that System device isn't that great as far as speed and correctiveness goes.

Other than that the Hubs work great. Is there anyway you can make it where you transition, your weapon doesn't play the "raise" states and just stays static? I've noticed it happen a couple of times.

Good job. We're going to build our new version from 1.34. =)

User avatar
Liberation
Posts: 338
Joined: Mon 14 May 2007 4:36 pm
Location: England

Postby Liberation » Mon 12 Oct 2009 8:06 pm

Can i ask how your guys got decals working?

User avatar
Corbin
Posts: 657
Joined: Mon 09 Jul 2007 6:10 am
Location: vice city, california
Contact:

Postby Corbin » Mon 12 Oct 2009 8:28 pm


User avatar
andrewj
Posts: 698
Joined: Sat 05 May 2007 11:22 am
Location: Tasmania

Postby andrewj » Mon 12 Oct 2009 11:56 pm


User avatar
Lobo
Posts: 347
Joined: Wed 09 May 2007 8:04 pm
Location: Spain
Contact:

Postby Lobo » Tue 13 Oct 2009 9:28 pm

Looking good so far.

Quick questions:
1. Do we still have DDF inheritance?
2. Are we still going to be able to handle multiple different types of DDF in each file/Lump?
, Lonely Meadows TC,
, DoomP.A.L.

User avatar
andrewj
Posts: 698
Joined: Sat 05 May 2007 11:22 am
Location: Tasmania

Postby andrewj » Wed 14 Oct 2009 12:38 am


User avatar
Corbin
Posts: 657
Joined: Mon 09 Jul 2007 6:10 am
Location: vice city, california
Contact:

Postby Corbin » Wed 14 Oct 2009 8:22 am


User avatar
andrewj
Posts: 698
Joined: Sat 05 May 2007 11:22 am
Location: Tasmania

Postby andrewj » Thu 15 Oct 2009 3:40 am


User avatar
Corbin
Posts: 657
Joined: Mon 09 Jul 2007 6:10 am
Location: vice city, california
Contact:

Postby Corbin » Mon 19 Oct 2009 8:36 am

Sweet.

Hey any word on when 1.34 final is coming out? Like I said I don't mean to bother you about it but...yeah...=)


Return to “General Discussion”

Who is online

Users browsing this forum: No registered users and 6 guests