Search found 391 matches
- Sun Oct 18, 2020 3:02 pm
- Forum: Fixed Bugs
- Topic: [FIXED] Doom2 Map05: TAG 9 bug
- Replies: 6
- Views: 18561
- Gender:
Re: Doom2 Map05: TAG 9 bug
I can do this. As long as map authors who develop for EDGE and have MaP05 remember that this is in the base doom_ddf definitions I don’t see a problem with it. Might want to add additional tag information for SP/MP/etc...I’ll play around with it. @Lobo: if you have time, open a PR on GitHub with the...
- Sun Oct 18, 2020 3:00 pm
- Forum: Bug Reports
- Topic: STYLES.DDF does not affect RTS Menus or tips.
- Replies: 1
- Views: 8836
- Gender:
Re: STYLES.DDF does not affect RTS Menus or tips.
This initially was a limitation of how old menus were coded into RTS. RTS_MENU, IIRC. I’d much rather move that menu definition code into COAL.. I’ll see about updating those with RTS. Ideally I want to move the entire menu sub-system over to COAL, in much the same way QuakeC manages its menu system...
- Sat Oct 03, 2020 9:38 am
- Forum: Fixed Bugs
- Topic: [FIXED] Colormapped sector issue
- Replies: 12
- Views: 30297
- Gender:
Re: Colormapped sector issue
Okay I think I know what happened - we have three separate shader systems. One is the legacy dynamic light/image/color blends, one is the system from an older version of GZDoom, and the third is the Normal/Specular dynamic light/image/color system. There was something that I had requested long ago f...
- Sat Oct 03, 2020 9:33 am
- Forum: Bug Reports
- Topic: Status bar, black space.
- Replies: 1
- Views: 8930
- Gender:
Re: Status bar, black space.
This is indeed a side effect with post processing, specifically the Lens Distortion shader or something like perspective correction... (if I’m thinking of the right ones... haven’t slept in 2 days). Or it might be “r_stretchworld” or something along those lines. I’m going to implement a simple clear...
- Sat Sep 19, 2020 4:24 pm
- Forum: Feature Suggestions
- Topic: On player death, auto-load last save game
- Replies: 1
- Views: 9111
- Gender:
Re: On player death, auto-load last save game
This might be complicated; the way EDGE’s save game code works is a little over-engineered. I’ll try to look into it sometime though!
- Sat Sep 19, 2020 3:37 pm
- Forum: Support and Help
- Topic: Audio problems!
- Replies: 2
- Views: 12447
- Gender:
Re: Audio problems!
Has anyone confirmed this is still an issue? Ryan Gordon took care of this and haven’t heard anything since. Just want feedback before I close the ticket.
- Sat Sep 19, 2020 3:27 pm
- Forum: Bug Reports
- Topic: Skipping intro video causes crash
- Replies: 2
- Views: 10326
- Gender:
Re: Skipping intro video causes crash
Implemented and will be in the next devbuild. Side note; I’ve also replaced our ROQ player with an all-in-one media handler (SDL_KitchenSink), though this will *require* the use of ffmpeg and all of its libraries on Windows which will be provided in the archive packages which will make said archives...
- Wed Aug 19, 2020 9:46 pm
- Forum: Bug Reports
- Topic: DDFGAME: NAME_GRAPHIC="M_EPI5" breaks loading
- Replies: 3
- Views: 11459
- Gender:
Re: DDFGAME: NAME_GRAPHIC="M_EPI5" breaks loading
Aha - so NAME_GRAPHIC=M_EPI5 is associated with "E5M1", which is SIGIL's episode format. This is what is causing it. Since it is referencing that name graphic which is normally associated with SIGIL. This is partly the reason why I want to introduce namespaces in ./base/ -- so it'll eliminate these ...
- Wed Aug 19, 2020 9:07 am
- Forum: Bug Reports
- Topic: DDFGAME: NAME_GRAPHIC="M_EPI5" breaks loading
- Replies: 3
- Views: 11459
- Gender:
Re: DDFGAME: NAME_GRAPHIC="M_EPI5" breaks loading
Hmmm..I think I might know what happened. This M_EPI5 business was a side effect of supporting SIGIL as if you load Ultimate DOOM and SIGIL as PWADS with DOOM2 as the IWAD, you get all “6” episodes. There was a patch for older versions released here . IIRC it was implemented in the EPK with all rele...
- Sun Aug 16, 2020 10:19 am
- Forum: Fixed Bugs
- Topic: [Fixed] Latest test build - calling external PNG files
- Replies: 2
- Views: 12696
- Gender:
[Fixed] Latest test build - calling external PNG files
AFAIK this has been fixed. If not, re-open topic and move back here.