3DGE 2.1.0-Test3 DevBuilds (DRDTeam)

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Coraline
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Re: 3DGE 2.1.0-Test2 Released (8.22.2016)

Postby Coraline » Wed Aug 16, 2017 1:37 am

Hmm, just so I can properly track down that Access Violation, run this version:

https://devbuilds.drdteam.org/3dge/EDGE ... 5d03749.7z

Then, I should be able to track down that bad code, since that version is the most recent
I have built that includes debugging information =)
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Re: 3DGE 2.1.0-Test2 Released (8.22.2016)

Postby CeeJay » Wed Aug 16, 2017 8:08 am

I still have the same issue.

crashlog


debug



EDIT:

On another note I've noticed with 3DGE v2.1.0 - TEST3(205af44) that the frame counter keeps turning itself on every time you restart. Isn't it saved in the config?

And...

Shouldn't most of the debugging stuff be in Screen Options?

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Coraline
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Re: 3DGE 2.1.0-Test2 Released (8.22.2016)

Postby Coraline » Thu Sep 21, 2017 2:14 pm

I've released a new testbuild of 3DGE Test3 which brings it closer to a final release of 2.1.0.

https://devbuilds.drdteam.org/3dge/EDGE ... 39864ea.7z

I've fixed numerous bugs since the last test, and cleaned up the menu drawers once again.
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Re: 3DGE 2.1.0-Test2 Released (8.22.2016)

Postby Coraline » Tue Sep 26, 2017 4:05 pm

I'm going to make another official release of 2.1.0 - Test3 (finally!), so that should happen
later tonight. Numerous bug fixes, fixes with the physics, and other things have been
implemented.

Very soon, I'm going to start another fork of EDGE after 2.1.0 official comes out, because
I am planning on rewriting the entire renderer for the game engine (that will come with
massive increases in speed). I will also rewrite the interpolation code for much smoother,
more consistent framerates.

If there are any last-minute serious bugs for me to attend to, please make it known before
I start this major undertaking.

Thanks EDGE community! <3
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Coraline
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Re: 3DGE 2.1.0-Test2 Released (8.22.2016)

Postby Coraline » Wed Sep 27, 2017 6:26 am

Almost ready to make Test3 official - I uploaded another DevBuild that has working
Two-Player splitscreen (as long as Player 1 uses a controller and Player 2 uses
the mouse/keyboard). So that's nice to have now =)

Also, I made a very important change to the interpolation code that should make
the game run even smoother. It does not update the main Display routine anymore,
it's all handled in the global Thinker system. This automatically cut the amount of
wasted frames in half, and so far, I've noticed much smoother gameplay.

Minor changes were done to the physics to try and restore the old bounce behavior.

Try it out and let me know what ya'll think:

https://devbuilds.drdteam.org/3dge/EDGE ... 2e595d3.7z
\(סּںסּَ` )/ۜ

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Re: 3DGE 2.1.0-Test2 Released (8.22.2016)

Postby RUNSABER » Thu Sep 28, 2017 4:17 am

RUNS SMOOTH AS EVER, LIKE BUTTER

Pop this in and give it a whirl! I'm gonna add a second Spawn point for co-op plays!

https://bitbucket.org/WIZARDBAT/3dge-pr ... 3DGE64.wad

- Public Repository for 3DGE 64.


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