Currently, most RTS options in STYLES.ddf have no affect.
In theory we should be able to set fonts, size, and colours.
Search found 97 matches
- Sun Oct 18, 2020 3:10 am
- Forum: Bug Reports
- Topic: STYLES.DDF does not affect RTS Menus or tips.
- Replies: 1
- Views: 8836
- Sun Oct 18, 2020 3:06 am
- Forum: Feature Suggestions
- Topic: New Levels.ddf special: DLIGHTS
- Replies: 1
- Views: 11697
New Levels.ddf special: DLIGHTS
A new Special flag for Levels.ddf which allows us to turn OFF Dlights for a specific level. I noticed that the major frame drop on map01 of Robotech FirstGen is due to the dlights, so if I could just deactivate them for this particular map then that would be quite handy. Bit selfish and very low pio...
- Sun Oct 18, 2020 2:26 am
- Forum: Fixed Bugs
- Topic: [FIXED] Doom2 Map05: TAG 9 bug
- Replies: 6
- Views: 18564
Re: Doom2 Map05: TAG 9 bug
I'm wondering if some kind of RTS script could get around this issue?
- Sun Oct 18, 2020 2:25 am
- Forum: Bug Reports
- Topic: Sliding Doors do not show on automap
- Replies: 0
- Views: 23704
Sliding Doors do not show on automap
Sort of a grey area between bug and feature request:
Sliding Doors should show on the automap. Even though they are 2-sided lines, EDGE should consider them as solid lines and show them as if they were any other door.
Sliding Doors should show on the automap. Even though they are 2-sided lines, EDGE should consider them as solid lines and show them as if they were any other door.
- Sun Oct 18, 2020 2:16 am
- Forum: Fixed Bugs
- Topic: [FIXED] Doom2 Map05: TAG 9 bug
- Replies: 6
- Views: 18564
[FIXED] Doom2 Map05: TAG 9 bug
The MAP05 thing is related to how the sector with the blue armor and shotgun guys is incorrectly tagged with tag #9, which is also used on one of the doors nearby to a little room with an imp and some shotgun cells. So when you open that door it also tries to open the sector with the MegaArmor. The ...
- Sat Oct 17, 2020 11:49 am
- Forum: Bug Reports
- Topic: [ACCEPTED] SLIDER.SFX_OPEN ignored when monsters use door
- Replies: 1
- Views: 11815
[ACCEPTED] SLIDER.SFX_OPEN ignored when monsters use door
SLIDER.SFX_OPEN won't play if the SLIDER is activated by something other than a player (monsters).
- Thu Oct 15, 2020 1:17 pm
- Forum: Bug Reports
- Topic: COAL: cannot turn off automap walls
- Replies: 0
- Views: 23795
COAL: cannot turn off automap walls
In theory this should turn off walls being visible on the automap:
hud.automap_option(hud.AM_WALLS, 0)
But it is ignored.
hud.automap_option(hud.AM_WALLS, 0)
But it is ignored.
- Tue Oct 13, 2020 9:12 am
- Forum: Bug Reports
- Topic: Controller pad: some buttons not allowed
- Replies: 0
- Views: 23498
Controller pad: some buttons not allowed
Some usb controller buttons are not recognized by Edge and cannot be mapped to actions. The DPad for example. Also, some actions are hard coded and do not allow redefining i.e. quick save/load. It would be interesting to know what the incomprehensible string in edge.ini/.cfg actually means, or how i...
- Mon Oct 12, 2020 12:54 pm
- Forum: Feature Suggestions
- Topic: New things.ddf Property: SIGHT_DISTANCE
- Replies: 0
- Views: 23371
New things.ddf Property: SIGHT_DISTANCE
We have SIGHT_ANGLE and SIGHT_SLOPE for controlling what a thing can see. But we cannot control the Distance it can see. This would open up lot's of possibilities for Stealth mechanics. Have short sighted things that we could sneak up on (like Metal Gear Solid), not like now where they see you clear...
- Sun Oct 11, 2020 11:23 pm
- Forum: Mods/Projects
- Topic: DAMNED - [RELEASED]
- Replies: 22
- Views: 54523
Re: DAMNED - [RELEASED]
The latest release I've got is full of bugs, to the point where a lot of your cool effects don't actually work at all! Apart from the usual things like typos and missing commas, there are whole ddf entries which are erroneous and don't run. Took me more than an hour to get it near the way you intend...