
Please see this post - EDGE Devbuilds are hosted at DRDTeam, which means Win32 binaries
can be downloaded as we make updates and bugfixes. As always, 2.0.4 Final is considered the last
truly stable release, but 2.1.0's Devbuilds are superior in almost every way, minus the occasional
drops in stability:
http://devbuilds.drdteam.org/3dge/
--end snipplet--
Original post advertising 3DGE 2.1.0-Test 2 from August 22, 2016:

EDGE 2.1.0-Test2 is ready for download!
Download 2.1.0-Test2 here
Please read the changelog and browse through /docs if you encounter any issues or have questions.
Here's a copy of the Changelog:
- (August 2016)
RELEASED 8.22.2016
+ Bug Fix: Fixed shifting animated sprites in THINGS.ddf (torches, barrells, etc)
https://sourceforge.net/p/edge2/bugs/20/
+ Bug Fix: Inverted wall tiles in mirror were showing wrong previously, and item floating on player crouch
https://sourceforge.net/p/edge2/bugs/19/
+ Bug Fix: Tile bug with certain wall textures, notable on 128x96 textures (patches and PNG/JPG/TGA)
https://sourceforge.net/p/edge2/bugs/21/
+ Bug Fix: Verticle Attack Range (chainsaw/punch, etc) now being checked and calculated using slope float.
https://sourceforge.net/p/edge2/bugs/16/
+ Bug Fix: grAb chunk for PNG sprites works properly now.
https://github.com/3dfxdev/hyper3DGE/co ... a72c170442
+ Bug Fix: 3DGE now unloads level on level exit to stop SFX
https://github.com/3dfxdev/hyper3DGE/co ... e1fdf8d2df
+ Bug Fix: 3DGE now warns the user if an image in DDF is missing, rather than exiting.
https://sourceforge.net/p/edge/bugs/135/
+ Bug Fix: fixed non-solid blend error/behavior for transparency.
https://github.com/3dfxdev/hyper3DGE/co ... 7fe412ddb5
+ Bug Fix: Fixed Z Momentum clearing to fix jumping behavior
https://github.com/3dfxdev/hyper3DGE/co ... c84187e470
+ Bug Fix: Icon of Sin Finale in DOOM II working again
+ Bug Fix: finales are now skippable in DOOM 1 episodes without the "black screen of death"
https://github.com/3dfxdev/hyper3DGE/co ... 71d8511a4a
+ Bug Fix: Light-Amp Goggles/Nightvision graphics now show up properly in COAL_HUD.ec
http://www.tdgmods.net/smf/viewtopic.php?p=4357#p4357
+ Bug Fix: DOOM 1 episode end maps will skip intermission screen instead of displaying stats screen (Added STATS=NONE;)
+ Bug Fix: "Picked up a armor bonus" text changed to "Picked up an armour bonus" in DDFLANG (doom_ddf).
+ Bug Fix: SDL2 Resolution Handling/Window Management has been fixed
https://sourceforge.net/p/edge2/bugs/8/
+ Bug Fix: Brightness changes on dual-monitor setups no longer affect both screens
https://sourceforge.net/p/edge2/bugs/1/
+ Bug Fix: 'Use Key' moved to second control page (the previous way prevented reliable changes to major key assignments)
http://forum.zdoom.org/viewtopic.php?p=912205#p912205
+ Bug Fix: Behavior of volume control buttons in previous SDL1 builds is now fixed and works properly with SDL2
https://sourceforge.net/p/edge2/bugs/9/
+ Bug Fix: OPL3 mode fixes.
https://github.com/3dfxdev/hyper3DGE/pull/17
+ Bug Fix: Screen mode wipes correctly display in OPTIONS menu.
https://sourceforge.net/p/edge2/bugs/7/
+ Bug Fix: Interpolation fixes, and VSYNC is restored in the OPTIONS menu.
- If you use VSYNC, make sure its value is set to '2' or higher in the console, using the r_vsync CVAR.
- Failing to do so will result in a poor framerate and a host of other issues.
+ Bug Fix: Archivile's attack range was previously Unlimited - added ATTACKRANGE=1024; to mimick Vanilla behavior instead.
https://sourceforge.net/p/edge2/bugs/15/
+ Bug Fix: Mancubus was invulnerable to Chainsaw damage - changed ATTACKRANGE from 63.9 to 96 (same as punch/Vanilla)
https://sourceforge.net/p/edge2/bugs/2/
+ New Menu: Multiplayer, with the option to start a split-screen game and some basic configurations for the game.
- You must END GAME (leave game in OPTIONS menu) to reset the gamestate to one-player (for now...)
+ PAK support is mostly completed, and can be used for mods (must have .PAK extension, directory trees not yet supported)
+ NEW FEATURE: New -modpalette command, used to override PLAYPAL for modders who do not wish to use multiple palettes (the 'EDGE' system)
+ DDF: Added GLOOP_SOUND to Things.DDF (GLOOP_SOUND="DSGLOOP";) and in SOUNDS.DDF - it is played when the player steps on a liquid flat.
+ COMPATIBILITY: You must now specify #VERSION 210 to all DDF files in order to use them with 3DGE -- otherwise, you will be forced to run your
mod with a new command-line switch -v135. If mods are made with EDGE 1.29 or lower, use the switch -v129.
+ Revised dynamic lighting, much more natural to their attached objects, and vastly reduced surface areas.
+ Heretic support has been vastly improved, but the full-screen overlay HUD still fails to take into account the different Heretic weapon offsets.
+ Heretic menus have been fixed as well. Numerous other small fixes for compatibility. No longer need 'HERFIX.wad'.
+ Two HUDS are now available - standard Heretic, and 3DGE's 'overlay'. Standard Heretic HUD still needs lifechain and lifegem fixes in coal_hud.ec
+ Heretic can now be started without using the batchfile. Heretic's DDF files are located in its own directory, called 'her_ddf'.
+ Staged Wolf3D and ROTT support with command-line args, and DARKWAR.WAD is recognized, but these are far from complete (don't try to load 'em!)
+ DDF's must now be appended with the following version directive: #VERSION 210, and if you load a mod that is designed for anything lower than 3DGE 1.36, a fatal crash will occur -- there is no reliable way to load very old mods (below EDGE 1.29), so they need to be manually patched!