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EDGE-Classic 1.38

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@dashodanger dashodanger released this 28 Aug 05:29
· 121 commits to master since this release

Available Downloads

edge-classic-win64.zip - 64-bit MSVC build for Windows Vista and up. May require installing the Visual C++ Redistributable from Microsoft's download page.. Expected SHA256 hash 20F5066C4289C6E227028B8C55DE71BFAFD459B33A7CB8E2464795333FEBF75E
edge-classic-win32.zip - 32-bit MinGW build for Windows XP and up. Has all required libraries included. Minimum Pentium 4 CPU required. Expected SHA256 hash 4FABC4AE11F00E6F53FF7E9A6AB44677E968673598AD767F8AD002953D6489E7

ModDB Addons Page

https://www.moddb.com/mods/edge-classic-add-ons/addons

New Features

  • "UI Options" menu added, with some new options and others relocated from elsewhere.
    • New options:
      • Show ENDOOM On Quit: Yes by default; 'endoom' console command will work regardless of this setting
      • Confirm Quickloads: On by default; if disabled will skip confirmation prompt when quickloading
      • Confirm Quicksaves: On by default; if disabled will skip confirmation prompt when quicksaving
      • Max Pickup Messages: 4 by default; governs how many item/ammo/etc pickup messages to display simultaneously
  • IWAD support added for Chex Quest 3: Vanilla and Chex Quest 3: Modding (both can be found at https://melodic-spaceship.neocities.org/chex3v/downloads)
    • MBF dog sprites from CQ3 Vanilla also added to original Chex Quest 1 base
  • IWAD support added for Harmony Compatible (https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/harmonyc)
    • Support for the original Harmony release remains unchanged
  • Console: New commands
    • cd : Allows switching directory contexts for the ls/dir, exec, pwd, and cat/type commands. Valid options are 'game' and 'home'
      • Note that when running in portable mode these will resolve to the same path.
    • pwd : Print real path to either home or game directory
      • As above, in portable mode these are the same thing.
  • COALHUDS/LUAHUDS: New commands
    • hud.lookup_LDF(languageEntry) which will return the language.ldf entry
    • hud.game_skill() which will return a number from 0 to 4 reflecting the current game skill
    • hud.get_text_width(string,size) will return the width in pixels of the given string, taking into account the current font
  • LUAHUDS-specific commands:
    • Several functions which will return a table containing useful information:
      • game.info()
      • map.info()
      • sector.info()
  • UDMF: Linedef 'alpha' field now supported; governs translucency of associated sidedef surfaces
  • UDMF: Sector 'alphafloor' and 'alphaceiling' fields now supported; governs translucency of associated planes
  • GAMES.DDF: New command
    • DEFAULT_DAMAGE_FLASH = (hex) which will set damage flashes from all sources to this color unless specified otherwise in an individual DDFATK entry.
  • THINGS.DDF:
    • New Powerup type: POWERUP_TRANSLUCENT
      • Functions identically to POWERUP_PARTINVIS, but uses translucency instead of the Doom "fuzzy" effect
      • POWERUP_TRANSLUCENT and POWERUP_PARTINVIS are mutually exclusive
    • New Special flag: TRIGGER_TELEPORTS which will allow this thing to use teleports even if NO_TRIGGER_LINES is set. i.e. you want a dog that cannot open a door, but can teleport for example.
  • New CVARs/params:
    • "use_menu_backdrop" which governs the use of the auto-generated monochrome backdrop for option menus
    • "fliplevels" allows you to play a mirrored version of the map. All textures will also be mirrored.
      • New "flipme" cheat code also allows this to be toggled during gameplay
  • STYLES.DDF: able to add a dropshadow effect to TEXT, ALT, TITLE, HELP, HEADER or SELECTED strings via 2 new sub-commands
    • .DROPSHADOW_COLOURMAP = [colourmap]; //"TEXT_BLACK" colmap generally looks good with everything
    • .DROPSHADOW_OFFSET = [float]; //smaller values like 1 or 2 are best
  • STYLES.DDF: ENTRY_ALIGNMENT will now work with the MESSAGE style (pickup messages)
    • Values other than "LEFT" or "RIGHT" will center the messages as usual
    • Only X alignment can be altered; pickup messages will always be at the top of the screen
  • ATTACKS.DDF:
    • BLOOD=[things.ddf entry] command added to allow overriding how the monsters bleeds. Any monster hit with this attack will use this blood object instead of its own.

General Improvements/Changes

  • Optimized GL state caching and other rendering-related factors to improve performance with the current renderer
  • Reduced CPU load when frame limiting (i.e., regular 35/70FPS modes)
  • Reduced renderer near clipping distance to prevent graphical oddities when traversing in and out of deep water
  • Removed voxel loader and rendering functions due to performance concerns
  • Improved sector fogwall appearance/coverage when adjacent to detail slopes
  • Added one-time startup message/warning to user if loading a configuration file from a previous version of the program
  • Disabled default support for Strife (it is now a compile-time option for developers)
  • Limited fallback IWAD selection dialog to 8 options, even if more valid games are found.
    • This is to account for a hardcoded SDL limitation for some backends
  • Tweaked MIDI/OPL default gain levels to be more consistent with each other
  • FIRST and LAST fields in anims.ddf now work with TX textures
  • Autoswitch to a new weapon works even if the new weapon's clip is not full
  • Restore mipmapping as independent menu option
  • Stacked pickup messages now allow multiple messages on screen simultaneously. Number of simultaneous messages can be changed from options menu
  • Keylocked doors and Cheat messages moved to middle of the screen (same as "Found a Secret" message)
  • Updated Blasphemer base files to support the latest Catoptromancy fork (https://github.com/Catoptromancy/blasphemer/releases/tag/006 as of 1.38)
  • Renamed "Autoaim" menu item to "Aim Assist" and added/changed behavior of possible values:
    • Vertical+Horizontal: Previously "On"; no changes to behavior.
    • Vertical+Horizontal+Snap To: Same as above, but will snap player view to be centered on the current target when firing.
    • Vertical: Previously "Mlook"; horizontal assist component removed.
    • Vertical+Snap To: Same as above, but will snap player view to be centered on the current target when firing.
    • Off: Behavior and name unchanged.
  • Developers:
    • Support for exceptions/RTTI removed from program with compiler flags/options set accordingly
      • Primesynth swapped back to Fluidlite for MIDI playback due to Primesynth's heavy reliance on exceptions
    • Use of C++17 filesystem functions removed and replaced with Windows/POSIX specific functions
    • All uses of streams replaced with EPI file or memory I/O
    • Superfluous typedefs removed in favor of standard types (i.e., uint8_t instead of byte, etc)
    • Simple macros converted to either inline functions or constexpr values as appropriate
      • Remaining macros use consistent naming scheme (EDGE_, DDF_, EPI_*, etc)
    • Consistent code styling and formatting performed on all files under the /source_files project folder
    • Removed support for absolute paths and path traversal with '..' for the exec, ls/dir, and cat/type console commands
    • Removed support for path traversal with '..' when searching for or opening pack files
  • JUMP_LIQUID() action now only triggers if the object is touching the floor
  • Savegame screenshots will properly match the original aspect ratio in which they were taken when scaling
  • Save game info/description strings will be truncated instead of extending beyond the box that contains them

Bugs fixed

  • Fixed sector fogwall check producing black 0% alpha fog walls for otherwise unfogged sectors
  • Fixed Autoscale texture linetypes(855,856,857) and Brightwall(850) being USEable (repeatedly) by the player.
  • Fixed DDFLEVEL fog density using wrong multiplier when being applied to sectors
  • Fixed DDFLANG entries not being applied to Option Menu entry names
  • Fixed several factors preventing standalone games using the EDGEGAME lump/file from loading
  • Fixed BOOM Colourmaps with lump name collisions potentially having assertion errors on load
  • Fixed MBF dog replacement sound lumps not overriding the stock OGG files
  • Added entries for multiple missing BEX strings
  • Fixed Boom all-key door failure messages not distinguishing between whether or not 3 or 6 keys are required
  • Fixed Dehacked code pointer entries with trailing spaces not matching defined actions
  • Fixed frames with a valid '0' rotation sprite still using other rotations if found elsewhere in the load order
  • Fixed UDMF 'ypanningfloor' and 'ypanningceiling' using inverted values.
  • Fixed COAL/Lua functions hud.get_image_width() and hud.get_image_height() not returning 0 if image does not exist.
  • Fixed multiple RTS scripts with the same tag not running simultaneously: we were only running the first one basically.
  • Fixed bot automap arrows being drawn in deathmatch; reinstated disabling of automap cheats when in deathmatch
  • Fixed raw flats exported from SLADE (.raw extension) from being recognized and loaded properly when in an EPK/folder
  • Fixed erratic view height change when rising from a crouch while standing on a flat with the SINK_DEPTH DDF special
  • Fixed quicksaves not correctly updating the save screenshot for the relevant slot
  • Fixed "Press Y To Quit" message on exit not using DDFLANG value
  • Fixed intermission text screens advancing too early if a sufficiently high TEXT_WAIT value was not present
  • Fixed NO_RESPAWN special in things.ddf being ignored
  • Fixed CTD when using a LOAD_SAVE_MENU DDFSTYLE definition that did not have an ALTERNATE text style defined
  • Fixed text scaling not being used when rendering non-ENDOOM quit messages