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EDGE-Classic 1.35

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@dashodanger dashodanger released this 22 Sep 17:15
· 767 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.
edge-classic-win32.zip - 32-bit MinGW build suitable for Windows XP and up. Pentium 4 minimum CPU required. Has all required libraries included.

ModDB Addons Page

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

New Features

  • "Extra Blood" under Gameplay Options renamed to "Blood Level" and "None" added to
    the list of choices
    • Setting to None will disable blood splats, crush/death/overkill states; enemies
      will instead teleport out of existence on death (similar to Chex Quest)
  • "Sky Scaling" added to Video Options menu, replacing the previous methods of drawing
    non-skybox skies. The following choices are available:
    • Mirror: Will invert the sky texture at the horizon, scaled to account for vertical mouselook.
    • Repeat: Will repeat the sky texture at the horizon, scaled to account for vertical mouselook.
    • Stretch: Will stretch from top to bottom to avoid texture repeat, scaled to account for vertical
      mouselook. Does not preserve the original width/height ratio of the image.
    • Vanilla: Will draw the sky texture once, but does not scale or otherwise account for vertical mouselook.
    • For all options, the top and bottom of the faux skybox will have an appropriately color-matched cap.
    • The Vanilla option will be forced when mouselook is disabled.
    • Sky stretching for a level can be overridden via the new DDFLEVEL SKY_STRETCH special, using
      the names above.
  • New console command "openhome": will open the folder where EC is storing its home data
    • In portable mode, this will open the directory where the executable is located
  • ATTACKS.DDF
    • New PROJECTILE_SPECIAL flag: PRESERVE_MOMENTUM
      • Will add the x/y/z momentum of the projectile attack source to the newly created projectile
  • WEAPONS.DDF
    • New command: IGNORE_CROSSHAIR_SCALING = <boolean>
      • If this weapon has custom crosshair sprites, they will not be affected by Video menu option "Crosshair Size".
  • Implemented sector and level-wide fog options
    • DDFSECT Implementation
      • FOG_COLOR = <color>; Sets the sector's fog color to the RGB value of the provided colormap entry
      • FOG_DENSITY = <0-100%>; Sets the sector's fog density based on the provided percentage
    • UDMF Implementation
      • fadecolor = <0xRRGGBB>; Sets the sector's fog color to the hexadecimal RGB value provided
      • fogdensity = <0-1020>; Sets the sector's fog density according to GZDoom's usage of this parameter
        • Map editors may cap this value to 510; see docs/specifications/UDMF EDGE Extensions.txt for more details
    • RTS Sector Fog Commands
      • FOG_SECTOR <tag> <color or SAME or CLEAR> <density(0-100%) or SAME or CLEAR> ABSOLUTE
        • Color and density params match those in DDFSECT
        • SAME preserves the existing value; CLEAR sets it to the default (no fog) values
        • ABSOLUTE is an optional parameter; if absent then the density is changed relative to the existing fog density of the sector
          • Negative percentages are only allowed when performing relative density changes
    • DDFLEVL Implementation
      • INDOOR_FOG_COLOR = <color>; Sets the fog color for all indoor sectors to the RGB value of the provided colormap entry
      • INDOOR_FOG_DENSITY = <0-100%>; Sets the fog density for all indoor sectors to the provided percentage
      • OUTDOOR_FOG_COLOR = <color>; Sets the fog color for all outdoor sectors to the RGB value of the provided colormap entry
      • OUTDOOR_FOG_DENSITY = <0-100%>; Sets the fog density for all outdoor sectors to the provided percentage
  • COALHUDS: Added hud.rts_disable() function; same syntax as hud.rts_enable()
  • LINES.DDF
    • New LINE_EFFECT: STRETCH_TEX_WIDTH. Will stretch the width of a texture to match the lines length.
    • New LINE_EFFECT: STRETCH_TEX_HEIGHT. Will stretch the height of a texture to match the lines length.
      Basically allows autoscaling a texture to perfectly fit an arbitrary-length line.
  • New Line types added:
    [835] Breakable wall, (midtex to back lower): when this line is shot, the midtex will be swapped with back lower tex
    [836] Breakable wall, (midtex to back upper): ...same as previous but swapped with back upper
    [837] Breakable wall, (midtex to front lower): ...same as previous but swapped with front lower
    [838] Breakable wall, (midtex to front upper): ...same as previous but swapped with front upper
    [850] Light Wall: transfers the brightness of this wall to any other tagged lines
    [855] Autoscale textures width to line length
    [856] Autoscale textures height to line length
    [857] Autoscale textures width and height to line length
  • New Sector types added:
    [4480-4489] EDGE fog: White 5%-50% (increments of 5%)
    [4490-4499] EDGE fog: Green 5%-50% (increments of 5%)
    [4500-4509] EDGE fog: Red 5%-50% (increments of 5%)
    [4510-4519] EDGE fog: Blue 5%-50% (increments of 5%)
    [4530] EDGE Friction: Slippy
    [4531] EDGE Friction: Very Slippy
    [4532] EDGE Friction: Sticky
    [4533] EDGE Friction: Very Sticky
  • New Thing types added:
    [NUKAGE_GLOW_WALL:7070] : causes any wall in contact with it to glow green
    [LAVA_GLOW_WALL:7071] : same as previous but glows red
    [WATER_GLOW_WALL:7072] : same as previous but glows blue
    [WHITE_GLOW_WALL:7073] : same as previous but glows white
  • UDMF: The following fields have been added to the "edge-classic" namespace:
    • linedefs: blockplayers, blocksight
    • sidedefs: scalex_top/mid/bottom, scaley_top/mid/bottom, offsetx_top/mid/bottom, offsety_top/mid/bottom
    • sectors: xpanningfloor/ceiling, ypanningfloor/ceiling, xscalefloor/ceiling, yscalefloor/ceiling, gravity,
      fadecolor, fogdensity
    • things: health, alpha, scalex, scaley, scale

General Improvements/Changes

  • Migrated to VGMPlay's libvgm from Game Music Emu
    • Support for AY, GBS, GYM, HES, NSF, SAP, and SPC filetypes has been removed
    • VGM support has been expanded to include all chipsets and systems supported by VGMPlay, with the
      exception of the WonderSwan
  • DDFTHING: Implemented previously referenced WALL Glow Type
    • Same parameters as other glow types
    • Will only work on one linedef per glow mobj
      • Glow mobj must be touching the desired wall/linedef to be effective
  • For standalone games, EDGEIWAD has been changed to EDGEGAME to account for the fact that
    a pack file may be used intsead of a WAD to distribute a game
  • Auto-aim now targets "fuzzy" monsters i.e. Specters
  • Improved Unicode path support for international locales
  • DSSECRET lumps from PWADs (if present) will now override the built-in DSSECRET.ogg pack file
  • Models will no longer be drawn if completely behind the view plane, reducing rendering overhead
  • Voxel skins are now always uploaded with GL_NEAREST scaling instead of GL_LINEAR to preserve their intended look
  • Plane movers are now disabled for sectors which have vertex slopes (this is not supported and caused very interesting results)
  • MBF21 Lines and Sectors are now unconditionally on
    • "MBF21 Compatibility" removed from Gameplay Options menu
    • Reserved linedef bit 11 flag from PrBoom/Eternity implemented to fix Doom E2M7 and other maps that previously required
      the MBF21 toggle to fix
  • DDFIMAGE: Flats can now be used in GRAPHIC image type definitions

Bugs fixed

  • Fixed player health changes tied to voodoo doll damage and "Zombie Player" state not being achievable
  • Fixed potential CTD when reading in *MAPINFO lumps
  • Fixed potential CTD involving AJBSP split segs when they are part of a sector containing a UDMF vertex slope
  • Migrated all model rendering to use VBOs regardless of rendering path (GL vs. GLES), fixing CTDs when
    the number of vertices for a model exceeded the size of the gl vertex array used by the unit rendering system
  • Reverted to AJBSP 1.03's DetectOverlapping* methods to fix a situation where overlapping linedefs facing
    opposite directions would result in neither of them being rendered
  • Fixed the PalettisedtoRGB function accepting PNG/JPG/TGA images and treating them as palettised.
  • Fixed plane movers having unpredictable functionality when using a repeatable trigger type and
    already being at their destination height
  • Migrated away from legacy SDL1 functions for interacting with sound devices, fixing possible
    race conditions when the device was not being locked or unlocked at the expected time
  • Fixed weapon kick not working when mouselook was disabled
  • Fixed CTD involving liquid swirl checks when debug_hom is set to 1
  • Fixed pre-EC legacy issue: map AMBUSH flag was being lost if mobj was being replaced during
    gameplay via BECOME
  • Fixed RTS scripts using ON_DEATH conditions not working from a loaded game
  • Fixed automap key display not showing Boom style locks
  • Changed draw order of "Entering" and "You Are Here" intermission graphics to prevent the
    next level name from being obscured
  • Fixed pre-EC legacy issue: crushed monsters never entered their GIB states
  • Fixed pre-EC legacy issue: Cyberdemon was missing a frame in death states
  • Fixed pre-EC legacy issue: Things were visible while changing positions via teleportation
  • Fixed pre-EC legacy issue: Death from other means than the actual sector damage in a "death exit" sector would not
    properly exit the level
  • Fixed failed object spawns from a SPAWNER-type attack still counting toward the total amount of kills/items in a level
  • Fixed Heretic AUTOPAGE lumps not being recognized as valid raw format images
  • Fixed animation in Chex Quest 1 intermission screens
  • Fixed detail slopes next to one-sided linedef walls interfering with occlusion testing at certain view angles
  • Fixed VAMPIRE attack special not working with SPRAY attack type
  • Fixed several missing or erroneous Heretic/Blasphemer sector types