EDGE-Classic 1.33
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
CHANGELOG for EDGE-Classic 1.33 (since EDGE-Classic 1.32)
Bugs fixed
- Fixed 1.32 secret sector fix not being preserved in save games; i.e. the same secret would increment the
secret counter when re-loading the game - Fixed jitter in Evil Eye and other animations
- Fixed sprite frame overrides in DDFIMAGE not applying if they were Doom formatted images
- Fixed SDL sound device frequency being allowed to be set far above intended values if OS doesn't report the ability
to use 48kHz sample rate - Fixed Boom tagged line effects also applying the effect to the control linedef (when a tag was present)
- Fixed Boom vector linedef scroll directions for angles other than 0/45/90
- Fixed Boom displacement scrollers not returning back to their exact original position
- Fixed Boom scrollers tied to permanently moving sectors (i.e., Door Open and Stay Open) being ineffective
- Fixed inanimate objects adhering to monster dropoff limits when being carried over a drop
- Fixed overzealous oofing when falling or bumping into a ceiling
- Doom2 Map05 bug fixed properly this time ;)
- Fixed some new DDFSTYLE additions (entry and cursor alignment, etc) not working as intended with the Episode Select menu
- Clip size was not being updated with RTS ReplaceWeapon and DDF weapon BECOME()
- Fixed items with the HOVER flag still hovering when time is stopped
- Fixed HUD and other non-game world animations unintentionally freezing during time stop
- Fixed ENDOOM bytes that happen to match the value of a newline character being intepreted as newline characters
General Improvements
-
Improved model and unit rendering to thrash the GL state a bit less
-
DDFSTYLE text styles can now have their own individual X_OFFSET and Y_OFFSET values,
giving more flexibility for menu item placement i.e. TITLE.Y_OFFSET or TEXT.Y_OFFSET etc -
Changed how LOSE_BENEFIT HEALTH is handled in RTS. Now it will simply subtract from current health and not
behave like DAMAGE_PLAYER(which reduces armour, causes pain states, respects immunity/resistence/invulnerable/immortal etc). -
"Crosshair Size" option in Video Options menu will now apply to both the standard crosshair and custom weapon crosshair states
(previously this only affected standard crosshairs) -
Monsters resurrected by Archviles will no longer count as kills.
-
Replaced WebSID SID backend with cRSID for easier compilation and better performance
-
Things no longer constantly trigger splashes when walking on a flat defined as LIQUID (and having an IMPACT_OBJECT defined).
They will only cause a splash when they step down onto the flat. -
Unsupported BEX INCLUDE directive for Dehacked downgraded from a program-ending error to a warning with an appropriate console/log message.
-
Migrated from libXMP to Mod4Play (custom library) for portability/performance
- Only the "Big 4" tracker formats are supported now (IT/S3M/XM/MOD)
-
Upgraded to AJBSP 1.04
-
Added support for ZGL3 compressed lumps to AJBSP and EDGE-Classic's node loading routines to conserve cache folder space. ZGL3 will now
be the default node format. -
Replaced Gamma options with Sector Brightness for better results without affecting other windows on the same display
New Features
-
Added support for MDL (Quake 1) model format
-
Added support for KVX and KV6 voxel model formats
-
Ported MD3 model support from EDGE 1.32 codebase
-
DDFTHING:
- New command: FALLPAIN_SOUND, which is the sfx to be played when the player is hurt from a big fall
- New command: MODEL_ROTATE = <integer>, which for MDL/MD2/MD3/Voxels will rotate all vertices' x/y coordinates by the
given (positive or negative) number of degrees. Used to correct imported models whose rotations are wrong. Default is 0.
-
DDFIMAGE:
- New command: ROTATE_HUE = <integer>, will rotate the hue of the given image while keeping other values the same. Valid range is -1800
to 1800, with a default of 0.
- New command: ROTATE_HUE = <integer>, will rotate the hue of the given image while keeping other values the same. Valid range is -1800
-
COAL:
- C++ Interop: Can now retrieve and set individual vector elements with the VM_GetVectorX/Y/Z and VM_SetVectorX/Y/Z functions
- COALHUDS: Can now access individual vector elements with .x, .y, or .z
-
Transition from GWA to XWA cache file format
- Improved organization of AJBSP-generated XGL/ZGL lumps
- Legacy GWA files will be purged from cache directory on startup