EDGE-Classic 1.34.1
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 1.34.1 (since EDGE-Classic 1.34)
New Features
-
ATTACKS.DDF
- New attack type: DUALATTACK
- Can execute two independent attack definitions with a single state
- New parameters (only required when using DUALATTACK):
- DUALATTACK1=<string> - First dual attack definition
- DUALATTACK2=<string> - Second dual attack definition
- DUALATTACK1/2 must both be present, even if referring to the same attack
- A dual attack can execute other dual attacks, but cannot reference itself
- New attack type: PSYCHIC
- Instant ranged direct damage attack
- Will not cause infighting
- New attack type: DUALATTACK
-
Chex Quest 1 supported as an IWAD
- Chex Quest 2 supported as a PWAD for Chex Quest 1
-
FLATS.DDF
- New command: SINK_DEPTH=<percentage>
- Will drop player's view height by the given percentage when standing on the flat in question
- Will also clip sprites on this flat and sink them by a roughly equivalent amount
- Does not apply when the sector is using 3D floors, swimmable/deep water, or similar effects
- New command: BOB_DEPTH=<percentage>
- Corpses and items will bob up and down while resting on the flat in question
- Does not apply when the sector is using 3D floors, swimmable/deep water, or similar effects
- New command: SINK_DEPTH=<percentage>
-
RTS
- New command: REPLACE_THING <oldThing> <newThing>, which will replace all oldThings on the current map with newThings.
Will be mainly used at map start and it is substituting the thing, not transforming it. For randomizer scripts.
- New command: REPLACE_THING <oldThing> <newThing>, which will replace all oldThings on the current map with newThings.
-
SECTORS.DDF
- New commands: FLOOR_BOB/CEILING_BOB=<amount>
- Surface will rise and fall rhythmically in a wave pattern, with peak values governed by the value passed to it
- New commands: FLOOR_BOB/CEILING_BOB=<amount>
-
THINGS.DDF
- New state action: UNBECOME, which will return a thing to it's original type if it has suffered a BECOME() previously.
If it has not been BECOMEd previously then nothing will happen. - New state action: MORPH: identical behaviour to BECOME, except HEALTH is filled up.
- New state action: UNMORPH, which will return a thing to it's original type if it has suffered a MORPH() previously.
If it has not been MORPHed previously then nothing will happen. - New command: MORPH_TIMEOUT: when this timer is reached, the thing will go to a "MORPH" state if it has one defined.
If it has no "MORPH" state then the thing is simply removed.
- New state action: UNBECOME, which will return a thing to it's original type if it has suffered a BECOME() previously.
General Improvements/Changes
- Weapons with the ability to zoom but without a ZOOM state defined will still draw the regular psprite and crosshair while zoomed
- Implemented remaining MBF code pointers (A_FireOldBFG, A_BetaSkullAttack)
- Implemented new DEHEXTRA Thing fields:
- Gib health
- Dropped item
- Pickup width
- Projectile pass height
- Fullbright
- Fluidlite replaced with Primesynth for soundfont MIDI synthesis
- SF3 support has been dropped
- The s_fluidgain CVAR has been renamed to s_primegain but otherwise functions identically
- PC Speaker Mode will now disable music while active to prevent non-MIDI formats from playing
- "Bonkers for Bits" soundfont has been removed
- "microGM" soundfont added as a more SNES-like option
- "16 Bit Game Station" soundfont has been removed
- "ChipFreak" chiptune/8-bit inspired soundfont added
- FMMIDI player has been removed in favor of adding OPL3/SF2 files that cover the same general sound
Bugs fixed
- BOOM linetypes 143, 144, 148 and 149 fixed to use the correct Tx0/Tx changer type
- Removed 'WALL' as a recognized glow type in DDFTHING to prevent potential blockmap issues
- This references unused code and thus had unpredictable results
- Removed ability for multiple glow types to be assigned to a DDFTHING definition
- GLASS lines were not working with projectiles if no EFFECT_OBJECT was defined.
- Fixed some self-referencing sectors not being setup properly
- Fixed TrueType fonts having improper widths on fullscreen resolutions that have a different
aspect ratio than the display's native ratio - Fixed sector glows and dynamic lights being too dim when lighting a surface that is using
parallax swirling