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<!DOCTYPE html>
<html lang="en" >
<head>
<meta charset="UTF-8">
<title>EDGE-Classic: News</title>
<link rel="stylesheet" type="text/css" href="css/slider.css">
</head>
<body>
<IMG SRC="logo.png" HEIGHT="110" BORDER=0 ALT="">
<nav class="navMenu">
<ul>
<li><a href="./index.html">home</a></li>
<li><a href="./news.html">news</a></li>
<li><a href="./play.html">play</a></li>
<li><a href="./projects.html">projects</a></li>
<li><a href="./download.html">download</a></li>
<li><a href="./documentation.html">documentation</a></li>
<li><a href="https://github.com/edge-classic/EDGE-classic">github repo</a></li>
<li><a href="https://discord.gg/jUhEKHGWZm">discord</a></li>
</ul>
</nav>
<br>
<br>
<br>
<br>
<table>
<tbody>
<tr>
<td><b>28 August 2024:
EDGE-Classic v1.38 released</b></span><br>
<br>
New release of EDGE-Classic. Been a long time so it's a pretty hefty update but some of the new stuff includes:<br>
<br>+ UI Improvements
<br>+ New DDF commands
<br>+ New COAL and LUA commands
<br>+ New UDMF fields
<br>+ New IWADs supported
<br>+ New console commands
<br><br>
<b>.... and more tweaks, bugfixes etc. (check out the changelog)</b>
<br><br>
</td>
</tr>
</tbody>
</table>
<br>
<table>
<tbody>
<tr>
<td><b>21 December 2023:
EDGE-Classic v1.37 released</b></span><br>
<br>
New release of EDGE-Classic. Some of the new stuff includes:<br>
<br>+ Migration from COAL to Lua as the default scripting language
<br>+ MPEG video support and a new DDF filetype: DDFMOVIE
<br>+ Support for MUSINFO changer things (see <a href="https://doomwiki.org/wiki/MUSINFO">the Doom Wiki</a> for more info)
<br>+ Sector Tag and Index based triggering of RTS scripts
<br>+ A built-in IWAD selection dialog if multiple games are detected
<br>+ Debugging and profiling tool integration
<br>+ Support for Reality Adlib Tracker v2 modules
<br>+ Font and option menu style improvements
<br><br>
<b>.... and more tweaks, bugfixes etc. (check out the changelog)</b>
<br><br>
</td>
</tr>
</tbody>
</table>
<table>
<tbody>
<tr>
<td><b>23 October 2023:
EDGE-Classic v1.36 released</b></span><br>
<br>
New release of EDGE-Classic. Some of the new stuff includes:<br>
<br>+ ATTACKS.DDF
<br> - New DAMAGE subcommands added: DAMAGE_UNLESS_BENEFIT and DAMAGE_IF_BENEFIT
<br> - New PLAYER_ATTACK special to ensure vampire and other kill benefits regardless of "indirectness" of attack
<br> - DAMAGE.FLASH_COLOUR field added to customize pain effect
<br>+ WEAPONS.DDF
<br> - Can now define 3RD and 4TH attacks for a weapon (same syntax as SEC_ attack commands)
<br> - REFIRE_TO frame command added for more granular refire control
<br>+ GAMES.DDF
<br> - NO_SKILL_MENU boolean added to bypass skill select for mods with Quake-style difficulty selection levels
<br>+ RSCRIPT
<br> - EXACT_ prefix added for ON_CONDITION checks
<br>+ THINGS.DDF
<br> - SET_PAINCHANCE frame command added for granular control of monsters restarting their pain animation
<br> - IMMOVABLE flag added to ignore effects of thrust regardless of mass
<br>+ UDMF: New fields added to the "edge-classic" namespace:
<br> - sectors: lightcolor, rotationfloor, rotationceiling
<br><br>
<b>.... and more improvements, bugfixes etc. (check out the changelog)</b>
<br><br>
</td>
</tr>
</tbody>
</table>
<table>
<tbody>
<tr>
<td><b>22 September 2023:
EDGE-Classic v1.35 released</b></span><br>
<br>
New release of EDGE-Classic. Some of the new stuff includes:<br>
<br>+ "None" option added for "Blood Level" (formerly "Extra Blood") setting to reduce overall gore levels
<br>+ Overhauled sky drawing for faux skybox skies
<br>+ New console command: "openhome"; opens a file browser to EDGE-Classic's working directory
<br>+ COALHUDS
<br> - Added hud.rts_disable() function
<br>+ ATTACKS.DDF
<br> - New PROJECTILE_SPECIAL flag: PRESERVE_MOMENTUM
<br>+ WEAPONS.DDF
<br> - New command: IGNORE_CROSSHAIR_SCALING = \<boolean\>
<br>+ LINES.DDF
<br> - New LINE_EFFECTs: STRETCH_TEX_WIDTH and STRETCH_TEX_HEIGHT
<br>+ Implemented sector and level-wide fog options
<br>+ New breakable wall, light wall, and texture autoscaling line types added
<br>+ New colored fog and slippy/sticky friction sector types added
<br>+ UDMF: New fields added to the "edge-classic" namespace:
<br> - linedefs: blockplayers, blocksight
<br> - sidedefs: scalex_top/mid/bottom, scaley_top/mid/bottom, offsetx_top/mid/bottom, offsety_top/mid/bottom
<br> - sectors: xpanningfloor/ceiling, ypanningfloor/ceiling, xscalefloor/ceiling, yscalefloor/ceiling, gravity,
fadecolor, fogdensity
<br> - things: health, alpha, scalex, scaley, scale
<br><br>
<b>.... and more new commands, bugfixes etc. (check out the changelog)</b>
<br><br>
</td>
</tr>
</tbody>
</table>
<br><br>
<table>
<tbody>
<tr>
<td><b>12 June 2023:
EDGE-Classic v1.34 released</b></span><br>
<br>
New release of EDGE-Classic. Some of the new stuff includes:<br>
<br>+ Added WebGL platform support (https://edge-classic.github.io/play.html)
<br>+ UDMF: Vertex slope support: Must define "zfloor" or "zceiling" for a vertex.
<br>+ Added GLES2 rendering backend using GL4ES (https://github.com/ptitSeb/gl4es)
<br> - Supports rendering with Direct3D, Vulkan, and Metal using ANGLE
<br>+ WEAPONS.DDF: 10 new action commands. Behave identically as the things.ddf actions of the same name
<br> - ZOOM
<br> - SET_INVULNERABLE
<br> - CLEAR_INVULNERABLE
<br> - MOVE_FWD(num)
<br> - MOVE_RIGHT(num)
<br> - MOVE_UP(num)
<br> - STOP
<br> - TURN(angle)
<br> - TURN_RANDOM(angle)
<br> - MLOOK_TURN(angle)
<br>+ Portable install option
<br> - If the program is launched with "-portable" or "edge-classic.cfg" is found in the same directory as the program, files and folders will be written to that directory instead of a location in the user's home path
<br>+ "Outdoor Culling Fog Color" option added to Performance Options menu
<br> - Options are "Match Sky", "White", "Grey" and "Black"
<br>+ STYLES.DDF: expanded control over [MAIN_MENU], [CHOOSE_EPISODE] and [CHOOSE_SKILL] menus.
<br>+ IMAGES.DDF: Added new SATURATION and BRIGHTNESS commands
<br> - Will affect HSV Saturation and Value color components for the specified image
<br>+ COALHUDS: new commands
<br> - player.sector_light(): Returns the light level of the sector the player is currently in.
<br> - player.sector_floor_height(): Returns floor height of the sector the player is currently in.
<br> - player.sector_ceiling_height(): Returns ceiling height of the sector the player is currently in.
<br> -player.is_outside(): Returns 1 if the ceiling of the sector the player is currently in is Sky.
<br> - hud.get_image_width(image : string): Returns width of an image.
<br> - hud.get_image_height(image : string): Returns height of an image.
<br> - hud.map_author(): Returns the map author name, if not null
<br>+ Load/Save Menu Rewrite: Restored savegame screenshot functionality
<br>+ Implemented WAD-in-Archive support: Zip-compressed archives (.epk, .pk3, and .zip) are supported
<br>+ Implemented EPK/Folder Mount system
<br> - EPKs can contain images, scripts, WADs and other resources (similar to PK3, PKE, and the like from other source ports)
<br> - Folders and EPKs are treated identically as far as loading and file/folder layout requirements
<br>+ Console: New 'readme' command which ill search for a text file with a traditional readme name (readme.txt, readme.1st, etc)
<br>+ Bot Deathmatch: New "Player Damage Resistance" option
<br>+ New Scaling Options for Title/Intermission/Finale Assets
<br>+ New Option Menu: Accessibility Options
<br> - View Bobbing
<br> - Reduce Flash
<br> - Automap: Keyed Doors Pulse
<br> - Automap: Keyed Doors Named
<br>+ Boom support improved, especially Scrollers
<br>+ UMAPINFO: Will fallback to other types of MAPINFO lumps if UMAPINFO is not present
<br> - The following lumps will be attempted: DMAPINFO, RMAPINFO, MAPINFO, ZMAPINFO
<br> - Only fields that are present in the UMAPINFO spec will be parsed from fallback lumps
<br><br>
<b>.... and more new commands, bugfixes etc. (check out the changelog)</b>
<br><br>
</td>
</tr>
</tbody>
</table>
<br><br>
<table>
<tbody>
<tr>
<td><b>25 February 2023:
EDGE-Classic v1.33 released</b></span><br>
<br>
New minor release of EDGE-Classic. Fixes and updates include:<br><br>
- 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<br>
- Fixed jitter in Evil Eye and other animations<br>
- Fixed sprite frame overrides in DDFIMAGE not applying if they were Doom formatted images<br>
- 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<br>
- Fixed Boom tagged line effects also applying the effect to the control linedef (when a tag was present)<br>
- Fixed Boom vector linedef scroll directions for angles other than 0/45/90<br>
- Fixed Boom displacement scrollers not returning back to their exact original position<br>
- Fixed Boom scrollers tied to permanently moving sectors (i.e., Door Open and Stay Open) being ineffective<br>
- Fixed inanimate objects adhering to monster dropoff limits when being carried over a drop<br>
- Fixed overzealous oofing when falling or bumping into a ceiling<br>
- Doom2 Map05 bug fixed properly this time ;)<br>
- Fixed some new DDFSTYLE additions (entry and cursor alignment, etc) not working as intended with the Episode Select menu<br>
- Clip size was not being updated with RTS ReplaceWeapon and DDF weapon BECOME()<br>
- Fixed items with the HOVER flag still hovering when time is stopped<br>
- Fixed HUD and other non-game world animations unintentionally freezing during time stop<br>
- Fixed ENDOOM bytes that happen to match the value of a newline character being intepreted as newline characters<br>
<br>
<br>
- Improved model and unit rendering to thrash the GL state a bit less<br>
- DDFSTYLE text styles can now have their own individual X_OFFSET and Y_OFFSET values,<br>
giving more flexibility for menu item placement i.e. TITLE.Y_OFFSET or TEXT.Y_OFFSET etc<br>
- Changed how LOSE_BENEFIT HEALTH is handled in RTS. Now it will simply subtract from current health and not<br>
behave like DAMAGE_PLAYER(which reduces armour, causes pain states, respects immunity/resistence/invulnerable/immortal etc).<br>
- "Crosshair Size" option in Video Options menu will now apply to both the standard crosshair and custom weapon crosshair states<br>
(previously this only affected standard crosshairs)<br>
- Monsters resurrected by Archviles will no longer count as kills.<br>
- Replaced WebSID SID backend with cRSID for easier compilation and better performance<br>
- Things no longer constantly trigger splashes when walking on a flat defined as LIQUID (and having an IMPACT_OBJECT defined). <br>
They will only cause a splash when they step down onto the flat.<br>
- Unsupported BEX INCLUDE directive for Dehacked downgraded from a program-ending error to a warning with an appropriate console/log message.<br>
- Migrated from libXMP to Mod4Play (custom library) for portability/performance<br>
- Only the "Big 4" tracker formats are supported now (IT/S3M/XM/MOD)<br>
- Upgraded to AJBSP 1.04<br>
- Added support for ZGL3 compressed lumps to AJBSP and EDGE-Classic's node loading routines to conserve cache folder space. ZGL3 will now<br>
be the default node format.<br>
- Replaced Gamma options with Sector Brightness for better results without affecting other windows on the same display<br>
<br>
<br>
- Added support for MDL (Quake 1) model format<br>
- Added support for KVX and KV6 voxel model formats<br>
- Ported MD3 model support from EDGE 1.32 codebase<br>
- DDFTHING:<br>
- New command: FALLPAIN_SOUND, which is the sfx to be played when the player is hurt from a big fall<br>
- New command: MODEL_ROTATE = (integer), which for MDL/MD2/MD3/Voxels will rotate all vertices' x/y coordinates by the<br>
given (positive or negative) number of degrees. Used to correct imported models whose rotations are wrong. Default is 0.<br>
- DDFIMAGE:<br>
- New command: ROTATE_HUE = (integer), will rotate the hue of the given image while keeping other values the same. Valid range is -1800<br>
to 1800, with a default of 0.<br>
- COAL:<br>
- C+- Interop: Can now retrieve and set individual vector elements with the VM_GetVectorX/Y/Z and VM_SetVectorX/Y/Z functions<br>
- COALHUDS: Can now access individual vector elements with .x, .y, or .z<br>
- Transition from GWA to XWA cache file format<br>
- Improved organization of AJBSP-generated XGL/ZGL lumps<br>
- Legacy GWA files will be purged from cache directory on startup<br>
<br><br>
</td>
</tr>
</tbody>
</table>
<br><br>
<table>
<tbody>
<tr>
<td><b>23 January 2023:
EDGE-Classic v1.32 released</b></span><br>
<br>
New minor release of EDGE-Classic. Fixes and updates include:<br><br>
- Fixed a recently introduced bug which caused the Secrets Found % to not increment after finding the first one.<br>
- Fixed player.use_inventory() consuming item without running the associated script if the script was already running.<br>
- Fixed "Read This!" main menu item missing when Doom is current IWAD.<br>
- Changed hardcoded finish/par time widths to prevent custom fonts from being clipped at 4:3 resolutions<br>
- COALHUDS: new commands<br>
--hud.rts_isactive(tag): Returns 1 if the script "tag" is currently enabled, 0 if disabled.<br>
--hud.rts_enable(name): Will execute RTS script with matching tag, if one exists. This replaces previous COAL<br>
command "<b>player.rts_enable_tagged(name)</b>" which should be considered deprecated.<br>
- DDFSTYLE: new text style - SELECTED<br>
--Uses all parameters that regular style font entries use (SELECTED.FONT, SELECTED.SCALE, etc)<br>
--Will only apply to the currently selected/highlighted menu item<br>
--If not defined, will fall back to previous behavior for backwards compatibility<br>
- DDFSTYLE: new command<br>
-- CURSOR.FORCE_OFFSETS = TRUE<br>
When set to true, will honor cursor image's offsets even if they cause misalignment with
menu entries. Default value is false. <br>
- DDFSTYLE: Menu items that are images instead of fonts will now also apply the font colormap setting in that menu's
style entry (if defined)<br>
<br><br>
</td>
</tr>
</tbody>
</table>
<br><br>
<table>
<tbody>
<tr>
<td><b>20 January 2023:
EDGE-Classic v1.31 released</b></span><br>
<br>
New minor release of EDGE-Classic. Fixes and updates include:<br><br>
- Fixed aspect ratio changes not being respected in some circumstances<br>
- Fixed sound volume slider not being respected in some cases<br>
- Fixed aspect ratio of psprites when HUD.render_world doesn't use the entire screen height<br>
- Fixed secret sector discovery completely clearing the sector special afterwards (this broke
generalized sector specials)<br>
- Doom2 MAP05 bug fixed<br>
<br><br>
</td>
</tr>
</tbody>
</table>
<br><br>
<table>
<tbody>
<tr>
<td><b>15 January 2023:
EDGE-Classic v1.3 released</b></span><br>
<br>
New release of EDGE-Classic. Major new features include:<br><br>
- DSDHACKED support<br>
- Doubled framerate mode (70fps vs 35fps)<br>
- Vastly improved Boom support<br>
- OPL emulated playback of MUS and MIDI: Can use GENMIDI lumps (Default) or external *.op2 instrument bank files<br>
- New music formats supported: FLAC, VGZ (compressed VGM), IMF, XMI/RMI/GMF/EA MIDI Formats<br>
- TrueType fonts support(TTF and OTF)<br>
- Better MBF support<br>
- ENDOOM screen shown on exit.<br>
- Initial MBF21 support(mainly map-related)<br>
- Vastly improved deathbots<br>
- Performance options for laggy maps<br>
- Improved screen resolution modes<br>
- Menu option to control view and weapon bobbing/swaying<br>
- Support for International characters in filepaths and arguments<br>
- REKKR supported as IWAD<br>
- New DDF and COAL commands<br>
- New StopTime powerup<br>
- New Erraticism gameplay mode:<br>
Time will only advance when the player moves or fires ("SuperHot")<br>
Player's momentum will be preserved if in mid-air/jumping, otherwise it will be lost when the movement keys are released<br>
Can hold the Use key to advance time without having to move or fire (helpful when waiting for lifts, etc)<br>
<br> and many more new commands, bugfixes etc. (check out the changelog for a full list)<br>
<br><br>
</td>
</tr>
</tbody>
</table>
<br><br>
<table>
<tbody>
<tr>
<td><b>06 September 2022:
EDGE-Classic v1.21 released</b></span><br>
<br>
New release of EDGE-Classic. Major new features include:<br><br>
- Fixed SFX loaders treating all sounds as Mono regardless of original sound format<br>
- Fixed PWAD PLAYPAL lumps not properly being applied to images<br>
- DEHEXTRA Support<br>
- UDMF 1.1 Support. The following UDMF namespaces are currently supported:
Doom, Heretic, ZDoomTranslated<br>
- Module Music:<br>
libxmp-lite music player replaced with libmodplug, providing far better performance and load times,
with all of the following formats now supported:<br>
MOD, S3M, XM, IT, 669, AMF (both of them), AMS, DBM, DMF, DSM, FAR,
MDL, MED, MTM, OKT, PTM, STM, ULT, UMX, MT2, PSM<br>
- Partial UMAPINFO support<br>
- Heretic/Blasphemer support: vastly improved. Now 100% completable from start to finish.<br>
- ENDOOM Support<br>
- AJBSP updated to produce only XGL3 nodes compatible with both binary/UDMF map formats<br>
- Improved handling of PWADs with custom status bars that aren't widescreen<br>
- DP* sound lumps (PC speaker sounds) in the DOOM IWADs are now usable via DDFSFX<br>
- "PC Speaker Mode" option added to Sound Options menu. Only specific SFX will be used, and
the MIDI player will switch to an appropriate soundfont.<br>
Imitation PC Speaker sounds added for Blasphemer, Heretic, and HacX<br>
- "Pistol Starts" option added to Gameplay Options menu (default Off). Will force player to default state upon
starting a new level. Works with all supported IWADs<br>
- New font type: IMAGE; an image with a 16x16 ASCII character layout with either a transparent or solid color background<br>
- Improved STYLES.DDF functionality across console and menus; backgrounds images/colors and translucency are no longer hardcoded<br>
- Custom standalone IWADs can be created by adding an EDGEIWAD lump to the WAD. This will allow it to pass the automatic IWAD
detection<br>
- Added 3 new BREAKABLE glass line types: <br>
[830] Breakable Glass: monsters can see through it and can break it<br>
[831] Breakable Glass: monsters: cannot see through it but can break it<br>
[832] Breakable Glass: monsters: cannot see through it and cannot break it<br>
- Added 6 new coloured sector types:<br>
[4471] EDGE Blue Hue<br>
[4472] EDGE Green Hue<br>
[4473] EDGE Red Hue<br>
[4474] EDGE Yellow Hue<br>
[4475] EDGE Purple Hue<br>
[4476] EDGE Grey Hue<br><br>
and many more new commands, bugfixes etc. (check out the changelog)<br>
<br><br>
</td>
</tr>
</tbody>
</table>
<br><br>
<table>
<tbody>
<tr>
<td><b>09 April 2022:
EDGE-Classic v1.1 released</b></span><br>
<br>
New release of EDGE-Classic. Major new features include:<br>
-Inventory system<br>
-DDFflats <br>
-More music types (including tracker and even C64 SID!)<br>
-Dynamic reverb for SFX<br>
-Autoload folders<br>
-Liquid swirl FX<br><br>
and more new commands, bugfixes etc. (check out the changelog)<br>
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<td><span class="mobscreen"><b>18 December 2021:
EDGE-Classic v1.0 released</b></span><br>
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We've made so many changes to our fork of EDGE 1.35 we've decided to rename it to EDGE-Classic.<br>
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