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EDGE-Classic 1.33

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@dashodanger dashodanger released this 25 Feb 17:06
· 1399 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

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.
  • 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