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EDGE-Classic 1.34.1

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@dashodanger dashodanger released this 15 Jul 19:40
· 826 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 1.34.1 (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
  • 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
  • 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.
  • 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
  • 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.

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