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EDGE-Classic 1.36

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@dashodanger dashodanger released this 23 Oct 03:47
· 490 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

New Features

  • ATTACKS.DDF:

    • DAMAGE_UNLESS_BENEFIT and DAMAGE_IF_BENEFIT subcommands added
      • Can be used anywhere that DAMAGE is used (sectors, attacks, etc)
      • DAMAGE.DAMAGE_UNLESS_BENEFIT: Player will take damage unless they have at least one of the benefits listed
      • DAMAGE.DAMAGE_IF_BENEFIT: Player will take damage if they have at least one of the benefits listed
    • Attack special "PLAYER_ATTACK" makes attack behave as if originating from the player, even if
      it's an indirect secondary attack i.e. the player gets his VAMPIRE health and KillBenefits.
    • DAMAGE.FLASH_COLOUR field added (Courtesy of akaAgar - #576)
      • Allows a custom color to be used as the pain effect when a player is hit by this damage type
      • Can be used to emulate effects like Hexen's cold/poison damage
  • WEAPONS.DDF:

    • Can now define a 3RD and 4TH attack. Equivalent DDF syntax to SEC_xxx used for second attack
      • DDF Fields:
        • 3RD_ATTACK, 3RD_AMMOTYPE, 3RD_AMMOPERSHOT, 3RD_CLIPSIZE, 3RD_AUTOMATIC, 3RD_SPECIAL
        • 4TH_ATTACK, 4TH_AMMOTYPE, 4TH_AMMOPERSHOT, 4TH_CLIPSIZE, 4TH_AUTOMATIC, 4TH_SPECIAL
      • DDF States:
        • 3RD_ATTACK, 3RD_RELOAD, 3RD_DISCARD, 3RD_WARMUP, 3RD_FLASH
        • 4TH_ATTACK, 4TH_RELOAD, 4TH_DISCARD, 4TH_WARMUP, 4TH_FLASH
      • DDF Actions:
        • 3RD_SHOOT, 3RD_REFIRE, 3RD_NOFIRE, 3RD_NOFIRE_RETURN, 3RD_CHECKRELOAD, 3RD_FLASH
        • 4TH_SHOOT, 4TH_REFIRE, 4TH_NOFIRE, 4TH_NOFIRE_RETURN, 4TH_CHECKRELOAD, 4TH_FLASH
      • For consistency, all the old SEC_xxx ddf commands can also be used with 2ND_xxx instead
        • i.e. 2ND_AMMOTYPE can replace SEC_AMMOTYPE
    • REFIRE_TO frame command added
      • Uses same syntax as JUMP, but uses refiring instead of % chance as the test condition
      • SEC/2ND_REFIRE_TO, 3RD_REFIRE_TO, and 4TH_REFIRE_TO also supported
  • GAMES.DDF: "NO_SKILL_MENU" boolean command added (Courtesy of akaAgar - #577)

    • If true, will skip difficulty menu and start selected episode at skill 2 ("Hurt Me Plenty" for Doom)
    • Intent is for mapsets that have a Quake-style initial skill-select level or where the author may not implement/want
      to present skill levels
    • Default value is false
  • RSCRIPT: "EXACT_" prefix added for ON_CONDITION checks (Courtesy of akaAgar - #578)

    • Allows check for the exact value of a benefit/etc, versus the default of greater-than-or-equal
  • THINGS.DDF:

    • New Action command: SET_PAINCHANCE(percentage) which will dynamically change a monsters painchance.
      • Possible usage: if we do SET_PAINCHANCE(0%) at the start of a lengthy PAIN state, this will make sure the
        whole animation is played out and won't be interrupted by another shot which would normally make us
        re-start the pain animation again. Remember to set it back to normal at the end of the lengthy animation.
    • New Special flag: IMMOVABLE which will make this thing be unaffected by thrust from attack impacts
      irrespective of whether it has a small MASS or a very large one.
  • UDMF:

    • Sectors: Support added for the lightcolor, rotationfloor, and rotationceiling keys

General Improvements/Changes

  • Detection/functionality for mikoportals implemented
    • Voodoo dolls that fall onto a floor at exactly -32768 will preserve their X/Y/Z momentum and be moved to their sector's ceiling
      • Friction and drag ("air friction") will not be applied to voodoo dolls in this situation
    • Regular players and things will adhere to normal physics
  • Windowed Mode resolution list will now dynamically populate based off of available display information instead of using presets
  • Video Options crosshair selection will not be shown when switching to/from weapons that have DDF custom crosshairs
  • Slightly re-organized the Key binding menu to accomodate the new 3rd and 4th attacks.
  • Implemented 'episode' UMAPINFO key; EDGE-Classic now fully supports the UMAPINFO spec, Revision 2.2
  • ZMAPINFO/MAPINFO parsing updates:
    • Episode definitions and the 'clearepisodes' directive will now be respected
    • ZMAPINFO 'ResetInventory' level definition key will result in the RESET_PLAYER DDFLEVL command being applied
  • Heretic: numerous improvements and tweaks courtesy of DW user Macro (https://github.com/Macro914/EDGE-Classic-Scripting-Patches)
  • Heretic: improved Mace attack courtesy of CeeJay
  • YMFM:
    • Added "Apogee" instrument bank, based on Apogee Sound System and AdPlug instruments
    • Removed "AdPlug", "WadSmoosh", and "DMXOPL3" instrument banks
    • Replaced "DMXOPL" instrument bank with one tailored to vanilla/single OPL3 chip limits
    • Removed ability to load WOPL instrument banks as it was only partially implemented
  • COLMAP.DDF: Colormap entries with no gl_colour, lump, or pack file defined will no longer throw an error
    • New behavior is to remove all existing colormap entries with the same name
      • Intent is to be able to define a colormap as "nothing", even if prior entries had a definition
    • Colormap entries later in the load/parsing order with the same name will still be added
  • Improved level warp cheat behavior with custom mapnames
    • Previous behavior was to only match a numerical entry with maps named either MAPXX or EXMX
  • Improved handling of gamepads
    • Automatic detection of analog triggers
    • User-friendly button names in menus ("A Button" versus "Joy 1", etc)
    • Menus can now be navigated via gamepad without needing to set explicit bindings
      • "Menu Navigation" section removed from Key Bindings menu
    • Added default bindings for gamepads
  • Added configuration files for use with Doom Builder.X, Ultimate Doom Builder, and Eureka
    • Can be located in the /docs/mapping directory

Bugs fixed

  • Legacy bugfix: Boom generalized sector types were not preserved when saving/loading levels with said sectors
  • Fixed assertion failure when referencing DSDehacked frames past the last frame explicitly defined in the [CODEPTR] section
  • Fixed viewpoint modified by the r_fov CVAR not changing the vertical view slope appropriately
  • Fixed region properties not working properly with a vertex sloped floor that rises above its sector's original floor height
  • Fixed occasional sector glow thing link/unlink errors
  • Fixed AJBSP using self-referencing linedefs that were perfectly vertical or horizontal for partitioning
  • Fixed floor/ceiling rotation not working when using images that have a different width and height
  • Fixed MODEL_ROTATE not being applied to attacks
  • Fixed savegames not preserving the 'is_voodoo' convenience boolean for mobjs, causing issues when loading a game that had them present
  • Fixed berserk and other powerup effects not modifying model colors accordingly (bug introduced by transition to VBOs for model rendering)
  • Fixed crash if player dies while TARGET_JUMP or FRIEND_JUMP weapon specials are active