EDGE-Classic 1.35
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
- "Extra Blood" under Gameplay Options renamed to "Blood Level" and "None" added to
the list of choices- Setting to None will disable blood splats, crush/death/overkill states; enemies
will instead teleport out of existence on death (similar to Chex Quest)
- Setting to None will disable blood splats, crush/death/overkill states; enemies
- "Sky Scaling" added to Video Options menu, replacing the previous methods of drawing
non-skybox skies. The following choices are available:- Mirror: Will invert the sky texture at the horizon, scaled to account for vertical mouselook.
- Repeat: Will repeat the sky texture at the horizon, scaled to account for vertical mouselook.
- Stretch: Will stretch from top to bottom to avoid texture repeat, scaled to account for vertical
mouselook. Does not preserve the original width/height ratio of the image. - Vanilla: Will draw the sky texture once, but does not scale or otherwise account for vertical mouselook.
- For all options, the top and bottom of the faux skybox will have an appropriately color-matched cap.
- The Vanilla option will be forced when mouselook is disabled.
- Sky stretching for a level can be overridden via the new DDFLEVEL SKY_STRETCH special, using
the names above.
- New console command "openhome": will open the folder where EC is storing its home data
- In portable mode, this will open the directory where the executable is located
- ATTACKS.DDF
- New PROJECTILE_SPECIAL flag: PRESERVE_MOMENTUM
- Will add the x/y/z momentum of the projectile attack source to the newly created projectile
- New PROJECTILE_SPECIAL flag: PRESERVE_MOMENTUM
- WEAPONS.DDF
- New command: IGNORE_CROSSHAIR_SCALING = <boolean>
- If this weapon has custom crosshair sprites, they will not be affected by Video menu option "Crosshair Size".
- New command: IGNORE_CROSSHAIR_SCALING = <boolean>
- Implemented sector and level-wide fog options
- DDFSECT Implementation
- FOG_COLOR = <color>; Sets the sector's fog color to the RGB value of the provided colormap entry
- FOG_DENSITY = <0-100%>; Sets the sector's fog density based on the provided percentage
- UDMF Implementation
- fadecolor = <0xRRGGBB>; Sets the sector's fog color to the hexadecimal RGB value provided
- fogdensity = <0-1020>; Sets the sector's fog density according to GZDoom's usage of this parameter
- Map editors may cap this value to 510; see docs/specifications/UDMF EDGE Extensions.txt for more details
- RTS Sector Fog Commands
- FOG_SECTOR <tag> <color or SAME or CLEAR> <density(0-100%) or SAME or CLEAR> ABSOLUTE
- Color and density params match those in DDFSECT
- SAME preserves the existing value; CLEAR sets it to the default (no fog) values
- ABSOLUTE is an optional parameter; if absent then the density is changed relative to the existing fog density of the sector
- Negative percentages are only allowed when performing relative density changes
- FOG_SECTOR <tag> <color or SAME or CLEAR> <density(0-100%) or SAME or CLEAR> ABSOLUTE
- DDFLEVL Implementation
- INDOOR_FOG_COLOR = <color>; Sets the fog color for all indoor sectors to the RGB value of the provided colormap entry
- INDOOR_FOG_DENSITY = <0-100%>; Sets the fog density for all indoor sectors to the provided percentage
- OUTDOOR_FOG_COLOR = <color>; Sets the fog color for all outdoor sectors to the RGB value of the provided colormap entry
- OUTDOOR_FOG_DENSITY = <0-100%>; Sets the fog density for all outdoor sectors to the provided percentage
- DDFSECT Implementation
- COALHUDS: Added hud.rts_disable() function; same syntax as hud.rts_enable()
- LINES.DDF
- New LINE_EFFECT: STRETCH_TEX_WIDTH. Will stretch the width of a texture to match the lines length.
- New LINE_EFFECT: STRETCH_TEX_HEIGHT. Will stretch the height of a texture to match the lines length.
Basically allows autoscaling a texture to perfectly fit an arbitrary-length line.
- New Line types added:
[835] Breakable wall, (midtex to back lower): when this line is shot, the midtex will be swapped with back lower tex
[836] Breakable wall, (midtex to back upper): ...same as previous but swapped with back upper
[837] Breakable wall, (midtex to front lower): ...same as previous but swapped with front lower
[838] Breakable wall, (midtex to front upper): ...same as previous but swapped with front upper
[850] Light Wall: transfers the brightness of this wall to any other tagged lines
[855] Autoscale textures width to line length
[856] Autoscale textures height to line length
[857] Autoscale textures width and height to line length - New Sector types added:
[4480-4489] EDGE fog: White 5%-50% (increments of 5%)
[4490-4499] EDGE fog: Green 5%-50% (increments of 5%)
[4500-4509] EDGE fog: Red 5%-50% (increments of 5%)
[4510-4519] EDGE fog: Blue 5%-50% (increments of 5%)
[4530] EDGE Friction: Slippy
[4531] EDGE Friction: Very Slippy
[4532] EDGE Friction: Sticky
[4533] EDGE Friction: Very Sticky - New Thing types added:
[NUKAGE_GLOW_WALL:7070] : causes any wall in contact with it to glow green
[LAVA_GLOW_WALL:7071] : same as previous but glows red
[WATER_GLOW_WALL:7072] : same as previous but glows blue
[WHITE_GLOW_WALL:7073] : same as previous but glows white - UDMF: The following fields have been added to the "edge-classic" namespace:
- linedefs: blockplayers, blocksight
- sidedefs: scalex_top/mid/bottom, scaley_top/mid/bottom, offsetx_top/mid/bottom, offsety_top/mid/bottom
- sectors: xpanningfloor/ceiling, ypanningfloor/ceiling, xscalefloor/ceiling, yscalefloor/ceiling, gravity,
fadecolor, fogdensity - things: health, alpha, scalex, scaley, scale
General Improvements/Changes
- Migrated to VGMPlay's libvgm from Game Music Emu
- Support for AY, GBS, GYM, HES, NSF, SAP, and SPC filetypes has been removed
- VGM support has been expanded to include all chipsets and systems supported by VGMPlay, with the
exception of the WonderSwan
- DDFTHING: Implemented previously referenced WALL Glow Type
- Same parameters as other glow types
- Will only work on one linedef per glow mobj
- Glow mobj must be touching the desired wall/linedef to be effective
- For standalone games, EDGEIWAD has been changed to EDGEGAME to account for the fact that
a pack file may be used intsead of a WAD to distribute a game - Auto-aim now targets "fuzzy" monsters i.e. Specters
- Improved Unicode path support for international locales
- DSSECRET lumps from PWADs (if present) will now override the built-in DSSECRET.ogg pack file
- Models will no longer be drawn if completely behind the view plane, reducing rendering overhead
- Voxel skins are now always uploaded with GL_NEAREST scaling instead of GL_LINEAR to preserve their intended look
- Plane movers are now disabled for sectors which have vertex slopes (this is not supported and caused very interesting results)
- MBF21 Lines and Sectors are now unconditionally on
- "MBF21 Compatibility" removed from Gameplay Options menu
- Reserved linedef bit 11 flag from PrBoom/Eternity implemented to fix Doom E2M7 and other maps that previously required
the MBF21 toggle to fix
- DDFIMAGE: Flats can now be used in GRAPHIC image type definitions
Bugs fixed
- Fixed player health changes tied to voodoo doll damage and "Zombie Player" state not being achievable
- Fixed potential CTD when reading in *MAPINFO lumps
- Fixed potential CTD involving AJBSP split segs when they are part of a sector containing a UDMF vertex slope
- Migrated all model rendering to use VBOs regardless of rendering path (GL vs. GLES), fixing CTDs when
the number of vertices for a model exceeded the size of the gl vertex array used by the unit rendering system - Reverted to AJBSP 1.03's DetectOverlapping* methods to fix a situation where overlapping linedefs facing
opposite directions would result in neither of them being rendered - Fixed the PalettisedtoRGB function accepting PNG/JPG/TGA images and treating them as palettised.
- Fixed plane movers having unpredictable functionality when using a repeatable trigger type and
already being at their destination height - Migrated away from legacy SDL1 functions for interacting with sound devices, fixing possible
race conditions when the device was not being locked or unlocked at the expected time - Fixed weapon kick not working when mouselook was disabled
- Fixed CTD involving liquid swirl checks when debug_hom is set to 1
- Fixed pre-EC legacy issue: map AMBUSH flag was being lost if mobj was being replaced during
gameplay via BECOME - Fixed RTS scripts using ON_DEATH conditions not working from a loaded game
- Fixed automap key display not showing Boom style locks
- Changed draw order of "Entering" and "You Are Here" intermission graphics to prevent the
next level name from being obscured - Fixed pre-EC legacy issue: crushed monsters never entered their GIB states
- Fixed pre-EC legacy issue: Cyberdemon was missing a frame in death states
- Fixed pre-EC legacy issue: Things were visible while changing positions via teleportation
- Fixed pre-EC legacy issue: Death from other means than the actual sector damage in a "death exit" sector would not
properly exit the level - Fixed failed object spawns from a SPAWNER-type attack still counting toward the total amount of kills/items in a level
- Fixed Heretic AUTOPAGE lumps not being recognized as valid raw format images
- Fixed animation in Chex Quest 1 intermission screens
- Fixed detail slopes next to one-sided linedef walls interfering with occlusion testing at certain view angles
- Fixed VAMPIRE attack special not working with SPRAY attack type
- Fixed several missing or erroneous Heretic/Blasphemer sector types