EDGE-Classic 1.36
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
- DAMAGE_UNLESS_BENEFIT and DAMAGE_IF_BENEFIT subcommands added
-
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
- DDF Fields:
- 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
- Can now define a 3RD and 4TH attack. Equivalent DDF syntax to SEC_xxx used for second attack
-
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.
- Possible usage: if we do SET_PAINCHANCE(0%) at the start of a lengthy PAIN state, this will make sure the
- 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.
- New Action command: SET_PAINCHANCE(percentage) which will dynamically change a monsters painchance.
-
UDMF:
- Sectors: Support added for the
lightcolor
,rotationfloor
, androtationceiling
keys
- Sectors: Support added for the
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
- 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
- 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
- New behavior is to remove all existing colormap entries with the same name
- 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