EDGE-Classic 1.37
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 for Windows Vista and up. Has all required libraries included.
ModDB Addons Page
https://www.moddb.com/mods/edge-classic-add-ons/addons
New Features
- Added support for Lua as the default scripting language
- Includes a COAL compatibility layer to ease porting
- Ported DOOM, Heretic, Blasphemer, and Harmony stock scripts to use Lua
- Script debugging capabilities are included (https://github.com/slembcke/debugger.lua)
- COAL, for the time being, will still be instantiated if a PWAD or external pack contains a COALHUDS file
- Added support for MPEG video playback
- Files must use MPEG1 video and MP2 audio for proper decoding
- New DDF filetype added: DDFMOVIE/MOVIES.DDF
- MOVIE_DATA = <LUMP or PACK>:<lump or packfile name>
- Defines type and location/name of movie file
- SPECIAL = <special command list>
- MUTE is currently the only special and will suppress audio for the movie
- SCALING = <AUTO/NONE/ZOOM/STRETCH>
- AUTO: The default option; will fit the movie to the display as much as possible while keeping aspect ratio in mind
- NONE: Will not adjust the dimensions of the movie at all, even if this causes portions of it to be unviewable
- ZOOM: Will scale the movie's height to match the height of the display; sides of the movie may be clipped
- STRETCH: Will match the movie's dimensions to the display without preserving aspect ratio
- MOVIE_DATA = <LUMP or PACK>:<lump or packfile name>
- DDFGAME: TITLE_MOVIE=<movie definition> command added
- Movies will always play before any defined TITLE_GRAPHIC entry in the same definition
- DDFLEVL: PRE.MOVIE=<movie definition> and POST.MOVIE=<movie definition> commands added
- Text will always be printed first, followed by movie playback, followed by any defined graphics
for a DDFLEVL PRE/POST entry
- Text will always be printed first, followed by movie playback, followed by any defined graphics
- RSCRIPT: PLAY_MOVIE <movie definition> command added
skip_intros
CVAR added to disable movies that play as part of a title sequence if desired- Default is 0 (off)
- Any playing movie may be skipped by holding a mouse/keyboard/gamepad button for one second
- A skip progress indicator will be displayed at the bottom of the screen
- Added support for MUSINFO-based music changer things
- Uses same numbering and methodology as detailed in https://doomwiki.org/wiki/MUSINFO
- Added simple IWAD selection dialog window if multiple valid IWADs are found on startup
- Previous "best choice" scoring system removed
- RSCRIPT:
- New sector-based trigger conditions (alternative to using radii)
- SECTOR_TRIGGER_TAG <tag>: Script will trigger once any sector with this tag is entered
- SECTOR_TRIGGER_INDEX <index>: Script will trigger once the sector with this index (as viewable via map editor) is entered
- New sector-based trigger conditions (alternative to using radii)
- Added support for Tracy frame profiler (https://github.com/wolfpld/tracy)
- Added frame metrics for runits, wall/planes, things, and light/glow iterators which can also be displayed with: debug_fps 3
General Improvements/Changes
- "GMGSx" (Default.sf2) and "microGM" soundfonts removed for licensing/copyright issues
- "sf_GMbank" soundfont added as the new Default.sf2
- "16-Bit Game Station" soundfont added as replacement for microGM
- "DMXOPL" instrument bank removed for licensing/copyright issues
- Replaced with fully free variant from the Freedoom project
- YMFM OPL emulator replaced with Opal from Reality Adlib Tracker
- RAD-format modules (version 2) are now supported in addition to regular OPL MUS/MIDI/IMF playback
- libVGM removed
- gzip component of miniz also removed (was only used to decompress VGZ files)
- Alt+Enter will toggle between fullscreen and windowed modes
- If toggling into windowed mode, the cursor will be released
- Z/R/D/MAPINFO parsing removed in order to focus on better validating UMAPINFO and adherence to its standards
- Updated default console and Options/Load/Save menu fonts
- Improved scaling and sampling quality of TrueType fonts at varying resolutions
- Improved kerning and sizing when drawing console text with TrueType fonts
- Option/Load Game/Save Game menu backgrounds will, by default, be a grayscaled version of the first valid title image
- DDFSTYLE custom backgrounds for these menus are rendered afterwards to account for tinting or other desired effects
- Removed randomising from IMPACT_OBJECT and EFFECT_OBJECT spawning.
- Doom Builder 2 Configuration files added, courtesy of akaAgar (#579)
- Formatted EDGE Classic sources to have consistent style and included Clang formatting configuration
- Default Purple and Black splash objects added
- RSCRIPT:
- START_MAP directive will no longer clear existing scripts for the map in question
- #CLEAR_MAP <mapname> directive added for granular clearing of map scripts
- "Zoom" and "Stretch" choices removed from the "Title/Intermission Scaling" menu option
Bugs fixed
- Fixed UMAPINFO entries with no sky defined and past the range of stock levels causing a CTD
- Removed sector fog color check that was causing the HOM debugging texture to appear even with debug_hom set to 0
- Fixed A_CloseShotgun2 frame only playing the DBCLS sound and not calling A_Refire as well
- Fixed custom Dehacked weapons that use the chainsaw attack not playing the SAWFUL sfx when attacking (regardless of hitting a target)
- SKULLFLY attacks that cause zero damage no longer make victim enter painstate
- Fixed Nightmare/Fast Monster state duration reduction for monsters with a value for the 'FAST' parameter
- Speed in fast mode is now governed by the 'FAST_SPEED' parameter in all cases, instead of using 'FAST' as a multiplier against the base speed
- Fixed calculation of scroller push forces when multiple scrollers affect the same mobj
- Fixed mirror and portal issues with GLES2 renderer
- Fixed most compiler warnings under GCC/Clang
- Fixed custom PLAYPAL/palettes not being applied to the TEXTURE image class
- Fixed the "Reset to Defaults" menu option not properly resetting smoothed or upscaled images
- Fixed IWADs being dragged-and-dropped onto the program executable being treated as PWADs
- Fixed memory leak involving detail slope creation
- Fixed the "Blood Level" gameplay option defaulting to "Extra"
- Fixed inconsistent menu item width when non-default text scaling was used
- Fixed incorrect Boom ANIMATED and SWITCHES lump parsing causing garbage values to be entered into the DDFANIM conversion
- Fixed CHOKE_DAMAGE being applied during extra rendering tics
- Fixed malformed Eureka configuration file
- Fixed "Fill Border" Title/Intermission scaling option not working for all display modes
- Added corrected Blasphemer/Heretic tome and wings graphics to prevent distortion of the spinning "activated" images