Lobo Posted May 21, 2004 We're at 1.28 RC2!! Here's some info: Bugs fixed in 1.28: * Sky should work now in GL with Voodoo 3 cards, Bug 902190. * Sky in GL should no longer have ugly borders (dotted lines), Bug 902332. * NightVision should work properly in GL now, Bug 926227. * Scrolling walls should no longer smear in S/W, Bug 915617. * Console is now usable at main menu, Bug 883913. * Friendly monsters should behave a bit better, Bug 938192. * Can use more than one player thing in DDF, Bug 934729. + serious crash bug loading textures from PWads fixed. + savegame problem which could cause crashes fixed. + windows version now detects out-of-date GWA files properly. + windows version now handles filenames with double quotes. + fixed crash when a door closed on a dead player. + fixed (potential) crash in GL mode when depth was 8 bits. + crash on cast parade with flipped sprites (HellKnight) fixed. - fix for too much bobbing. - fix for floor textures in GL (wrong scale, no transparency). - fixed ceilings not opening because of stuck things (MAP06). - certain fonts are no longer forced red (QDOOM). - fixed the issue with monsters resurrecting into another. - render sprites (S/W mode) with posts exceeding 128 pixels. General improvements in 1.28: + better default configuration: e.g. 640x400 mode, 16 bit colour. + full Mlook range in GL mode. + better sky drawing in GL: the fake skybox copes with Mlook, never wobbles anymore, and is drawn a lot faster than before. + windows version prevents more than one instance of EDGE running at the same time. Also, window handling code has been reworked. + the GL renderer emulates the flat-flooding and deep-water tricks. - better images for when you have both keycard and skullkey. - config file remembers current language and current Save/Load page. - Pixelfade wipe has been implemented for OpenGL mode. - text strings look better in modes smaller than 640x400. - the source code is now written in C++. New features in 1.28: + very basic overlay HUD. (Better one will be made when HUD.DDF is implemented). + EDGE.log file, automatically remembers all startup messages. + new #VERSION directive for DDF files and RTS scripts. It is followed by the version of EDGE needed to use the DDF/RTS. E.g. "#VERSION 1.28". This directive is _required_ to use new features in EDGE 1.28, but it also prevents you using obsolete features (they produce a fatal error). - RESISTANCE_CLASS for DDF. Used the same way as IMMUNITY_CLASS, but the monster only suffers 40% of the original damage. - TIP_GRAPHIC supports scaling via the fourth parameter, which is a value like 0.5, 1.0, 2.0. For example: TIP_GRAPHIC M_PAUSE 3 false 0.5 0 Quote Share this post Link to post
sirjuddington Posted May 22, 2004 That's great and all but when can we download it? 0 Quote Share this post Link to post
Lizardcommando Posted May 22, 2004 Yay! It's about damned time some new info about EDGE has been released. It better be compatible with EDGE mods made with this new one. I also hope it runs smoother now too. 0 Quote Share this post Link to post
Derrick Posted December 27, 2004 1.29 will be out pretty soon. The 1.28 version of Edge is much much faster than the Zdoom 0.63. 0 Quote Share this post Link to post
Bashe Posted December 27, 2004 And the point of that 7 month bump was...? 0 Quote Share this post Link to post
TheDarkArchon Posted December 27, 2004 Derrick said:The 1.28 version of Edge is much much faster than the Zdoom 0.63. Really? I couldn't get EDGE 1.28 to go past 35 FPS (There's a reason for that, yno). 0 Quote Share this post Link to post
Lobo Posted December 28, 2004 Derrick said:1.29 will be out pretty soon. The 1.28 version of Edge is much much faster than the Zdoom 0.63. 1.29 is already out (sort of) 0 Quote Share this post Link to post
Vegeta Posted January 5, 2005 And what can be expected for 1.29? I know that this is not the place to ask, but Edge's web site confuses me. Any chance to customize better AI for mods? 0 Quote Share this post Link to post
Chronoteeth Posted January 5, 2005 You finally updated! Thank you! The weapon mod source port has returned! 0 Quote Share this post Link to post
TheDarkArchon Posted January 5, 2005 With a better reload system to boot. (No more crappy duke-style system.) 0 Quote Share this post Link to post
Chronoteeth Posted January 5, 2005 Thats great, I cannot wait for LINK TO 1.29. 0 Quote Share this post Link to post
TheDarkArchon Posted January 5, 2005 There's a beta out. I'll link to it in a minute. EDIT: Here. EDGE 1.29 Beta 1 0 Quote Share this post Link to post
Lobo Posted January 5, 2005 Vegeta said:And what can be expected for 1.29? I know that this is not the place to ask, but Edge's web site confuses me. Then why don't you check out the Thread titled "Edge 1.29 Beta 1" to find out more about it? :) http://www.doomworld.com/vb/showthread.php?s=&threadid=30032 0 Quote Share this post Link to post
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