This is the Standard software rendering 1.27 Edge32 L2 in a version Compiled with Bcc 32 over Tasm52 Assembler. It is optimized for Pentium (compatible) processors with L2 cache. PII / PIII / PIV and the L2 AMD's. It uses Fast internally managed thread storage and is as independend as can be, of W32 system RT components. It's not recommended to apply exe compressors on this exec. Runs normally two to three times faster then original version on mentioned processor equipped computers. Copy of original EDGE distribution readme................ EDGE 1.27 README.1ST ==================== Welcome to EDGE, the Enhanced Doom Gaming Engine. What's needed: * edge32.exe - Windows Executable, software rendering * gledge32.exe - Windows Executable, OpenGL rendering * edge.cfg - Default Configuration File * edge.wad - EDGE WAD Information * edge-ddf.zip - EDGE DDF files (not required to play) * readme.1st - Guess what you reading? System Requirements: - Either a DOOM, DOOM II, TNT or PLUTONIA WAD file. - Computer with an FPU (Intel 486DX or higher). - Pentium 133 MHz CPU (233 MHz for 640x480 mode or GLEDGE). - 32MB RAM (64MB RAM recommended). - Hardware accelerated 3D card with OpenGL drivers (GLEDGE only). For Win32: - DirectX 7.0 or higher. - Videocard and Soundcard which is compatible DirectX 7.0. For Linux: - SDL (Simple DirectMedia Layer) version 1.1. - XFree86 4.0 with DRI 3D hardware acceleration (GLEDGE only). - Glibc 2. Useful Parameters: * Screen Size: -width [screenwidth] -height [screenheight] * Colour depth: -bpp [depth] (1 for 8-bit, 2 for 16-bit) * Pick IWAD file: -iwad [main wad file] * Play PWAD file: -file [addon wad file] * Jump to level: -warp [mapname] (in the form of MAP01 or E2M9 etc..) * External DDFs: -ddf [dirname] (use external DDFs in 'dirname') * Show EDGE version: -version * Disable sound: -nosound * Disable music: -nomusic * Turn off warnings: -nowarn (useful for 1.24 wads like QDOOMTST) Notable EDGE features: - Extrafloors (3D floors), removing the original DOOM limitation which didn't allow rooms over rooms. EDGE supports real 3D room-over-room, bridges, and liquids. - DDF (Data Definition Files), allow Mod/TC/PC creators to completely customise monsters, attacks, weapons, pickup and scenery items, linetypes, sectortypes, intermissions, ETC... using fairly simple to understand text files. - RTS (Radius Trigger Scripting), provides per-level scripting support, allowing custom scripts to run when the player enters certain parts of the map, or performs certain actions, or when certain monsters have been killed (to name a few possibilities). - Support for high resolutions (640x400 through 1280x1024), plus support for 16-bit rendering. That's just software mode, there is also GLEDGE which takes advantage of hardware 3D acceleration via the OpenGL library. - Jumping, Looking up/down, Flying (JetPack), Zooming. - Many limits and bugs from original DOOM removed (e.g. no more visplane overflow or medusa effect). New features in 1.26: - Savegames are back. This is brand new code, which works OK in the tests we've made, but may have bugs/issues with it. - EDGE now has built-in support for building "GL Nodes", which the renderers (software and OpenGL) need to draw levels properly. Some wads have the GL Nodes in them already -- for the rest EDGE will automatically create a ".GWA" file containing them. When this happens, a screen will pop up showing some progress bars. This can take a while (especially for huge wads like ETERNAL) but it only has to be done once. - Improved BOOM compatibility: all of the non-generalised linetypes are supported, with the exception of line-to-line teleporters (which we haven't coded yet) and some scrolling types. The generalised line and sector types are mostly implemented too, though some don't work correctly yet. For EDGE 1.27, there is a `Compatibility' option in the Gameplay menu with two choices: "EDGE" and "BOOM". This is because the the BOOM generalised types can interfere with TCs/mods which define their own types in DDF. If a level doesn't seem to be working properly, e.g. doors that won't open, try changing this option and restarting the level. - Mipmapping in the software and GL renderers. In software mode, this can make walls/floors/etc look blurry, so it can be disabled in the Video Options menu or with the -nomipmap command-line option (use -mipmap to enable). - Crouching. Uses the `Move Down' key in the standard controls option menu, and must be enabled in the gameplay option menu. - Shadows under things. Can be enabled/disabled in the Video Option menu, or with the -shadows command-line option. - Support for playing MP3 music. For now they must be external files, but support for lumps in wads is planned. NOTE: doesn't work in DOS. - Dynamic lighting, only works in GLEDGE for now. It can be enabled/disabled in the Video Option menu (disabling will give higher framerates and also saves memory) -- Note that you need to restart the level for the change to take effect. - Many DDF and RTS enhancements, too many to list in this readme, but include: more ammo types, improved tips, thin sliding doors, and better damage control. New features in 1.27: - Wipes and crosshairs now work in GLEDGE. - Weapon kick can be disabled in the Gameplay Option menu. - Better checking when loading savegame files. If the level data is detected to be different, e.g. loading a DOOM2 mad when playing PLUTONIA, then the load is aborted. Unfortunately EDGE also crashes out -- recovering from a partial loadgame is a hard problem to fix. - A couple new DDF/RTS features. See the CHANGELOG(s) for more information. Known Issues: - Multiplayer (networking) does not work. We don't have the time to work on this at the moment, unfortunately. - Joysticks do not work. We haven't done any work in that area. - Sky in GLEDGE can be wobble/twisted or ripple, most noticeable in maps with a lot of sky, e.g. MAP12. Selected a higher "Detail Level" in the Video Option menu can help. - There are some visual problems/glitches with the screen, especially when the view window is shrunk down. Also the fonts can look "chunky" in low resolutions (320x200). - EDGE is still somewhat slow. Overall this is because we had little time to spend on optimising the code. For software mode, part of the reason is that the old hand-crafted assembly routines are no longer used (they need re-writing). GL mode also has its own speed issues, especially when dynamic lighting is used. - Levels and TCs designed for EDGE 1.24 (or earlier) can produce a bucket-load of warnings when starting up. These warnings are mostly about DDF features that have been removed or changed. Hence some older stuff may not work 100%. Use the -nowarn option to turn off these warnings. - MP3 playback quality is fairly low, fixed at 11Khz, 8 bits and mono. Attempts at increasing these didn't work and caused EDGE to crash (even hard-lock the computer in one case). - Some sprites are designed to look sunk into the floor, typically corpses, and can look like they are "floating" in EDGE. This is a limitation of the way EDGE/GLEDGE renders everything -- it uses a new rendering technique that allows 3D floors, liquids, etc, but cannot duplicate the old renderer which allowed sunk-down sprites. Certain other DOOM tricks, e.g. flat-flooding, are also affected by the new rendering method, and either work to some degree, or not at all. - Looping sounds tend to stop when you get too far away to hear them, e.g. coming back to a flickering torch in QDOOM and it has stopped making the flickering sound. Also looping sounds are not saved in a savegame, so after loading a level there are no looping sounds being played at all. - Some graphics can look fuzzy in GLEDGE, such as the title screens and the status bar background. This happens because many 3D cards (e.g. Voodoo 3) have a texture size limitation of 256x256 pixels, but some DOOM graphics are 320 pixels wide -- they don't fit, so GLEDGE has to squash them down to half the size. - The console has very limited functionality. Troubleshooting: - If EDGE crashes, or otherwise misbehaves, please help us by reporting the problem. To do this check out the EDGE website at http://edge.sourceforge.net. We appreciate input because if you don't tell us about a bug, we can't deal with it. - The debug file can show some useful information (especially for us when trying to track down a problem). Create it like this: edge32 [normal parameters...] -debugfile debug.txt For Windows: - Ensure you are running with virtual memory ENABLED. This will cause some real problems if it disabled. - You can check the DirectX version by running the DirectX diagnostic tool. Click the Start button, then Run..., and type: dxdiag and press ENTER. If that doesn't work, try looking for DXDIAG.EXE in the following directories: C:\windows\system C:\program files\directx\setup\ C:\winnt\system32 - For GLEDGE to work, you need a 3D card *plus* OpenGL drivers for it on your computer. A really low framerate usually indicates that the *software* GL driver is being used (not what we want, of course ;). Go to the website of your card's manufacture and look for a recent 3D driver. Another place to look is on Microsoft's site. Basically, if Quake 3 (or some other OpenGL game) works, then GLEDGE should work too. For Linux: - SDL 1.1 can be found at http://www.libsdl.org/. - 3D support under linux is still a developing thang, e.g. there is no support for DRI (Direct Rendering Infrastructure) in some distributions yet (notably Debian 2.2), as it requires XFree86 4.0. Also required is a recent kernel (> 2.2.18 or > 2.4.0). A good guide to whether accelerated 3D is working is to run `glxinfo' in an xterm, and see if it says "direct rendering: Yes". Contact points: * For the latest news and developments visit the EDGE Website at http://edge.sourceforge.net. * For Forums, Engine Reports and CVS Access visit the EDGE Project site at http://sourceforge.net/projects/edge. * Contact the EDGE Team at edge-public@lists.sourceforge.net or via one of the team members (see the team page on the main website). * For more information on "GL Nodes", see the glBSP homepage at http://glbsp.sourceforge.net. Compiling EDGE: Quick guide: First you need to build the GLBSP plugin. Cd into glbsp/plugin directory and type `make' (or make -f makefile.bcc for windows). To make EDGE itself, cd into the platform specific directory (`linux', `win32' or `djgpp'), that's where the Makefile is. Edit the Makefile, there are some useful parameters you can change at the top. Then type `make' (or for windows, `make -f Makefile.bcc'). Command line options: * Note that "(no)" here means that the option switch can optionally be prefixed with the word "no", e.g. -shadows OR -noshadows. The plain option enables the feature, and the one with "no" disables that feature. -version Show version of EDGE and exit. -width Select video mode's width. -height Select video mode's height. -res Select video mode (width AND height). -bpp Video depth: 1 for 8-bit, 2 for 16-bit. -lang Language for game messages. -iwad Select IWAD file (e.g. DOOM.WAD or TNT.WAD) -file ... Select PWAD (add-on) wad file(s) to play. -home Home dir, can hold IWAD and EDGE.WAD. -game Game dir, for PARMS, DDF, RTS, WADs, etc. -ddf Load external DDF files from the directory. -script Load external RTS script from the file. -config Config file (normally EDGE.CFG). -debugfile Write messages into the given file. -warp Warp to map (use full name e.g. E1M1 or MAP01). -loadgame Warp, loading game from slot. -record Record a demo into the given file. -playdemo Play the previously recorded demo. -timedemo Play and time the demo (test performance). -skill Skill level for warp (1 to 5). -screenshot Movie mode ! Takes regular screenshots. -turbo Running speed, 100 is normal. -vspeed Look up/down speed, 1000 is normal. -players Total number of players (includes bots). -bots Number of bots. -deathmatch Deathmatch game (otherwise COOP). -altdeath Alternate deathmatch mode. -singletics (Something net related ?) -timer Time limited games, and specifies how long. -avg Andy Virtual Gaming (same as -timer 20). -respawn Monster respawning. -(no)itemrespawn Item respawning. -newnmrespawn Monsters respawn as if resurrected. -viewangle (May not work) view angle for drones. -boom Set compatibility to BOOM mode. -edge Set compatibility to EDGE mode. -(no)strict Errors: be as strict as possible. -(no)lax Errors: be as lax/forgiving as possible. -(no)warn Enable/disable warning messages. -(no)obsolete Enable/disable warnings about obsolete stuff. -windowed Run inside a window. -fullscreen Run fullscreen. -(no)sound Enable/disable sound effects. -(no)music Enable/disable music output. -(no)dither Dither the graphics (in GL). -(no)smoothing Smoothing for graphic images (mainly GL). -(no)mipmap Mipmapping enable/disable. -(no)shadows Shadows are drawn under things. -(no)halos (Unimplemented) Halos/coronas around lights. -(no)dlights Dynamic lighting (currently GLEDGE only). -(no)trans Whether translucent stuff is rendered. -(no)jumping Whether player jumping is allowed. -(no)crouching Whether player crouching is allowed. -(no)mlook Mouse-look up/down. -(no)kick Weapon kick effect. -(no)devparm (Unused at the moment) -(no)monsters Enable/disable monsters within the game. -(no)fast Fast monsters. -(no)rotatemap Automap rotation. -(no)invertmouse Invert the mouse Y direction. -(no)showstats Shows on-screen statistics/info. -(no)hom HOM (Hall Of Mirrors) detection. -(no)stretchsky Whether skies are stretched or tiled. -(no)extras Extra items (e.g. rain) appearing in levels. -(no)infight In-fighting between monsters. -(no)true3d Objects can pass above/below other objects. -(no)blood More blood which lasts longer. -(no)cheats Cheat codes enabled or disabled. -trilinear Trilinear mipmapping (GLEDGE only). -nointerp Video: Don't interpolate colourmaps. -nodraw Disable rendering (for performance testing). -nogfxmode Disable all video (for performance testing). -blockmap Force EDGE to generate its own blockmap. -fastsprites Load sprite images at start of level. -newmap OR -newhud Automap overlay. -noconhistory Disable console history (save some memory). -noblit (Unused at the moment) -spritekludge (Unused at the moment) -screencomp (Currently broken) screen composition. Win32 only options: (none) DOS only options: -forcevga Limit video mode to VGA 320x200x8. -ihatebill (Unused at the moment) -bitspp (Unused I think) select video depth. Linux only options: -freq Set sound frequency (sample rate) in Hz. -mono Disable stereo sound output. -allegfm Use the allegro FM patches for music. -warpmouse Use special mouse handling code. Console commands: ARGS ... Just displays the arguments given to it. CRC Computes the CRC value of a wad lump. EAT Eats memory (for debugging purposes). EXEC Executes the console commands in file. PLAYSOUND Plays the sound (fatal error if unknown !). QUIT Quit EDGE (pops up a query message). SET Set console variable to a new value. TYPE Displays the file on the console. TYPEOF Displays the type of a console variable. WATCH Show var as a slider (NOTE: doesn't work). * The SET command can be used with no options, which displays all known variables (and their values), or just the cvar name, which displays the value of that variable. --- END OF README.1ST --- CHANGELOG FOR 1.27 (since 1.26) =============================== (updated NOVEMBER 11th 2001) Bug fixes: ---------- - savegames enabled under DOS ! - glitches with shrunk-down view in software mode fixed. - problem when using light-transfer linetypes fixed. - fixed a bug causing some RTS tip stuff to crash. - crash bug with elevator in QD10 (savegame + RTS issue) fixed. - problems with crushers/continuous ceilings (e.g. MAP04) fixed. - timing problem in RTS (initial WAIT command) fixed. - fixed bug with new 16-rotation sprite code. - zooming no longer shows the weapon sprite. - rendering problems (HOM) in GLEDGE when FOV > 90 fixed. - fixed automap bug not displaying the level's name. - another timing problem in RTS (retriggerables) fixed. - issues with the UPGRADES command in weapons.ddf fixed. - a couple of sound and MP3 problems fixed. - problem with missing weapons (e.g. IDKFA) fixed. - fixed another MP3 bug, not playing files with ID3 tags. - thin sliding doors were broken in GLEDGE -- fixed. - closed sliding doors now block sight & sound properly. Features removed: ----------------- none. Changes to existing features ---------------------------- none. New features: ------------- - Wipes and crosshairs now work in GLEDGE. - Better checking when loading savegame files. If the level data is detected to be different, e.g. loading a DOOM2 mad when playing PLUTONIA, then the load is aborted. Unfortunately EDGE also crashes out -- recovering from a partial loadgame is a really hard problem to fix. - The weapon kick effect can now be disabled. The easiest way is through the Gameplay Option menu. Another way is by using the -nokick cmdline option (or -kick to enable). For DDF writers there is also the "WEAPON_KICK" and "NO_WEAPON_KICK" level specials which can be used (in LEVELS.DDF) to override the user's preference. - New cmdline option "-fastsprites". Causes sprite images to be pre-cached at the start of the level, making gameplay smoother. It isn't enabled by default since it can cause long delays on slower machines, and is not much use on machines with low memory (< 64K). - New DDF action for flickering dynamic lights: DLIGHT_RANDOM(low,high) where `low' and `high' are numbers. The intensity of the dynamic light will be set to a random value within the given range. - New DDF command for dynamic lights: DLIGHT.HEIGHT=75%; which specifies at which height within the object the light comes from, for example: 0% at the foot, 50% midway (the default), 100% at the top of the head. - New weapons.ddf command STATES(ZOOM). When present, that sprite frame will be shown on screen when zooming is active. - New attack special NO_TRIGGER_LINES. Shot and projectile attacks with this flag never activate special linedefs. - New command for radius triggers: UNBLOCK_LINES All lines on the map with the same tag will be unblocked, allowing players and monsters to pass. Only affects two-sided lines. - New things.ddf command: BOUNCE_UP=6.0; which controls how far up a bouncing object bounces when it hits the floor (or how far down for ceilings). Higher values make it bounce higher. The default is 0.5 (previously hard-coded). - Limited support for multiple palettes. Works in GLEDGE only. When a PWAD contains a palette (PLAYPAL lump), then all images in the PWAD (sprites, flats, textures, patches) will use that palette instead of the "GLOBAL" palette (the one in the IWAD). One thing this allows: using the resources from Heretic and/or Hexen in addition to the normal DOOM/DOOM2 resources, for example: gledge32 -iwad doom2.wad -file heretic.wad mylevel.wad Note that font patches (STCFN### and others) in a PWAD containing a different palette than normal DOOM won't work properly. - New levels.ddf special "BOOM_COMPAT" and "NO_BOOM_COMPAT" which can be used to specify whether the level requires BOOM compatibility enabled or disabled. This special overrides the user's preference in the Gameplay Option menu.