hyper3DGE Changelog

What's new in hyper3DGE 2.1.0 Test 1

Jun 15, 2016
  • SDL2 support (input, video, controllers, networking) - this is still being developed!
  • NEW FEATURE: OPL music synth. You can now remove the 8MBGMPAT folder and skip using Timidity altogether.
  • If OPL is not selected, just set it as the active music device and restart the map. Also can select OPL3 mode for stereo panning.
  • NEW FEATURE: grAb PNG chunk (from ZDoom) is implemented, removing the need to manually offset images in IMAGES.DDF if the end-user
  • so desires (only for PNG images).NEW PACK-INS: Removing Timidity Patches paved the way for a new 'mods' folder, with some recent 3DGE mods being included, and others are explicitly defined in a text file named 'Download_ME.txt'. Just copy the desired mod into root and drag n drop to give it a whirl!
  • Credits are all included.
  • DDF math and engine funcs has been refactored and sped up.
  • Better glBSP handling/building (upgrade to Eureka's codebase, also converted to c++)
  • Better interpolation handling (no stuttering whatsoever!)
  • Much smaller EXE under VS, and the code has been heavily optimized and improved due to Visual Studio's awesome optimizations. Also, many minor bugs were fixed.
  • Resolution list-building and in-game changing is completely broken. Either use your previous config or modify edge2.cfg to your desired res. Can also use the command line. This was a result of our continued cleanup of the codebase for SDL2.
  • No SSE2 extensions or anything included, and x86. This is to ensure maximum compatibility.
  • Heretic support is pretty WIP at this point, as Plums and Cor are redesigning the menu layouts.
  • Multiplayer graphic is the menu now, but is not selectable yet. Next release will have split-screen and two-player controls.

New in hyper3DGE 2.0.4 (Apr 28, 2016)

  • Two builds included with the package:
  • 3DGE.exe, for older processors that cannot take advantage of instruction sets. Uses older statically-linked libs and older GL headers. Safe for
  • older hardware, and integrated Intel/etc GPUs.
  • 3DGE-SSE2.exe, recommended for newer AMD or Intels. Renders models, OpenGL instructions, and processes images much quicker, using SIMD instructions for
  • stuff. Eventually, the SSE build will superscede the older NOSSE binary. For now, we are happy to provide our userbase with both flavors ;)
  • Interpolation is 99% complete, additionally extending to RTS sector functions as well. HUD is interpolated.
  • Weapons and all of DDF are interpolated. Step ups (even on slopes) are interpolated: nearly everything _but_ texture scrolling and a few very minor things.
  • r_vsync can now be "0", "1", or "2", depending on hardware configuration. Check this value in the console by typing in r_vsync before changing this.
  • If you notice severe issues, set r_vsync to "2".
  • Additional Bugs Fixed with original maps, logic, etc. Minor but annoying things.
  • Updated Heretic support, adds menu graphics and improved other things. To make it run with the SSE2 build, edit HERETIC.bat and rename the executable.
  • Updated libs for Windows versions. NOSSE uses older libraries, while SSE replaces some entirely. Adopted libjpeg-turbo, and MD5 sse2 calculations,
  • and integrated NOASM into some stuff, while upgrading to the brand-new GLEW 2.0.0 (replaced the ancient 1.5). Still planning on abandoning GLEW entirely
  • with 2.1.0 and SDL2.
  • We had a Multiplayer menu working along with split and LAN play, but decided to hold off integrating it until 2.1.0 as there are still quite a few small
  • issues with connecting to a HOST, as well as input problems with split-screen. Our SDL2 branch has eleviated all control problems, FYI :-)

New in hyper3DGE 2.0.3 (Apr 12, 2016)

  • Bugs Fixed
  • Reworked menu:
  • Split Video Options into two: Screen Options and Video Options.
  • Added new, smaller menu font with much better colors.
  • Re-Centered most text, including multiplayer stuff.
  • Added more menu options from cvars as requested.
  • Added translucent color alphas for menu background drawers for easier readability.
  • HUD text is now drawn to the center of the screen.
  • Much improved defaults (edge2.cfg)
  • Win9X support is back, removed SSE2 compiler optimizations so engine can run on more builds
  • Interpolation is slightly improved from the last release, but still needs smooth stepping up.
  • Added OpenGL2 mode (though, sprites are not yet ran through this, so it is set to 1 for now)
  • Removed pause on screenwipe (didn't look pretty spawning on the floor, waiting for alternative)
  • Removed finale screen "bugfix" (got stuck forever on screens, now instead of black screen, it will just loop over again (this applies to DOOM 1 episodes)

New in hyper3DGE 2.0.2 (Sep 2, 2015)

  • Finale screen bugfix: now, no more black screen when ending a DOOM 1 episode (currently non-skippable to match original game behavior)
  • DDF fixes: Chainsaw attack range was set incorrectly, now matches Punching logic; HOOF/METAL sfx audible again.
  • Further dehacked tweak to ignore duplicate entries in dehacked lump if it exists
  • Added Interpolation option under Video Options (default is ON).
  • Finally fixed the SSG appearing in DOOM 1 bug with IDFA/IDKFA cheat.
  • Toned down the red palette effect for pain to match Radiation Suit logic.
  • When the console is dropped down, the game now pauses.
  • When a screen wipe is called, the game will pause and start only after the screen is cleared.
  • Invulnerability method was removed from the Video Options menu. The major slowdown issue that was caused because of backface culling has been eliminated when "COMPLEX" was selected. Because of the chance of someone messing with it, Invulnerability has been removed from the menu - it is *always* set to "Textured" now.
  • Small tweaks here and there, updated edge2.wad, removed unnecessary warning strings from console, etc etc.

New in hyper3DGE 2.0.1 (Jun 3, 2015)

  • MD2/MD3/MD5/MDL models now display with Masked Blending (all of the time), so now both sides of a 3D model can be viewed without the backface being culled (front-face culling for mirrors is still active). Expensive, but now two-sided models can be rendered. This will eventually become a flag in DDF (MaskBlend in SPECIAL) to allow per-model control rather than the entire model rendering system, in case there are special models that don't require two-sided faces.
  • Bobbing is restored in the source code. No need to tinker with the BOBBING= setting, though restoring Bobbing introduces hindered interpolation (if r_lerp set to "1"). 2.0.2 will have interpolated head bob. You can adjust the bobbing COMMAND to make it less or more severe, depending on your taste.
  • COAL: Added multiple HUDS for DOOM - now you can choose between the classic HUD, no HUD, or the 3DGE HUD (improved with on-screen ammo counts). Just toggle between them with the +/- keys.
  • Fixed classic DOOM HUD causing weapon to be vertically "squished".
  • Support for FreeDoom Phase 1 and 2 IWADS (freedoom1.wad and freedoom2.wad) and the Chex IWAD.
  • DDF: Vastly improved Styles.DDF Support (allows MENU/OPTIONS/etc. customizations): can customize RTS_MENU now with an animation or graphic. Able to call Anims.DDF through COAL and RTS, Anims.DDF has been improved.
  • DDF: Smoother weapon state ticrates (0.0f), however this is untested.
  • BOOM: Working on more generalised linetype compatibility issues. For now I am adding the linetypes into LINES.DDF as I go.
  • Fixed a bug with the Quit screen rendering all black instead of transparent.
  • Fixed a bug with SpiderDemon and CyberDemon's Walk sounds (METAL/HOOF) not being audible.
  • Removed Dehacked version checking in DEH_edge - now, any kind of DEH should load.
  • Splashscreen can be enabled with a commandline option (-showsplash); disabled by default.
  • HERETIC: New heads-up display, working on writing the default HUD, but for now Heretic users can use the streamlined HUD overlay. Integrated patch graphics for the main menu (temporary until menu_strings get implemented). The HUD is not in herddf, but in HERFIX.WAD.
  • Prototypes added:
  • Custom SWIM states for monsters
  • Custom ON_CONDITION states for MOBJS (to control through RTS)
  • Stencil Buffer added to 3DGE (drawplane reflections for water/etc)
  • Bounding Box Upgrades (simple directional physics using lightweight library)
  • Caustics on walls
  • Beginning of Half-Life MDL format support (bones, skeletal)
  • Restored DrawLaser in r_Render.cc for eventual laser rendering
  • Fixed MD5 scale and rotation, working on skin_img support
  • Player 2 Input (rework)
  • Start of Decal code (using the Stencil Buffer).
  • REMOVED:
  • Action keys 3 + 4 (debugging)

New in hyper3DGE 2.0.0 Alpha1 (Mar 12, 2015)

  • Feature:
  • Rendering Interpolation. You can control this with the following CVARS in the console:
  • r_lerp (disables/enables), r_maxfps, r_vsync (helps screen tearing)
  • Feature:
  • MD5 model support (please see the 3DGE wiki for information on how to set this up)
  • this is still sort of incomplete, as there is no MD5 support for weapons (yet)
  • the MD5 loader cannot process skin_img yet, but the engine will warn you about the skins
  • MD2 and MD3 models are still supported as of this release!
  • Bugfixes: Hardcoded fog removed, vSYNC works, splashscreen restored
  • All changes/fixes from 1.36F incorporated
  • The next version will include regulations that prevent older mods not designed for EDGE 1.35+
  • to fail, but with instructions on how to convert them to work with the 2.0 branch.

New in hyper3DGE 1.36 Final (Jul 19, 2014)

  • As per suggestion, this version executable is just named "3DGE.exe".
  • Feature: Two NEW Action Buttons (ACTION3 and ACTION4).
  • Timidity: Packed-In GUS patchset makes Timidity instantly ready.
  • Bugfix: Dehacked Strings now never run out of lines with intermission, etc.
  • Cosmetic: Options Drawer cleaned up, removed splitscreen controls menu (for now)
  • Cosmetic: disk-loading icon is now disabled by default (re-enable with m_diskicon)
  • Cosmetic: Game now lets player know in console and HUD when a game has been saved.
  • Cosmetic: New Default HUD replaces the old BOOM-style one from DosDoom 0.653
  • Heretic: To Run Heretic, run HERETIC.BAT. This will append herfix.wad, HDF, and
  • the Heretic IWAD.