EDGE 1.29 README.TXT ==================== Welcome to EDGE, the Enhanced Doom Gaming Engine. Website: http://edge.sourceforge.net Archive listing: * gledge-linux - EDGE Linux binary (OpenGL rendering) * edge.wad - EDGE WAD Information, version 5.3 * Changelog-129.txt - Changes since 1.28A * Edge-Readme.txt - Guess what you are reading? System Requirements: - Pentium 400 MHz CPU or later. - 64MB RAM (128MB RAM recommended). - Hardware accelerated 3D card with OpenGL drivers. - Either a DOOM, DOOM II, or Final DOOM IWAD file. (See "Getting hold of game data" below). For Win32: - DirectX 7.0 or higher. For Linux: - SDL (Simple DirectMedia Layer) version 1.2. - glibc 2. Getting hold of game data: You can get hold of FreeDoom from freedoom.sourceforge.net which is _free_ and has been produced by fans of the game in their spare time, or you can purchase "The Ultimate Doom", "Doom II" or "Final Doom" (Plutonia/TNT) from id software at www.idsoftware.com. The shareware data will also work with EDGE. You need to copy the .WAD file you want to use into your EDGE directory. The wad names and what game they belong to are listed below: doom1.wad -> Shareware Doom. doom.wad -> Doom/Ultimate Doom. doom2.wad -> Doom II plutonia.wad -> Final Doom (Plutonia) tnt.wad -> Final Doom (TNT) Useful Parameters: * Screen size: -width [screenwidth] -height [screenheight] * Colour depth: -bpp [depth] (2 for 16-bit, 4 for 32-bit) * Windowed mode: -windowed * Fullscreen mode: -fullscreen * 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 * Disable warnings: -nowarn 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). - Hardware accelerated 3D rendering (via OpenGL). - Jumping, Look up/down, Flying (JetPack), Zooming. - Many limits and bugs from original DOOM removed. Major changes in 1.29: + Drag 'n' Drop support. + Greatly improved BOOM compatibility. + Handle DeHackEd and BEX patches. + New startup with a progress bar. + OGG/Vorbis music playback. + IMAGES.DDF, supporting PNG and JPEG images. + Added a Sound Options menu. + Software rendering was removed. Bugs fixed in 1.29: + crash loading a savegame with dynamic lights when D/L disabled. + fixed crash when starting a level in deathmatch mode. + quotes (") usable in response files (for filenames with spaces). + fixed "jerk up/down" when player steps onto a lowering lift. - arch-vile no longer resurrects monsters into itself. - fix for teleport on MAP06 (going to wrong place). - berserk strength now lasts the whole level. - night vision wasn't affecting the sky, fixed. - monsters on different sides now attack each other. - autorun is remembered in the config file again. - revenant missiles fixed to match the original. - fixed 'detuning' problem with MUS playback. * Many more... See the 1.29 ChangeLog for the complete list. General improvements in 1.29: + drag and drop support. You can pass wads, demos, scripts and DeHackEd patches to EDGE by dragging them onto the executable. Everything before the first option is considered a file to add. + improved BOOM compatibility: - handle the ELEVATOR linetypes. - support for Current/Wind/Push/Pull forces. - support for Icy/Muddy floors. - handle BOOM colormaps. - load the SWITCHES and ANIMATED lumps. - support for line-to-line teleporters. - support for platform toggle linetypes. + support for OGG/Vorbis Music playing. OGG/Vorbis is music format similar to MP3, but is free from patents and does not require any royalty fees. + built-in support for DeHackEd and BEX patches, using normal files (with .DEH or .BEX extension), and also the DEHACKED lump. Patch files can be added with the -deh option (like in other ports). - Linux: fatal errors produce a pop-up dialog box, and EDGE can be run by double clicking the executable. - more robust sound initialisation code. - emulation for Doom's original lighting. - ability to use 32-bit screen modes (16.7 million colours). - V3 and V5 GL-NODES, for very complex levels (Deus Vult MAP05). - sky improvements, including a stretch option in Video menu. - the DeathBot is back! and meaner than ever... - correct map names for TNT Evilution and Plutonia Experiment. - missing wad files (given with -file) now produce an error. - can disable mouse-look in the gameplay options. - console now slides up/down, smaller font. * See the 1.29 ChangeLog for more... New DDF/RTS features in 1.29: + new IMAGES.DDF file. The corresponding wad lump is DDFIMAGE. You can define any type of images in this file (textures, flats, sprites and screen graphics), and they will override any from the WAD file with the same name. Supports PNG and JPEG formats, either as lumps in a WAD or as external files. Allows the full range of colours. + new FONTS.DDF file. The equivalent wad lump is DDFFONT. This is for defining fonts (the set of character images for drawing text). - new STYLES.DDF file. THIS IS EXPERIMENTAL !! The idea is to define the background colour/image and text font/colour/scaling information (and sounds too) for various parts of EDGE's user interface. It may undergo significant changes (without keeping compatibility), and it might even be scrapped! USE AT OWN RISK. + new RTS menu system. A script can show a menu, which pauses the game until the user selects an option. The script can then see what the user selected and perform some specific actions. - support for thing "TAG" numbers in RTS scripts. + weapon clip handling has been greatly improved (and made sane). + support for manual reloading (new key in Keyboard Options), and also next-weapon and previous-weapon keys. + Eight new ammo types: AMMO9, AMMO10 ... upto AMMO16. - There are new weapon specials, and they can be given to the primary and secondary attack separately (e.g. SEC_SPECIAL command). They include: ANIMATED, NO_SWITCH, NO_TRIGGER, FRESH, NO_MANUAL and NO_PARTIAL. Many of these control reloading behaviour. - Numerous new weapon states: EMPTY states for when the weapon has run out of ammo (primary attack only), IDLE for when the player hasn't used the weapon for a while, WARMUP and SECWARMUP for showing a "spin-up" animation, and finally DISCARD / SECDISCARD states for reloading a weapon which wasn't empty. - RELOAD states for monsters. - SEQUENCE command for ANIMS.DDF. - can specify a colour directly in COLMAP.DDF (no lumps needed). - flags for friendly monsters: ULTRA_LOYAL and SIDE_IMMUNE. - better control over explosion damage (EXPLODE_RADIUS command). - WHEN_APPEAR in DDF and RTS now accepts simpler syntax. * That was just a summary. See the 1.29 ChangeLog for more... Known Issues: - Multiplayer (networking) does not work yet. We have made a little bit of progress recently, for example you can play deathmatch with bots. We plan to get LAN-based multiplayer working in the next release. - Drag-and-drop does not work in Linux. - Joysticks do not work. We haven't done any work in that area. - 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 will not work 100%. Use the -nowarn option to turn off these warnings. - 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 using OpenGL rendering (if the sprites are lowered, they get clipped and this looks a lot worse). Certain other DOOM tricks, e.g. flat-flooding, sometimes don't work properly with EDGE's renderer. - Bullets can sometimes pass through solid extrafloors. - The console has very limited functionality. - Certain colourmaps (especially Fog) don't work. 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. - Post the EDGE.LOG file which EDGE creates along with your bug report, as this contains lots of useful information to help us track down the problem. 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 EDGE to work, you need a 3D card *plus* OpenGL drivers for it installed on your computer. A really low framerate (1 FPS) usually means that the *software* OpenGL driver is being used (not what we want, of course ;). Go to the website of your card's manufacturer 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 EDGE should work too. - SHOULD YOU HAVE ANY PROBLEMS WITH GRAPHICAL PROBLEMS OR WITH THE ENGINE LOCKING UP PLEASE ENSURE YOU HAVE THE LATEST VIDEO AND OPENGL DRIVERS FOR YOUR MACHINE. Users of the ATI Rage series are recommended to upgrade to the latest drivers since some older drivers (circa 2001) have been known to cause a lockup during startup. Voodoo3 is known to have problems, since the only OpenGL drivers that exist for it are very old and buggy. For Linux: - SDL 1.2 can be found at http://www.libsdl.org/. - You can check whether hardware 3D rendering is available by running the 'glxinfo' program in an xterm, and look for the line that says "direct rendering: Yes". Contact points: * For the latest news and developments visit the EDGE Website at http://edge.sourceforge.net * For Forums, Bug Reports and CVS Access visit the EDGE Project site at http://sourceforge.net/projects/edge * For more information on "GL Nodes", see the glBSP homepage at http://glbsp.sourceforge.net Compiling EDGE: Please read the file "INSTALL" in the source package. 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, the one with "no" disables it. -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. -deh ... Load external DeHackEd/BEX patch file(s). -config Config file (normally EDGE.CFG). -debug Enable debug output to file (DEBUG.TXT). -nolog Disable creating the log file (EDGE.LOG). -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 Number of real players. -bots Number of bots. -deathmatch Deathmatch game (otherwise COOP). -altdeath Alternate deathmatch mode. -timer Time limited games, and specifies how long. -avg Andy Virtual Gaming (same as -timer 20). -respawn Monster respawning. -newnmrespawn Monsters respawn as if resurrected. -(no)itemrespawn Item respawning. -videodriver Specify what SDL video driver to use. -directx shortcut for "-videodriver directx" -gdi shortcut for "-videodriver gdi" (default) -windowed Run inside a window. -fullscreen Run fullscreen. -audiodriver Specify what SDL audio driver to use. -waveout shortcut for "-audiodriver waveout" -dsound shortcut for "-audiodriver dsound" (default) -sound16 Use 16-bit sound output. -sound8 Use 8-bit sound output. -(no)sound Enable/disable sound effects. -(no)music Enable/disable music output. -strict Errors: be as strict as possible. -lax Errors: be as lax/forgiving as possible. -(no)warn Enable/disable all warning messages. -(no)obsolete Enable/disable warnings about obsolete stuff. -(no)smoothing Smoothing for graphic images (mainly GL). -(no)mipmap Mipmapping enable/disable. -(no)shadows Shadows are drawn under things. -(no)dither Dither the graphics (in GL). -(no)halos (Unimplemented) Halos/coronas around lights. -(no)dlights Dynamic lighting enable/disable. -(no)trans Whether translucent stuff is rendered. -(no)jumping Whether player jumping is allowed. -(no)crouching Whether player crouching is allowed. -(no)mlook Whether Mouse-look up/down is allowed. -(no)blood More blood which lasts longer. -(no)kick Weapon kick effect. -(no)monsters Enable/disable monsters within the game. -(no)fast Fast monsters. -(no)cheats Cheat codes enabled or disabled. -(no)rotatemap Automap rotation. -(no)smoothmap Automap anti-aliasing. -(no)invertmouse Invert the mouse Y direction. -(no)showstats Shows on-screen statistics/info. -(no)hom HOM (Hall Of Mirrors) detection. -(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)diskicon Whether to show the flashing disk icon. -(no)fadepower Powerup effects smoothly fade out. -(no)hogcpu Smoother gameplay vs less CPU utilisation. -trilinear Trilinear mipmapping. -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). -nograb Don't grab the mouse cursor. -warpmouse Use special mouse handling code. Console commands: CRC Computes the CRC value of a wad lump. EXEC Executes the console commands in file. PLAYSOUND Plays the sound. QUIT Quit EDGE (pops up a query message). SET Set console variable to a new value. TYPEOF Displays the type of a console variable. * 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. **** Credits **** Current EDGE Team: Andrew Apted (aka "Ajapted") : programming Luke Brennan (aka "Lobo") : support & documentation Former EDGE Members: Andrew Baker (aka "Darkknight") : programming Marc Pullen (aka "Fanatic") : support & music Erik Sandberg : programming David Leatherdale : support & programming Patches: Darren Salt (aka "dsalt") : programming DOSDoom Contributors: Kester Maddock : programming Martin Howe : programming, cat lover John Cole, Rasem Brsiq : programming Captain Mellow, CowMonster : support, graphics Ziggy Gnarly & Sidearm Joe : support, graphics Matt Cooke, Eric Simpson : support Special Thanks: Chi Hoang : DOSDoom Author id Software : The Original Doom Engine --- END OF README.TXT ---