EDGE DDF 5.3: (2007-07-14) ========================== 1) THINGS.DDF: fixed DEAD_LOSTSOUL entry (doomnum 23) to match the original DOOM.EXE, i.e. last for 6 tics then vanish. 2) WEAPONS.DDF: fixed PRIORITY values on ROCKET_LAUNCHER and PLASMA_RIFLE (now 6 and 7 respectively). EDGE DDF 5.2: (2007-04-18) ========================== 1) LANGUAGE.LDF: added entries for new sound options menu, namely: SoundOptions and NeedRestart. EDGE DDF 5.0: (2007-03-13) ========================== 1) THINGS.DDF: changed the [DOG] entry to use SARGxx sprite instead of DOGSxx (which have been removed), fixing death and respawn frames to match. 2) COLMAP.DDF, THINGS.DDF: added colormaps for the [DOG] entry: SARG_BROWN is the main one, as well as: SARG_BLACK, SARG_BLUE, SARG_GRAY, SARG_GREEN and SARG_RED. EDGE DDF 4.9: (2006-11-19) ========================== 1) LINES.DDF: added BOOM's elevator types. 2) THINGS.DDF: give PASS_MISSILE special to many scenery items. 3) THINGS.DDF: added more player entries: PLAYER9 to PLAYER16. 4) LINES.DDF: for manual doors (ten in all), use TYPE=MANUAL. 5) STYLES.DDF: added (in comments) HOST_NETGAME, HOST_JOINGAME and NET_PLAYER_LIST styles. 6) EDGE.SCR, THINGS.DDF: remove MAP32 script, since the KEEN_DIE action has been re-implemented and used in the [COMMANDER_KEEN] things. EDGE DDF 4.8: (2006-09-08) ========================== 1) SECTORS.DDF: renumbered EDGE types to the 4400-4499 range. 2) LINES.DDF: added BOOM linetypes: 223 (Friction), 224 (Wind Force), 225 (Current Force) and 226 (Point push/pull Force). 3) THINGS.DDF: added BOOM's point push/pull types (5001/2). 4) LANGUAGE.LDF: remove unneeded CompatChange & CompatBoth entries. 5) ATTACKS.DDF: added DOG_BITE attack for the [DOG] entry, which was previously using the pinky Demon's attack. 6) ATTACKS.DDF: give SPAWN_LIMIT=21 to the PAIN ELEMENTAL attack. 7) LINES.DDF: added new line-types (454 to 461) for better RTS interaction, including Monster-activated types and RTS_DISABLE_TAGGED types. EDGE DDF 4.7: (2006-07-22) ========================== 1) LINES.DDF: fixed linetype 195 to be repeatable. 2) THINGS.DDF: use consistent key names. EDGE DDF 4.6: (2005-09-08) ========================== 1) ATTACKS.DDF: added BERSERK_MULTIPLY to PLAYER_PUNCH entry. 2) THINGS.DDF: added KEEP_POWERUP(BERSERK) to the BERSERK pickup item. 3) THINGS.DDF: added NOZBUFFER special for the "particle" things: [BLOOD], [PUFF] and [SMOKE]. EDGE DDF 4.5: (2005-05-13) ========================== 1) LINES.DDF: fix certain teleport types to teleport objects (via OTHER keyword in ACTIVATOR line), needed for compatibility with Boom teleportation rules. 2) IMAGES.DDF: added PNG images for title, credits and console. 3) THINGS.DDF: added new ammo limits to player entries (16 now). 4) THINGS.DDF: fix for teleport fog. 5) GAMES.DDF, PLAYLIST.DDF: updated for new OGG title music. 6) LINES.DDF: fix perpertual floors (types 53,87,162,181). EDGE DDF 4.4: (2005-02-11) ========================== 1) THINGS.DDF: fix for player entry on cast screen. 2) IMAGES.DDF: added prefixes to every entry. 3) ATTACKS.DDF: Revenant missile should have NO_TRACE_CHANCE = 50%, and fixed timing to match original Doom. EDGE DDF 4.3: (2004-12-23) ========================== 1) added new DDF files: FONTS.DDF, STYLES.DDF and IMAGES.DDF. 2) THINGS.DDF: updated player entries: limits for the new ammo types. 3) COLMAP.DDF: reorganised, putting unused entries in a backwards compatibility section, and fixed [FOG] entry to not use the "FOGMAP" lump (which isn't in EDGE.WAD). 4) LANGUAGES.DDF: added CompatChange and CompatBoth entries, which are used for the Boom compatibility dialogs. EDGE DDF 4.2: (2004-10-31) ========================== 1) THINGS.DDF: replaced BOSSMAN special in BOSS_BRAIN with the new ALWAYS_LOUD special. Means he is no longer immune to explosions (to match the original Doom). 2) THINGS.DDF: BERSERK powerup uses new SWITCH_WEAPON effect. 3) ATTACKS.DDF: Player's punch gets a puff (for immune monsters). 4) THINGS.DDF: Use correct key names (BLUECARD, not KEY_BLUECARD). 5) LINES.DDF: Added BOOM linetypes 211 and 212 (platform Toggles). 6) LINES.DDF: Added BOOM line-to-line Teleporters (243-244, 262-267). 7) LINES.DDF: Replaced PRESERVE keyword (now obsolete) in teleport types. 8) LANGUAGES.DDF: removed beginning "\n" from PlayState strings. 9) LANGUAGES.DDF: replace { } comments with // ones. 10) ATTACKS.DDF and WEAPONS.DDF: moved SILENT_TO_MONSTERS from [FIST] weapon into [PLAYER_PUNCH] attack. EDGE DDF 4.1 (2004-06-10): ========================== 1) THINGS.DDF: added missing GIB states to MANCUBUS. 2) THINGS.DDF: added Boom-compat STEALTH monsters: types 4050 to 4061. EDGE DDF 4.0 (2004-04-30): ========================== 1) THINGS.DDF: use new NULL sprite in BRAIN_SHOOTER, BRAIN_SPAWNSPOT, and TELEPORT_FLASH. 2) THINGS.DDF: added new CAST_TITLE commands for every cast monster. 3) THINGS.DDF: player defs: use CHECKMOVING in all the CHASE frames, and remove #CHASE redirection from PAIN frames. 4) ALL: added #VERSION directive to the top of files. 5) LANGUAGE.DDF: added Spanish translation for monster names, thanks to lobo_eire (Luke Brennan). 6) LANGUAGE.DDF: tidied up entries that had ""; on separate lines. 7) THINGS.DDF: gave all players JUMP_DELAY of 26T. EDGE DDF 3.9 (2004-01-15): ========================== 1) THINGS.DDF: fixed respawn states for HEAVY_WEAPONS_DUDE, PAIN_ELEMENTAL, and WOLFENSTEIN_SS to match standard DOOM (they were missing a few frames). 2) THINGS.DDF: added new [SMOKE] entry. 3) ATTACKS.DDF: made REVENANT_MISSILE use PUFF=SMOKE. 4) ATTACKS.DDF: added two extra frames to ARCHVILE_FIRE which existed in standard DOOM but were missing from EDGE. 5) ATTACKS.DDF: made the PLAYER_PLASMA timing 6 tics instead of 2 tics, to match standard DOOM. 6) THINGS.DDF: added missing METAL sound to cyberdemon's chase frames. 7) THINGS.DDF: fixed boss-brain's pain sound (MAP30). 8) LANGUAGE.LDF: added monster cast names (ArachnotronName etc) to the [ENGLISH] and [FRENCH] sections. 9) LANGUAGE.LDF: added TNT and PLUTONIA level names and finale texts to the [ENGLISH] section (no french this time). EDGE DDF 3.8 (2004-11-29): ========================== 1) THINGS.DDF: added player capacities for pellets, nails, grenades, gas. 2) THINGS.DDF: gave [SPECTRE] FAST=2 (to match visible counterpart). 3) PLAYLIST.DDF: added entry [67] for the bunny music (D_BUNNY). 4) GAMES.DDF: fixed "read_m" music entries. 5) GAMES.DDF: added SPECIAL_MUSIC entries for proper cast/bunny music. EDGE DDF 3.7 (2001-08-16): ========================== 1) COLMAP.DDF: changed "[ALLGREEN]" to use "NITEVMAP" instead of "COLORMAP" 2) THINGS.DDF/ATACKS.DDF: added DLIGHT stuff for dynamic lights! EDGE DDF 3.6 (2001-07-29): ========================== 1) THINGS.DDF: added JETPACK (was missing since day 1 for some reason) removed two frames from DOG's respawn (frames M and N don't exist) 2) LINES.DDF: removed all 'COUNT=0;' entries (unnecessary) 3) LANGUAGE.LDF: added: NeedAnyForDoor="You need at least one key to open this door"; NeedAllForDoor="You need all keys to open this door"; added: HomDetectOn="HOM Detection ON"; HomDetectOff="HOM Detection OFF"; idhom="idhom"; (and German) HomDetectOn="HOM Entdeckung AN"; HomDetectOff="HOM Entdeckung AUS"; 4) LINES.DDF: added: [280] // Legacy "3D liquid floor" (same as EDGE line type 405) EDGE DDF 3.5 (2001-04-28): ========================== 1) THINGS.DDF: removed "CASTORDER=6;" from MBF DOG entry (unnecessary) EDGE DDF 3.4 (2001-02-24): ========================== 1) EDGE.SCR: corrected events for E2M8 and E3M8 when killing the Cyberdemon or Spider Mastermind for RTS exitlevel, added 5, to wait 5 seconds after they are killed EDGE DDF 3.3 (2001-02-07): ========================== 1) LANGUAGE.LDF: added entries for menu options (all start with 'Opt'), this is to allow menu options to show in different languages EDGE DDF 3.2 (2001-01-10): ========================== 1) LINES.DDF: added line types 281 and 289 to support Legacy "3D floors" NOTE: use -truebsp when loading a Legacy "3D floor" level 2) THINGS.DDF: added the following to all monsters: STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH); which is new for controlling what happens when a monster is crushed or is dead under a door (used to use the [GIB] entry, which is now REMOVED) 3) SOUNDS.DDF: added [CRUSH], called when a thing is crushed EDGE DDF 3.1 (2001-01-01): ========================== 1) COLMAP.DDF: updated all text entries, minor corrections to that section EDGE DDF 3.0 (2000-12-12): ========================== 1) LINES.DDF: corrected line 46, CEILING.DEST_OFFSET=-4 (was 4) EDGE DDF 2.9 (2000-12-04): ========================== 1) LINES.DDF: added line type 242, supports BOOM's deep water effect (should work well with the 10 Sectors Contest WADs that use the effect) 2) Updated various stuff to work with last EDGE internal update, nothing big EDGE DDF 2.8 (2000-11-23): ========================== 1) THINGS.DDF, ATTACKS.DDF -corrected new NOSHADOW; as a SPECIAL=NOSHADOW; and not an independant entry 2) LANGUAGE.LDF -corrected an error under the FINNISH entry that has "\n";, should be just "\n" (semi-colon was causing a crash when using -language finnish) 3) WEAPONS.DDF -changed rocket launcher from PRIORITY=-1; to PRIORITY=7; -changed BFG from PRIORITY=-1; to PRIORITY=8; -added DANGEROUS=TRUE; to rocket launcher and BFG EDGE DDF 2.7 (2000-11-16): ========================== 1) THINGS.DDF, LINES.DDF, ATTACKS.DDF -TRANSLUCENCY is now a percentage EDGE DDF 2.6 (2000-10-31): ========================== 1) THINGS.DDF -renamed: DAMAGE, DAMAGE_RANGE, DAMAGE_MULTI, and EXPLOD_DAMAGE, ...to: DAMAGE.VAL, DAMAGE.MAX, EXPLOD_DAMAGE.VAL, and EXPLOD_DAMAGE.MAX -renamed VARIEDEXPDAMAGE to EXPLOSIONDAMAGE (for unstable barrel) -added CROUCH_HEIGHT=32; to all player entries (WOO!) 2) SECTORS.DDF -renamed DAMAGETIME to DAMAGE.DELAY 3) SOUNDS.DDF -removed BITS and STEREO (obsolete) 4) COLMAP.DDF -removed PRIORITY (obsolete) -renamed [FUZZSHADOW] to [FUZZY] -added [SHADOW] colmap entry (used for shadows, makes then flat colored, with no details, like a normal shadow) NOTE: also make several tweaks with lots of entries, WEAPONS.DDF now has translucent flash frames, ATTACKS.DDF uses TRANS_FADE to fade out explosions, etc. 5) Added a ton of new EDGE default line types, see LINES.DDF for details... EDGE DDF 2.5 (2000-10-07): ========================== 1) THINGS.DDF -corrected the heights of the following: Num# Thing name Height ---------------------------------- 25 SKEWERED_BLOKE 64 26 DYING_SKEWERED_BLOKE 64 27 SKULL_ON_A_STICK 52 28 HEADS_ON_A_STICK 64 29 SKULL_CENTREPIECE 40 31 SHORT_GREEN_COLUMN 38 32 TALL_RED_COLUMN 50 41 EYE_SYMBOL 56 42 FLOATING_SKULLROCK 48 44 BRONZE_BLUE_TORCH 96 45 BRONZE_GREEN_TORCH 96 46 BRONZE_RED_TORCH 96 54 BIG_TREE 120 55 WOODEN_BLUE_TORCH 72 56 WOODEN_GREEN_TORCH 72 57 WOODEN_RED_TORCH 72 85 TALL_TECH_LAMP 78 86 SMALL_TECH_LAMP 58 2025 RADIATION_SUIT 60 2028 SMALL_BOLLARD_LAMP 46 7010 BURNT_SPIKE_STUMP 46 The old DOOM heights for these didn't matter because it didn't have true 3D, but with EDGE we could walk uner or over these things without touching them because their heights were all 16. 2) LINES.DDF -added line type 429, scroll down fast lower and mid texture only, for water/lava/slime falls -added line types 430-433, which are thick/liquid/extrafloors that scroll down, used for waterfalls and rivers on the part where they roll over a ledge -added lines 434-439, switch/walk/shoot once/repeat raise floor 2, use with RTS ONHEIGHT events 3) SECTORS.DDF -added types 18-64 for scrolling textures and push sectors: 18-25: (water) scrolling/pushing liquid extrafloors (blue hue) 26-33: (slime) scrolling/pushing liquid extrafloors (green hue + damage) 34-41: (lava) scrolling/pushing liquid extrafloors (red hue + damage) 42-49: push object in sector 50-57: regular floor/scrolling floor texture 58-65: regular floor/scrolling floor texture + push object in sector 66-70: colored light, hues for water, and slime/lava + damage 4) COLMAP.DDF -added colormap entries for WATER, SLIME, and LAVA (used with new SECTORS.DDF entries) -removed NO_SKY from sector special #1 (hard coded as true, no use for it to be false...) 5) WEAPONS.DDF -added TRANS_SET to all weapon attack flash states (makes muzzle flashes translucent) 6) ATTACKS.DDF -added TRANS_FADE to player weapon projectiles that had it missing (makes explosions translucent) =USE WITH EDGE 1.25 OR HIGHER= EDGE DDF 2.4 (2000-10-03): ========================== =USE WITH EDGE 1.25 OR HIGHER= 1) LINES.DDF -corrected sort order of all lines (were all jumbled) -added a ton of BOOM compatable linetypes (including 40, 78 and 85) -corrected line types to once only versus repeat: 47, 31-34, and 118 -changed EXIT=EXIT; to EXIT=NORMAL; (more descriptive) -changed LIGHT_PROBABILITY to LIGHT_CHANGE, also uses percentages now (engine change) -changed EXTRAFLOOR_TRANSLUCENCY to TRANSLUCENCY -added EDGE line types 409-417 (thin extrafloors and translucent mid-textures) -added types 418-421 variations of ENABLE_RTS -renumbered linetypes 9000-9006 to 422-428 to be in order with the other EDGE line types -deleted line 9097, since a BOOM linetype 208 does the same thing 2) SOUNDS.DDF -added MBF entries for the dog sounds 3) THINGS.DDF -added MBF entries for the dog thing (#888) -updated PALETTE_REMAP for OUR_HERO entry (see below) 4) COLMAP.DDF -added TEXT_RED and PLAYER_GREEN entries EDGE DDF 2.3 (2000-08-24): ========================== =USE WITH EDGE 1.25 OR HIGHER= 1) THINGS.DDF: -corrected thing # for UNSTABLE_BARREL from 7101 to 7104 -corrected OFF_SOUND to OOF_SOUND (type-o) -added ATTACK_HURTS and DISLOYAL to all player entries 2) LINES.DDF: corrected OFF_SOUND entries from "SWITCHX" to "SWTCHX" (type-o) 3) ATTACKS.DDF: added missing PUFF=PUFF; entry to "TRACER_MISSILE_L" and "TRACER_MISSILE_R" (caused a crash when MKII monster attacked) 4) WEAPONS: changed RANDOMJUMP to JUMP for plasma gun flash states (engine change) EDGE DDF 2.2 (2000-08-16): ========================== =USE WITH EDGE 1.25 OR HIGHER= 1) LINES.DDF -added ACTIVATE_SOUND="SWTCHX"; to line types 11 and 51 2) THINGS.DDF -added NOWAY_SOUND="NOWAY"; and OOF_SOUND="OOF"; to player entries, and renumbered POOL_OF_BLOOD_II from 79 to 80 (oops) 3) SWITCH.DDF -added OFF_SOUND="SWTCHN"; to all switch entries, renamed SOUND to ON_SOUND 4) GAMES.DDF -added ACCEL_SOUND="SLOP"; and FRAG_SOUND="PLDETH"; to all entries Most of the additions for sounds are for the engine changes, less hard coded sounds! EDGE DDF 2.1 (2000-07-29): ========================== =USE WITH EDGE 1.25 OR HIGHER= 1) LINES.DDF -removed line 243, redundant of the new 400 series 2) PLAYLIST.DDF -fixed last two entries, added new one for EDGETTL 3) GAMES.DDF -corrected EDGE title music entry 4) added FNWHTMAP -new colourmap for fonts 5) added AUTOMAPS -new colourmap for the automap overlay 6) updated COLMAP to use the two new colourmap lumps above 7) ATTACKS.DDF -change "ALTERVISIVILITY" to "TRANS_FADE(x%)" 8) THINGS.DDF -same as above EDGE DDF 2.0 (2000-05-29): ========================== =USE WITH EDGE 1.24 OR HIGHER= 1) WEAPONS.DDF -corrected attack frames of both SUPERSHOTGUN and ROCKET_LAUNCHER 2) THINGS.DDF -removed DEATH_BOT, engine change 3) THINGS.DDF -renamed MAKEDEATH/OVERKILLSOUND(s) to PLAYER_SCREAM and changed the DEATHSOUND to PLDETH (instead of P??E??) 4) WEAPONS.DDF -added REFIRE_INACCURATE=TRUE to PISTOL and CHAINGUN 5) LINES.DDF -removed BOOMTEX entries (unnecessary) 6) PLAYLIST.DDF -corrected [01] - [04] from CD to MUS entries EDGE DDF 1.9 (2000-05-07): ========================== =USE WITH EDGE 1.23 OR HIGHER= 1) THINGS.DDF -changed players from 15 to 16 radius 2) LINES.DDF -added 9 new line types for EDGE features 3) THINGS.DDF -corrected initial cells count from 200 to 300 for all player entries EDGE DDF 1.8 (2000-04-18): ========================== =USE WITH EDGE 1.22 OR HIGHER= 1) THINGS.DDF -added #CHASE to DEATH_BOT, and swapped out the IDLE and CHASE states so they are in the correct order 2) LANGUAGE.LDF -updated German translation, thanks to Tarin! 3) THINGS.DDF - added COUNT_AS_ITEM to things 83, 2013-2015, 2022-2024, 2026, and 2045 EDGE DDF 1.7 (2000-03-29): ========================== =USE WITH EDGE 1.21= 1) GAMES.DDF -removed rem'd TITLE_PRIORITY entries 2) ATTACKS.DDF -fixed ACCURACY entries (were off a bit) EDGE DDF 1.6 (2000-03-28): ========================== =USE WITH EDGE 1.21= 1) SOUNDS.DDF -fixed incorrect SINGULAR bits (can only be digits -not refenced sound names) 2) GAMES.DDF -added NEXTMAP_SOUND=SGCOCK; to the DOOM2 entry (was missing) 3) ATTACKS.DDF -changed PLAYER_SHOTGUN/ACCURACY_ANGLE=5.6; 4) ATTACKS.DDF -multiplied all ACCURACY entries x2 (roughly) 5) LINES.DDF -updated EXTRAFLOOR entries to new format 6) GAMES.DDF -rem'd TITLE_PRIORITY entries EDGE DDF 1.5 (2000-03-21): ========================== 1) ATTACKS.DDF: changed ACCURACY to ACCURACY_ANGLE and ACCURACY_SLOPE, updated the values to the new method 2) ATTACKS.DDF: changed NO_TRACE_CHANCE and KEEP_FIRING_CHANCE to percentages of 0%-100% versus 0-255 values (divide by 2.55) 3) THINGS.DDF: changed PAINCHANCE and MINATTACK_CHANCE to percentages of 0%-100% versus 0-255 values (divide by 2.55) EDGE DDF 1.4 (2000-03-07): ========================== Added the necessary tags (e.g. for anims.ddf, for things.ddf, etc) to the beginning of each DDF file. Removed some stuff in colmap.ddf (NO_BRIGHT special and the [BRIGHT] colourmap). Updated anims.ddf for new format. Updated lines.ddf, sectors.ddf, and playlist.ddf to remove the now unneeded `:' from between the []. Renamed mission.ddf to games.ddf. Renamed many many fields ranging over all the DDF files (too many to list here). Added OVERKILL_SOUND entries to things.ddf. -AJA. EDGE DDF UPDATE (2000-03-06): ============================= 1) moved RSCRIPT lump from EDGE.WAD to external file as EDGE.SCR now included in the DDF packages EDGE DDF 1.3 (2000-02-28): 1) renamed DEFAULT.LDF to LANGUAGE.LDF 2) renamed [DEFAULT] to [ENGLISH] in LANGUAGE.LDF EDGE DDF 1.2 (2000-02-18): ========================== Changed { } comments to // style. Fixed state frames to use new IDLE_STATES. Fixed some problems in DEFAULT.LDF. Changed some remaining occurances of `DOSDoom' to `EDGE'. Added KILL_FAILED_SPAWN attack special to player missile/plasma & BFG attacks. Added DISLOYAL and ATTACK_HURT special tags to some monsters that need them now (zombieman, shotgun guy, etc). Changed the headers of things, lines and sectors to new format [name:number] (e.g. "[IMP:3001]"). -AJA. EDGE DDF 1.1 (1999-11-24): ========================== Added PLAYLIST.DDF, updated MISSION.DDF and LEVELS.DDF. PLAYLIST.DDF allows you to customize the music as either a file, like an MP3, a CD track, MUS or MIDI file. You define them by number in PLAYLIST.DDF and reference that number in MISSION.DDF and LEVELS.DDF. EDGE DDF 1.0 (1999-10-17): ========================== Cleaned usages from header in DDF files, instead redirects the user to our official homepage where the most up to date documentation is. Also gives a specefic version of DDF in the file, so if someone is having problems, we ask what version of DDF they have to see if they are out of date or incompatible.