EDGE-classic
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Cross-Platform OpenGL Doom Source Port with powerful modding features
So I've gotten another one and I'm starting to recompile this on macOS. A few things: * i_sdlinc.h - the current SDL2/SDL.h headers fail if using MacPorts instead of Homebrew....
[debug.txt](https://github.com/dashodanger/EDGE-classic/files/9954631/debug.txt) I have attached the debug log for a user who is encountering issues launching the game. The user had a clean install and confirmed that the files reported missing...
Hi, I noticed you're using glatter (which is not compatible with Macs). Currently it is now impossible to build a Mac version. I suppose this change is permanent?
New commands are: - **DAMAGE_SECTOR (tag) (sourceSpecialType)**: Copies the damage parameters (amount, damage type, delay, flash color, etc) from an existing special sector type defined in SECTORS.DDF and applies it...
As support for other games (like Heretic) improves, it might be worth it to move the effect of various cheats outside of the C++ realm (except for the responder which...
This would allow for alternate firing/reloading/etc animations based on whether or not the weapon is zoomed in versus our very much static current zoom state.
There is an initial degree of DDF parsing support for this option, which is essentially a DDF-ized method of doing something like TEXTURE1/2/PNAMES. Need to put it through its paces...
Check if this also needs to be done for JPG/TGA
This would help with liquid splashes, fireballs, etc, where the flat or sprite in question has changed in appearance from its vanilla form. For example, if imp fireballs are recolored...
This could be used for various effects (pulsing smoke, etc) without needing to create specific images or DDFIMAGE entries with the sizes in question. Could also help in transformations that...