EDGE-classic
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Cross-Platform OpenGL Doom Source Port with powerful modding features
Our stock slider doors do block sound correctly, but the ones in WolfEC do not for some reason.
Maps like Comatose (as pathological as it is) can use many vertices in rendering automap lines... and some mods allow you to view the automap while the level is rendering,...
In EC, map01 of this wad has a misaligned texture. [https://www.doomworld.com/forum/topic/128999-squenched-avacausage-bite-1a-boom-map-1-to-13/](https://www.doomworld.com/forum/topic/128999-squenched-avacausage-bite-1a-boom-map-1-to-13/) It should look like this:  But in EC it looks like this: 
1. - [x] MIDI track loop points might not be accurate yet; this and other formats whose length cannot be immediately determined at song load may need tweaks to how...
This MBF21 wad: [https://www.doomworld.com/forum/topic/148433-now-on-idgames-sleepwalking-mbf21/](https://www.doomworld.com/forum/topic/148433-now-on-idgames-sleepwalking-mbf21/) gives the following error: `ERROR: Assertion 'st' failed (F:\msys64-EDGE\home\lbrennan\EDGE-classic\source_files\dehacked\deh_frames.cc:1512).`
https://www.doomworld.com/forum/topic/107367-infraworld-the-hatehammer/ After approaching the pedestal of keys that are teleported away, the player is supposed to be 'launched' out of the area and into a teleporter themselves; what happens for...
We have several places left in the code where we are reading or setting/unsetting the program's current working directory; this may have been needed historically but we should have no...
1. - [x] Startup parameter to automatically load save slot ## 2. - [ ] Console commands to save/load to and from slot ## 3. - [ ] Console command...
Allocate internal IDs to mobjs. That always increment and are thus never repeated during a level. Then clear out the ID list when changing levels. This way, specific mobj can...