2021: EMUS update
2020: DDF Online docs update
The DDF Online documentation has been updated (finally!) to EDGE 2.x compliance!
2020: EMUS update
2020: Robotech FirstGen WIP #3 available
All new 3D models, new skyboxes, and several gameplay tweaks.
Grab it from the FirstGen About page of the site.
2020: Robotech FirstGen WIP #2 available
Not a lot to see if you've tried it before. Mainly just patched up the old WIP to work in modern versions of EDGE.
But, it does have a new shiny HUD display!
Grab it from the FirstGen About page of the site (also added new screenshots)
2020: EMUS v2 Beta and DoomPAL update
2020: EMUS v2 Beta update
2020: EMUS v2 Beta update
Bug fixes and some minor GUI stuff.
2020: EMUS v2 Beta update
Allow editing of COALHUDS lump. Also a couple of bug fixes.
2020: EMUS v2 Beta release
After 10 years it's finally here! EMUS V2!
2020: DoomPAL updated to v2.1.3
Small update to DoomPAL to add EPK to the types of add-on files. Also a couple of tiny bugs fixed.
2020: DoomPAL updated to v2.1.1
Small update to DoomPAL to add PK3 and PK7 files to the types of add-on files. Also, MiniLauncher was not showing a personalized Background/Button.
2020: MEGA Meltdown
Apparently the name of the project was too triggering for many people (mainly americans I guess) so I decided to rename it to Make EDGE Active Again.
That is all.
Also, coding on EMUS: it's going well.
Low/HighRes wad creator(LHW) is pretty much done.
I've now turned my attention to MD2 States Tool(MST), which was pretty rough around the EDGEs (E.D.G.E.s get it!?)
Was about to completely redo the whole user interface as I couldn't figure out why I did it the way I did all those years ago, but after thinking hard about it and moving some stuff around I started to remember the method to my madness :)
2020: Ready for release
M.E.G.A. (Make EDGE Great Again) is done and ready for release. So what is it?
It's a pack designed to run on EDGE 1.35 which includes:
Shout out to Liberation for beta testing it.
DoomP.A.L. initial(public) release
Think of it as E.S.L. v2, updated to a more modern programming language.
New Screenies and download link on the DoomPAL page
Also, I did a good bit of coding on EMUS: it's shaping up quite nicely.
Most of the work went into a new tool : Low/HighRes wad creator(LHW).
This is an aid to mapping with HiRes textures,because usually you can't see them in the mapping editor, at least in EDGEs case.
So what this tool does is take a folder full of High Res textures(png/jpg) and add them to a wad in 2 flavours:
Then automatically generates the required DDFImage to make the magic happen and sticks it in the wad too ;)
It really makes Texture aligning easier in your favorite map editor.
2020: MEGA (Make EDGE Great Again) Project underway
Still getting sidetracked. Wasted a lot of time getting the HiRes Texture pack(AltDHTPv1.3) to play nice with EDGE, working around bugs, jumping through hoops: and here I thought it would be a quick job :(
A lot more work than I thought but it's done anyway.
Then, because I wasn't getting sidetracked enough, I decided to grab Sitters skyboxes and pack them up for EDGE and add them to the pack.
Still not quite happy with being so sidetracked, I decided that it would be cool to also do some MD2 replacing of some of the standard Doom sprites! Due to personal preferences, I replaced almost everything except the monsters and the weapons.
That's basically done too. Most of the models were taken from an old pack that used to ship with Vavoom/JDoom.
Now I'm trying to decide how to package it all up for ease of use, and where to host it: it's currently weighing in at around 250MB which is way to much for my webhost.
But! I did do a good bit of coding on EMUS: it's shaping up quite nicely. Most of the work went into WET and MST,and a bit of RTS IDE. I've added a new screenshot to the EMUS page.
Almost forgot: I slightly changed the Boat and Water tutorial wads to make a splashing sound when you go into the water :)
Keep getting sidetracked. Came across the Doom HiRes Textures project, so now I've been coding a program to automate the DDF necessary to use it in EDGE.
Then, to take a break, I started fixing up the website.
But wait! I did finally get SFX playing in the wad preview in WET!
Discovered that two of the tutorial wads on the site were broken: now fixed and replaced.
An update to the site after more than 10 years. TEN YEARS!! Crazy.
So, here's the thing: a while back someone
ported EDGE 1.35 to the Open
Pandora game console(which I own).
So, I've been doing some heavy coding on
EMUS v2, which
is shaping up extremely nicely.
Now before anyone asks, I'm concentrating on EDGE 1.35 compliance for everything because that is the version I have on my Pandora. It's not a snub to 3DGE/EDGE2, which looks very interesting indeed.
But just getting to 1.35 compliance might be biting off more than I can chew, without adding in MD3, PK3, UDMF and all the other new stuff.
It's not my intention to get back into Doom again, just to bugfix some stuff, release it, and disappear again into the mists of time :)
| 01 June 2007
New App: EMUS v1.0 released
For a while I've been toying with the idea of creating an application composed of several other utilities which can come in handy for your average EDGE TC developer (and perhaps non-EDGE doomers too).
I've finally gotten around to doing it and it's called EMUS (or E.dge M.odders U.tility S.uite).
So far, the tools included are:
So basically, you've got RTS Scripting, DDF
editing, Wad Merging, File renaming and a bit of lump editing all in
the one application.