EDGE & hyper3DGE - Le Bottin des Jeux Linux

EDGE & hyper3DGE

Specifications

Title: EDGE & hyper3DGE Type: Tool
Genre: Adventure & Action Status:
Category: Adventure & Action ➤ Shooter ➤ Fantasy & Sci-fi ➤ Doom 1&2, Hexen 1, Heretic, Strife Commercial:
Tags: Action; FPS; Shooter; id Tech 1 engine; Doom; Heretic; Hexen; Strife; Cross-platform; Local Multi; Online Multi; Co-op; Co-op vs AI; Competitive Demo:
Released: EDGE : 1.35 / Hyper3DGE : Latest : 2.1.0 Test3 / Dev : 2.1.0-RC1 / 5389226 Package Name:
Date: 2019-01-27 Extern Repo:
License: GPL v2+ Deb Repo:
View: First person Package:
Graphic: 3D Binary: ✓
Mechanics: Real Time Source: ✓
Played: Single PDA:
Quality (record): 5 stars Quality (game):
Contrib.: Goupil & Louis ID: 10901
Created: 2010-08-20 Updated: 2019-08-30

Summary

[fr]: EDGE (Enhanced Doom Game Engine) et hyper3DGE (la poursuite d'EDGE) sont des ports sources libres et multi-plateformes du moteur id Tech 1 d'id Software, avec pour finalité l'extension des capacités du moteur tout en préservant la compatibilité avec l'original. Sa particularité : son système de fichier DDF (Doom Definition Files) décrivant le comportement du jeu dans un fichier texte externe, facilitant le travail des moddeurs en permettant l'ajout d'armes et de fonctionnalités avec moins de limitations que celles d'autres ports sources. [en]: EDGE (Enhanced Doom Game Engine) and hyper3DGE (the continuation of EDGE) are free/libre and cross-platform source ports of id Software's id Tech 1 engine, with the goal of extending the engine's capabilities while maintaining compatibility with the original. Its special feature is its DDF (Doom Definition Files) file system, which describes the game's behavior in an external text file, making it easier for modders to add weapons and features with fewer limitations than other source ports.

Videos

Quelques exemples / Some examples (Showcase) :

Links

Website & videos

EDGE :
[Homepage] [Dev site] [Features/About] [Screenshots] [WIKI] [FAQ] [RSS] [Changelog 1 2 3]

hyper3DGE :
[Homepage] [Dev site 1 2] [Features/About] [Screenshots] [WIKI] [FAQ] [RSS] [Changelog 1 2 3 4]

[Videos t ts gd id r lp g g g g g g g g g g g g g g g g g g[fr] g[de] g[ru] g[pl] g[cz] g[sp] g[pt] g[it] g[tr] g]

Commercial : (empty)

Resources
• Some examples of games :
- Covert Operations : [Covert Operations (tested with EDGE engine)] [video]
- Duke it Out in DOOM : [Duke it Out in DOOM (tested with EDGE engine)] [Mod DB] [video]
• Some stuffs : [EDGE on Sourceforge (Wad, DDF, games, ...)]
Technical informations
[Open Hub] [DoomWiki] [Wikia (EDGE) (Doom Definition File - aka DDF)]

Social
Devs (hyper3DGE Team [fr] [en]) : [Site 1 2] [twitter] [YouTube] [Interview 1 2]
Devs (EDGE Team [en]) : [Site] [Forums] [twitter] [YouTube] [Interview 1 2]
Devs (DOSDoom Team [fr] [en]) : [Site 1 2] [twitter] [YouTube] [Interview 1 2]
Devs (id Software [fr] [en]) : [Site 1 2] [twitter] [Facebook] [YouTube] [Interviews (J. Carmack) (2019) (2016) (J. Romero, 2018) (Others)]
Game : [Blog] [Forums 1 2] [twitter] [YouTube]

On other sites
[Wikipedia (Doom (série)) [fr] [en] [de]]
[Wikipedia (Doom) [fr] [en] [de]]
[The Linux Game Tome]

Reviews


News / Source of this Entry (SotE) / News (SotN)

Description [fr]

Un port source id Tech 1, par l'EDGE Team (basé sur le projet DOSDoom), projet poursuivit par l'hyper3DGE Team.
Il est basé sur le moteur id Tech 1 d'id Software.

EDGE (pour Enhanced Doom Game Engine) et hyper3DGE (la poursuite d'EDGE) sont des ports sources libres et multi-plateformes du moteur id Tech 1 d'id Software, avec pour finalité l'extension des capacités du moteur tout en préservant la compatibilité avec l'original. Sa particularité : son système de fichier DDF (Doom Definition Files) décrivant le comportement du jeu dans un fichier texte externe, facilitant le travail des moddeurs en permettant l'ajout d'armes et de fonctionnalités avec moins de limitations que celles d'autres ports sources.

Jeux supportés (id Tech 1) : Doom 1 (Ultimate Doom), Doom "BFG Edition" , Doom 2, Doom II "BFG Edition", Final Doom, Freedoom, Wolfenstein 3D, HacX, Chex Quest, Heretic, Heretic, Strife, Freedoom 1& 2, FreeDM, Blasphemer, The Adventures of Square, Delaweare,
EDGE et hyper3DGE sont également compatibles avec la plupart des fonctionnalités de Boom, ces 3 moteurs étant dérivés du même projet initial : DOSDoom.

Ressources et documentations disponibles :
• voir les fiches "Ressources - Doom 1&2, Heretic, Hexen 1, Strife" et "Freedoom".
• voir aussi les ressources disponibles spécifiquement pour EDGE sur Sourceforge et celles citées sur le Wiki du jeu.

Crédit image (lien ci-dessus) : ZDoom forums ([3DGE] Maps & Modifications Shovelware, by Runsaber)


EDGE

Le projet EDGE est un projet de programmation visant à développer un moteur de style DOOM destiné aux développeurs de Total Conversion, mais toujours capable de jouer aux jeux DOOM originaux.
Ce projet a commencé avec le source de DOOM publié par Id Software.

hyper3DGE

Dans le prolongement du projet EDGE, hyper3DGE donne à l'utilisateur final davantage de puissance du moteur alternatif de DOOM le plus avancé - combiné avec une portabilité sur la plupart des systèmes, y compris les consoles de jeux.

Description [en]

EDGE

EDGE is an advanced OpenGL source port spawned from the DOOM engine, with focus on easy development and expansion for modders and end-users.

Uses GPL-licensed technology from id Tech 1-4 (C) 1997-2011 id Software, LLC
DOSDoom originally developed by Chi Hoang and the DOSDoom Team, (C) 1997-1999
Licensed under the GPLv2 (or greater)

hyper3DGE

As a continuation of the EDGE Project, hyper3DGE gives the end-user more power from the most advanced alternative DOOM engine - combined with portability to most systems, including game consoles.

List of supported games : (see the WIKI on the site)

IWAD

An IWAD - short for Internal WAD - is the main resource file for a Doom-engine game, containing all the game's original sounds, levels, and graphics. EDGE needs an IWAD file in order to play; without one the EDGE engine has no game data to use.


DoomWiki (CC BY-SA 4.0 International) :

EDGE (Enhanced Doom Gaming Engine) is a collaborative Open Source project based upon the Doom source code. EDGE is derived from an earlier project called DOSDoom, and started development in early 1999 before its parent DOSDoom 0.65 was released. EDGE is sometimes referred to as 3DGE, or hyper3DGE due to the long-standing development of the 3DGE fork, which was initially released on April 11, 2011; it was originally created to power the Hypertension TC, and absorbed back into EDGE seven years later. The first official EDGE version was released on June 20, 2000. The latest stable version is 2.0.4, released on December 13, 2016. The team releases *DRDT semi-regular development builds via DRD Team.

EDGE includes ports to many popular operating systems, including x86/x64 Windows, Linux, BeOS, Raspberry PI, Sega Dreamcast, and Mac OSX. The project is hardware-accelerated only, and also implements support for PowerVR2 CLX2 (through KallistiOS) for the Dreamcast platform. Previous versions of EDGE incorporated both software-rendered and hardware-accelerated versions, though the former was dropped with the release of version 1.29.

The most attractive feature of EDGE is its DDF system, which originated from DOSDoom. DDF describes all game behavior inside text files external to the executable file. As a result, it is popular among modders who use the extensibility to add many new weapons and features with many fewer of the limits present in other source ports. With DDF, for example, it is possible to create monsters which can possess multiple missile and melee attacks, or create custom pain and death states for monsters when hit by specific weapons or projectiles. Combined together with RTS and the more modular, modern language COAL, EDGE can rival what other popular ports are capable of through their respective scripting language implementations.

Dream3DGE was a Sega Dreamcast-only port of EDGE 1.29, and has high compatibility with pre-1.31 mods, as it cannot currently run anything created with EDGE 1.31 or above. It must be built with KallistOS. It contains most, if not all, functionality from the parent port. This branch (and EDGE 1.29, on which it was based) was abandoned officially and rewritten and integrated back into 3DGE with version 2.0. The Dreamcast code utilizes KallistiGL instead of OpenGL for important rendering functions concerning the SH-4 CPU.

EDGE Historical Timeline
(...)

Features

Fonctionnalités notables :

☑ support du rendu 3D accéléré (via OpenGL),
☑ suppression de nombreux bogues du moteur d'origine,
☑ support des systèmes hub - tel que dans Quake 2 ou Hexen, permettant de revenir à une carte et de la retrouver dans le même état que vous l'avez laissé, et de conserver vos armes et clés,
☑ support du Joystick,
☑ fonction Extrafloors (sols 3D pour superposer des niveaux, des passerelles et des liquides),
☑ DDF (Doom Definition Files : personnalisation des monstres, scènes, ... par scripts),
☑ RTS (Radius Trigger Scripting pour le support de scripts lancés lorsque le joueur entre dans une salle par exemple),
☑ sauts, possibilité de regarder en l'air/en bas, de voler (vol en JetPack), de s'accroupir, de nager dans l'eau, de zoomer,
☑ support du son MIDI avec Timidity (en dépôts), ...


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 (Doom Definition Files), allow Mod/TC/PC creators to completely customise monsters, attacks, weapons, pickup and scenery items, linetypes, sectortypes, intermissions, and so forth... 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).
☑ GLEDGE takes advantage of hardware 3D acceleration via the OpenGL library.
☑ Jumping, Looking up/down, Flying (JetPack), Zooming.
☑ Many limits and bugs from original DOOM removed (e.g. no more visplane overflow or medusa effect).

☑ Uncapped OpenGL 2.0 rendering with support for Quake 2, Quake 3, DOOM 3, and Half-Life Models.
☑ Splitscreen local networking for cooperative, deathmatch, and botmatch play.
☑ Sega Dreamcast portability (currently under /source).
☑ Powerful DDF, RTS, and COAL scripting to make your Doom mods come to life.
☑ Now Supports Heretic, Chex Quest, and Hacx.
☑ Advanced rendering effects, such as normal maps and dynamic shadows
☑ Custom Level Editing program, 3DGE Builder, tailored specifically for 3DGE!


DoomWiki (CC BY-SA 4.0 International) :

☑ OpenGL 1.1/3.1 Renderer Paths, with Mipmapping, Smoothing, Dynamic Lighting, mirrors, portals, and GLSL shader support; Bump-Mapping/GLSL is only supported in the 3.1 rendering path.
☑ 64-bit support
☑ SDL2 integration
☑ UDMF support
☑ PAK/PK3/PK7/EPK archive support
☑ Rendering interpolation and Vsync support
☑ JPEG, PNG, TGA, BMP, PSD, GIF, HDR, PIC, PNM high-res textures; including support for TX_START/TX_END and HI_START/HI_END texture namespaces, and grAb offset support for PNG images.
☑ OPL synth playback (using nukeyT's OPLlib)
☑ Basic shadows restored from EDGE 1.27
☑ Integration of ZDBSP for UDMF and improvements to EDGE's built-in glBSP, including building nodes from archives; overall better 3D rendering of both existing Doom levels and newer levels.
☑ Several major and minor bugs squashed from the EDGE 1.x releases
☑ Heretic/Chex Quest IWAD support
☑ MD3 and MD5 model support
☑ Two-player splitscreen co-op or deathmatch (local only)
☑ RoQ video support for cinematics
☑ Runs on the Sega Dreamcast console.
☑ Normal, specular and bright-map support on models
☑ DDF/RTS/COAL enhancements and bug-fixes
☑ Polyobjects (more types will be supported in the future)
☑ Camera-Man scripts: New scripting language which utilizes cameras for complete camera control.
☑ Support for up to 64 defined weapons at once through DDF
☑ 16 Ammo types: BULLETS, SHELLS, ROCKETS, CELLS, and AMMO5 to AMMO16. (EDGE 1.29 only. AMMO1 to AMMO4 can be used as aliases for the 4 main ammo types.)
☑ Extrafloors feature allows modders to create submersible liquids, room-over-room, or catwalks, as well as vertically moving platforms not embedded into the floor.
☑ Four armor types: GREEN (33% reduction), BLUE (50% reduction), YELLOW (75% reduction) and RED (90% reduction).
☑ Automap can be made to be stationary instead of rotating with the player's facing angle, through COAL. Automap can also be applied as a secondary layer over the normal viewing screen opposed to replacing it, allowing the player to fight enemies and keep track of their position at one time.
☑ Weapons can have secondary attacks. Weapons can also be made to be manually reloaded, or have idle stats as well. Integration through COAL and RTS means Weapons and animations can be granularity customized.
☑ Support for MUS, MIDI, IT/MOD, and Ogg Vorbis music formats.
☑ DDF files allow the editing of many features (such monsters, attacks, and levels).
☑ Sprites can be viewed from 16 angles.
☑ RTS scripting format includes an option known as "Start_Map ALL" that allows global scripts to be created that affect all maps in the game without copying the script under each individual map.
☑ COAL virtual machine scripting language allow a more powerful alternative to functions normally found in DDF/RTS, as well as controlling the entirety of the HUD module.
☑ Sliding doors, which are done separately without using PolyObjects.

In-Progress

☑ OpenAL for audio subsystem (being restored from EDGE 1.28, replacing SDL2), which will allow for various 3D environmental effects
☑ FFmpeg for video playback support (which will replace EDGE's built-in ROQ player), and will accept any video format that FFmpeg does
☑ New DDF types: Terrains.ddf, Sprites.ddf, Inventory.ddf and Shaders.ddf
☑ Cross-platform IWAD selector
☑ Dynamic GLSL shader compilation
☑ Normal, specular, and brightmap support on world textures
☑ True inventory support
☑ Dynamic planar shadow system for dynamic lights
☑ AssImp 3D model back-end support for more model formats
☑ Quake 3: Arena-style shader-based sky system
☑ Better Boom compatibility
☑ Decals on all surfaces (using planned Decals.ddf)
☑ Wolfenstein_3D support (WLF_*)
☑ Rise of the Triad support (RT_*)
☑ Blake Stone support (BLK_*)
☑ Strife support

Heretic support is being finalized, and is in beta as of version 2.1.0 test 3, using a similarly named definition file called HDF (Heretic Definition File). The HDF definitions were written initially by CeeJay, before the 3DGE Team took over to write proper IWAD support.

Installation [fr]

PARAMÈTRES UTILES :

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