EDGE WAD for V1.27
Required engine data file for EDGE V1.27. This is needed for developers in addition to the source code.
Filenames
edge.wad
Size
744.44 KB
MD5
ebe8a9b7d5c1efc491b09efb1d67aca6
SHA-1
ac96ce3e47f464eff9bed566db78e7fad0ebb07f
SHA-256
e719c42351a54588c8092cc3c089bddcacfec99bd5f7ebd935a9c2bef0c5e533
WAD Type
PWAD
IWAD
Doom
Engines
Doom
Lumps
165
Download
Read Me
2.6.0 1.8 2.6.0 - [version number].[revision] 1.8 - [can use 1.8 thru 2.6 version of EDGE.WAD] EDGE WAD 2.6 (8/16/2001): ========================== 1) COLMAP.DDF: changed "[ALLGREEN]" to use "NITEVMAP" instead of "COLORMAP" 2) Removed COLORMAP.LMP, added NITEVMAP.LMP instead (see #1 above) 3) THINGS.DDF/ATACKS.DDF: added DLIGHT stuff for dynamic lights! EDGE WAD 2.5 (7/29/2001): ========================== 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 WAD 2.4 (4/28/2001): ========================== 1) THINGS.DDF: removed "CASTORDER=6;" from MBF DOG entry (unnecessary) EDGE WAD 2.3 (2/24/2001): ========================== 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 WAD 2.3 (2/7/2001): ========================== 1) LANGUAGE.LDF: added entries for menu options (all start with 'Opt'), this is to allow menu options to show in different languages EDGE WAD 2.2 (1/10/2001): ========================== 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 4) Added DSCRUSH to the EDGE.WAD, see above... EDGE WAD 2.1 (1/1/2000): ========================== 1) COLMAP.DDF: updated all text entries, minor corrections to that section EDGE WAD 2.0 (12/12/2000): ========================== 1) LINES.DDF: corrected line 46, CEILING.DEST_OFFSET=-4 (was 4) EDGE WAD 1.9 (12/4/2000): ========================== 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 WAD CHANGES 1.8 (11/16/2000): ================================== 1) THINGS.DDF, LINES.DDF, ATTACKS.DDF -TRANSLUCENCY is now a percentage EDGE WAD CHANGES 1.7 (10/7/2000): ================================== 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 entries... 6) Added SHADOW.LMP, used for new SHADOW colmap entry6 EDGE WAD CHANGES 1.7 (10/7/2000): ================================== 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 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) added WATERMAP.LMP, SLIMEMAP.LMP, and LAVAMAP.LMP (colormaps used in #3 and #4 above) EDGE WAD CHANGES 1.6 (10/3/2000): ================================== 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 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) -added dog sprites and sounds from MBF dog 4) COLMAP.DDF -added TEXT_RED and PLAYER_GREEN entries EDGE WAD CHANGES 1.5 (8/24/2000): ================================== Just DDF updates again. Other WAD entries are the same. 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 WAD CHANGES 1.4 (8/16/2000): ================================== Just DDF updates. Other WAD entries are the same. 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 WAD CHANGES 1.3 (7/29/2000): ================================== 1) added FNWHTMAP -new colourmap for fonts 2) added AUTOMAPS -new colourmap for the automap overlay 3) updated COLMAP to use the two new colourmap lumps above 4) ATTACKS.DDF -change "ALTERVISIVILITY" to "TRANS_FADE(x%)" 5) THINGS.DDF -same as above 6) DDF's are now version 2.1 EDGE WAD CHANGES 1.2 (5/27/2000): ================================== 1) merged DDF/SCR 2.0 to EDGE WAD 2) added EDGTTL mus lump (EDGE title music) EDGE WAD CHANGES 1.1 (3/7/2000): ================================== 1) added the following colourmap lumps: PLYRMAPS SKINMAPS TEXTMAPS 2) removed PALREMAP (above three replace it) EDGE WAD CHANGES 1.0 (3/6/2000): ================================== 1) moved RSCRIPT to external file as EDGE.SCR it's now in the DDF package EDGE WAD CHANGES 0.9 (3/3/2000): ================================== 1) in RSCRIPT, removed time after EXITLEVEL EDGE WAD CHANGES 0.8 (3/2/2000): ================================== 1) cleaned up RSCRIPT (radius script) for DOOM entries 2) added lump under data for the WAD version: EDGE_1.1 EDGE WAD CHANGES 0.7 (2/28/2000): ================================== 1) made new 'sleek looking' mouse pointer (not used ATM) 2) made new title and credit screens for EDGE 3) renamed DDTTL to EDGETTL 4) fixed DOOM2 scripts to work properly (DOOM1 needs to be tested) 5) cleaned up jetpack sounds 6) removed old demos (will add prior to public alpha release)