EDGE-Classic
From DoomWiki.org
| EDGE-Classic | |
| Standard | Doom, Boom, MBF, MBF21 |
|---|---|
| Codebase | DOSDoom, EDGE 1.35 |
| Developer(s) | Andrew Apted (andrewj), Dashodanger, Luke Brennan (Lobo) |
| Contributor(s) | Chris J. Mullen (CeeJay) |
| Initial release | 1.0 (2021-12-18, 3 years ago) |
| Latest release | 1.51 (2025-10-28, 12 days ago) |
| Development status | Active |
| Written in | C++, Lua, COAL (modified QuakeC) |
| Target platform | Cross-platform |
| Available in | English (United States) |
| License | GPLv3+ |
| Website | edge-classic.github.io |
| Source Repository
(Git) |
GitHub |
EDGE-Classic is a fork of the EDGE source port by Andrew Apted (andrewj), Dashodanger and Luke Brennan (Lobo). It is based off EDGE 1.35, the final original EDGE release from April 9, 2011. It focuses on solving long-standing bugs and adding quality of life features as well as adopting cross-port standards that have emerged since the end of the original EDGE project. Additionally, it strives to maintain support for older or less powerful hardware.
Contents
Main features[edit]
- Emscripten platform support (playable demo at GitHub.io)
- Support for mounted folders and EPK/PK3/ZIP archives
- UDMF map support
- Support for UMAPINFO rev 2.2 specification.
- Extended DeHackEd support via the DEHEXTRA and DSDHACKED extensions.
- Support for the MBF21 rev 1.4 feature set specification.
- Extended node support for maps using compressed ZGL3 format built via AJBSP
- Improved support for the following IWADs:
- Chex Quest
- Freedoom
- Heretic
- Blasphemer
- Hacx
- Harmony
- REKKR
- Standalone games that can be created by adding an EDGEGAME lump or file to a WAD/EPK
Video[edit]
- Uncapped framerate
- Updated renderer with support for Direct3D 11, OpenGL 3.3, and OpenGLES 3.x as well as multithreaded BSP traversal
- Original OpenGL 1.3 based renderer still available, but requires recompilation from source
- Draw distance culling to improve performance on maps with complex geometry
- Dynamic light radius adjustment to improve performance on maps with heavy light usage
- Widescreen support for aspect ratios up to 21:9
- Border and color fill options available for non-widescreen status bar, intermission, and title screens used with such displays
- Support for overlays to provide faux scanline or other effects
- Ability to play MPEG videos via DDF or RTS
Audio[edit]
- Support for the MUSINFO lump
- Soundfont capable MIDI player with SF2/SF3 support
- OPL emulation for FM Synthesis of MIDI tracks
- Support for the following formats for alternative soundtracks:
- Support for the following formats for sounds:
- Support for dynamic, DDF, and UDMF defined reverberation
Gameplay/modding[edit]
- Lua as the primary scripting language, with a COAL compatibility library to aid in migrating existing projects
- Expanded DDF/RTS/COAL features
- Quake series MD1, MD2 and MD3 model support
- Erraticism (aka Superhot) gameplay mode: time will only advance when the player moves or fires
- Support for image/spritesheet fonts
- Support for TrueType/OpenType fonts
- Inventory system
- Improved deathmatch and co-op bots, with support for up to 15 bots in co-op regardless of player start count
- Ability to slow thinkers at long distances to improve performance on maps with extreme monster counts
Accessibility[edit]
- Ability to reduce or eliminate view and weapon bobbing
- Ability to disable flashing effects
- Support for locked door lines on the automap to pulse or show the required key graphic over them
User experience[edit]
- Optional pistol start feature
- Improved gamepad support
- Autoload folder
- Additional console commands for debugging and development purposes
- Support for displaying the ENDOOM lump in the console or on exit
- Ability to specify preferred IWAD to load when not using the -iwad parameter
- Ability to adjust sector light levels from -50/+50 in tandem with gamma settings to fine-tune brightness preference
- Ability to disable blood and death animations
- Enemies will appear to 'teleport' when killed
- Blood that would normally spawn is replaced with bullet puffs
History[edit]
EDGE-Classic was formed out of a need for a lightweight and advanced port for the Raspberry Pi, as well as dissatisfaction with progress on the 3DGE port. Luke Brennan, aka Lobo, suggested to Dashodanger to use EDGE 1.35, as that ran well on the OpenPandora handheld. Initially the focus was on fixing some bugs for the platform, but the scope rapidly expanded. A name had to be chosen, and due to the port targeting legacy hardware by design, EDGE-Classic was chosen and first released on December 18, 2021.
External links[edit]
- Official site
- EDGE-Classic repository, hosted on GitHub
- Development thread at Doomworld
| Source code genealogy | ||
|---|---|---|
| Based on | Name | Base for |
| DOSDoom | EDGE-Classic | None |
| EDGE 1.35 | ||
