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camper Avatar
camper
Doomer
2 minutes ago
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Doomer Boards Avatar
Epic Game's Unreal engine faces little to no competition at this point and will dominate a gaming landscape of the future

Even open-source FPS engines show clear favorites. Cube development is virtually nonexistent, though a few people play Sauerbraten and Assailt Cube. The Doom 1, ID1, 2, and 3 engines are actively used in many games. OpenX-Ray hasn't yet received official approval from GSC.
Anything else?
thehockster Avatar
thehockster
Doomer
about an hour ago
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I had the chance to play through this this morning.
Really nice mostly casual set with some challenging bits.
Map02 - The arch replacement almost got me haha
Map03 - took me a couple of tries but nice.
Map05 - Same as above, I ended up cheesing the cyber fight near the end.
The credits map was a nice surprise, a work of art hahaha.
Playthroughs of each map on UV:
DUIaTheHocksterDemos.zip (81.78 KB)
walterc Avatar
walterc
Doomer
2 hours ago
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SilverMiner Avatar
SilverMiner
Don't quit now! We're still spending your money!
9 hours ago
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has not all quad damages and adrenalines. garbage
GokumothermalEnergyAdvocate Avatar
GokumothermalEnergyAdvocate
Dumbworld On
yesterday at 4:41am
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SilverMiner Avatar
SilverMiner
Don't quit now! We're still spending your money!
yesterday at 4:00am
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thundercunt Avatar
thundercunt
Dumbworld On
yesterday at 3:10am
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GokumothermalEnergyAdvocate Avatar
GokumothermalEnergyAdvocate
Dumbworld On
yesterday at 1:21am
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GokumothermalEnergyAdvocate Avatar
GokumothermalEnergyAdvocate
Dumbworld On
yesterday at 12:48am
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dr_st Avatar
dr_st
Doomer
yesterday at 12:20am
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gavgav Avatar
gavgav
Doomer
Jul 12, 2026 at 11:30pm
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gavgav Avatar
gavgav
Doomer
Jul 12, 2026 at 9:53pm
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Lobo Avatar
Lobo
Doomer
Jul 12, 2026 at 7:37pm
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gavgav Avatar
gavgav
Doomer
Jul 12, 2026 at 7:16pm
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beamydonut Avatar
beamydonut
Doomer
Jul 12, 2026 at 7:12pm
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Lobo Avatar
Lobo
Doomer
Jul 12, 2026 at 6:43pm
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EDGE-Classic 1.53 is now officially released!
This is a relatively minor update to the 1.5x series, with some general bugfixes, tweaks, and a couple of new DDF/RTS/LUA features.
As usual, the example web player at edge-classic.github.io has been updated as well.



New Features

* New LUA/COAL function: player.time() which will return how much time has elapsed on the current map
* Bouncing objects with the IMMORTAL flag will not explode if they hit a thing. Not every bouncer is a grenade ;)



Compatibility Fixes BOOM

* Fixed an issue where single-activation Displace-type scrollers would continually apply their offset, effectively becoming Accelerate-type scrollers



General Improvements/Changes

* Removed Tracy profiler integration; retained basic rendering status (set debug_fps to '3' to view)
* Removed "EDGE_CLASSIC" CMake option; all features are unconditionally compiled and included
* Removed Direct3D11 Sokol target; Sokol builds are now either GLES3 (Emscripten) or Core GL 3.3 (other platforms)
* Moved Legacy of Rust to a wadfix to reduce startup warnings
* RTS menus with only 1 option: pressing CANCEL will now behave as if USE was pressed. Both dismiss the menu
* Ignore missing secret sfx on startup
* Allow playsim to continue on camera-type Intermission screens
* Rolled deathcam view on player death



General Bugfixes

* Fixed dynamic light and floor/sector glow rendering artifacts where certain parameters conflicted with the "Max Dynamic Light Radius" performance setting
* Footsteps SFX no longer continue playing when game is paused
* Footsteps SFX no longer continue playing when player is dead
* Walkable switches do not play the switch activation sound even though they have a switch texture assigned
* Fixed potential crash at map start if a line action is triggered which causes a switch SFX to play i.e. a scroll sector or transfer brightness line action on a linedef which has a switch texture
* LUA/COAL functions which accept an attack number as an argument did not recognize 3rd and 4th attacks
* LUA/COAL: several of our text writing functions would not print text in certain combinations of font types and sizes. Fixed
* Corrected several misnamed LOR SFX entries
* Resolved FPS drop if the LIGHTING set via DDF was different to the Options->video->Lighting mode
* Bouncing objects could very rarely cause an infinite loop
* Suicide cheat was not setting health to zero
* Fixed potential CTD involving usable/shootable teleport lines when mutliple "spechit" lines were in play
* Fixed attempt to free garbage pointer when deleting images on shutdown
* Fixed projectiles occasionally damaging a mobj without exploding (regular projectiles, not tunneling/boring ones for which this is expected)
* Fixed Finale cast drawer not applying palette to recoloured monsters

walterc Avatar
walterc
Doomer
Jul 12, 2026 at 6:23pm
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SilverMiner Avatar
SilverMiner
Don't quit now! We're still spending your money!
Jul 12, 2026 at 4:48pm
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gavgav Avatar
gavgav
Doomer
Jul 12, 2026 at 4:33pm
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gavgav Avatar
gavgav
Doomer
Jul 12, 2026 at 4:18pm
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SilverMiner Avatar
SilverMiner
Don't quit now! We're still spending your money!
Jul 12, 2026 at 3:38am
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joe-ilya Avatar
joe-ilya
Never shuts up
Jul 12, 2026 at 1:44am
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SilverMiner Avatar
SilverMiner
Don't quit now! We're still spending your money!
Jul 11, 2026 at 10:10pm
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ketmar Avatar
ketmar
You're trying to say you like DOS better than me, right?
Jul 11, 2026 at 9:38pm
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Doomer Boards Avatar
Doomer Boards
Doomer
Jul 11, 2026 at 9:12pm
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