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Graf Zahl Razes EDuke32 game code from his fork

User is offline   jkas789 

#391

View PostNightFright, on 13 April 2021 - 12:47 AM, said:

I have made a script which allows you to extract Alien World Order from WT and create a separate groupfile which can be run without Steam. The next Raze release (after v1.0.1) will support the standalone groupfile created with this script (worldorder.grp) natively, making the creation process a lot easier (e.g. no need to choose your Duke3D version or copying the CRC32 hash into the grpinfo). The updated script will be released once Raze has been updated. Will keep you posted.



Hot damn NightFright!

Attached File  caleblefthand.png (225.08K)
Number of downloads: 6

Actually, in relation to the Voxel Packs. Would it be possible for raze to someday detect
includeif
in relation to voxels. Is it even possible with raze? AFAIK BuildGDX already does this with the upscale pack (not sure if Raze does this as well) but it would be pretty cool as an end user not having to un comment Caribbean voxel pack everytime I want to use it.

This post has been edited by jkas789: 15 April 2021 - 12:25 AM

0

User is offline   Phredreeke 

#392

Raze has its own method for dealing with expansion specific content

Quote

Raze already has the same content filtering system as GZDoom.
So for Blood:
Put a file in filter/blood - loads for all variants of Blood.
Put it in filter/blood.blood - only loads for the base game
Put it in filter/blood.cryptic - only loads with Cryptic Passage.
Similar setups exist for all known add-ons.

0

User is offline   jkas789 

#393

Ok, there really needs to be a idiot proof guide to installing addons and mods for Raze.
0

User is offline   NightFright 

  • The Truth is in here

#394

So far the main method is: Drag the mod (zipfile) onto raze.exe, be sure to have the correct game selected and see what gives. I am sure more sophisticated mod handling will be implemented at some point later on.

I am dreaming of the awesome ingame addon menu in BloodGDX. Select an ini (e.g. deathwish.ini), have a zipfile with all the data in the same dir (e.g. deathwish.zip), works.

This post has been edited by NightFright: 15 April 2021 - 07:40 AM

0

User is offline   jkas789 

#395

That would be nice, although I would be a bit more partial to something along the lines of ZDL and co.
0

User is offline   jkas789 

#396

Question: Has anyone gotten to work the Roland 55 Music pack with raze? I seem to have difficulties getting the music to play.
0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#397

I haven't even tried Raze yet so I couldn't tell you.
0

User is offline   NightFright 

  • The Truth is in here

#398

Raze 1.0.2 has just been released which supports worldorder.grp generated with my script natively. I will post the updated script with adjustments for this release on Monday.
7

User is offline   NightFright 

  • The Truth is in here

#399

Version 1.1 of the "Alien World Order" script is now available.

This post has been edited by NightFright: 18 April 2021 - 09:47 AM

5

User is offline   NightFright 

  • The Truth is in here

#400

Updated to v1.2. You can now optionally copy over duke3d.grp from World Tour and automatically convert it to Atomic Edition. This seemed to make sense since Raze expects Atomic Edition and has this dependency set up internally, so with the WT file you might run into problems.

This post has been edited by NightFright: 19 April 2021 - 12:53 AM

4

User is offline   NightFright 

  • The Truth is in here

#401

Updated to v1.21. Looks like the pickup message for keycards is commented out in WT's game.con for some reason. With this new release, it will be displayed again.
4

User is offline   mjr4077au 

#402

The first preview of the new renderer is available!

This has been worked on behind the scenes for a few weeks, and it is time to reveal the first preview.
This is mainly to get feedback on maps with render tricks so that we can add/improve support for them, so don't expect anything revolutionary. There are no advanced render effects yet in this version, aside from skybox support. We first need to get all the basics working before going all wild on cool stuff.

Official Raze website (still under construction): https://raze.zdoom.org/
Official release post: https://forum.zdoom....p?f=347&t=72071
Download path: https://github.com/c.../0.10.0-preview

Notable changes to Polymost:

  • fully polygonal renderer, no more projection weirdness.
  • skies are rendered as a dome, like GZDoom
  • skyboxes defined in .DEF are functional.
  • this renderer completely abandons the original concept of overlaying scenes for portal effects - all portals and mirrors are drawn within the primary scene for better control and less visual issues.
  • 'toggle testnewrenderer' switches between Polymost and the new renderer for quick comparisons.

Notes, known limitations and issues:

  • no advanced effects have been implemented yet, the only new feature is the abovementioned skybox support.
  • Models are not functional yet. Voxels are supported, though.
  • sky rendering may require a bit of finetuning, but should be acceptable for most existing maps.
  • there is one known render glitch in Cryptic Passage map CP07 which is still under investigation. This may affect more maps with overlapping sector effects, so we'd like to ask to check out known maps with such features.
  • performance has not been optimized yet, so don't expect any notable improvements to Polymost here.


This post has been edited by Mitch Richters: 22 April 2021 - 02:24 PM

7

User is offline   jkas789 

#403

View PostMitch Richters, on 22 April 2021 - 02:20 PM, said:


Models are not functional yet. Voxels are supported, though.




0

User is offline   Lunick 

#404

And it's gone lol
0

User is offline   mjr4077au 

#405

The branch is still available. Graf and M210 were in communication and there's some extra considerations that need to be made regarding the clipper before it's ready for further testing, mostly for complexities on E2L11.

If anyone wants a binary, I'm more than happy to share but there'll be some refactoring taking place in the mean time.
0

User is offline   jkas789 

#406

Figured out how to use the Roland 55 pack with raze. Turns out I had done the same with eduke32 but because I'm a idiot taco boy I had forgotten.

To those interested:

You have to match the path in music.def with the actual install.

So in my case I case I created a extra folder inside my Duke Nukem folder named highres. And then I created another one named music. Dumped the contents of the Roland 55 pack in there. Then I went back to the root of the Duke Nukem data folder (Which in my case is inside the Raze root install. So Raze/DukeNukem/highres/music) created a def file called roland55.def with this inside:

include highres/music/music.def


Then included roland55.def inside my duke3d-raze.def:

include roland55.def


Easy Peasy.
1

User is offline   jkas789 

#407

I have confirmed that I'm more retarded than I ever though I could be.

The above post is a more convoluted way to use the Roland 55 Pack.

if you create a music folder, and drop the ogg files in there (the Duke 3D, Caribbean and Nuclear winter ogg files) Raze plays them when you run the game without any def file use.
1

#408

Does anyone did try the new renderer and found any difference? Maybe am toggling it the wrong way in the console -> toggle testnewrenderer
0

User is offline   ReaperAA 

#409

View PostThe Battlelord, on 20 May 2021 - 10:17 PM, said:

Does anyone did try the new renderer and found any difference? Maybe am toggling it the wrong way in the console -> toggle testnewrenderer


The sky would look different. The new renderer has the GZDoom style skydome.
1

User is offline   jkas789 

#410

View Postjkas789, on 20 May 2021 - 05:23 PM, said:

I have confirmed that I'm more retarded than I ever though I could be.

The above post is a more convoluted way to use the Roland 55 Pack.

if you create a music folder, and drop the ogg files in there (the Duke 3D, Caribbean and Nuclear winter ogg files) Raze plays them when you run the game without any def file use.


This is a fucking lie.

Do this:

Quote

Figured out how to use the Roland 55 pack with raze. Turns out I had done the same with eduke32 but because I'm a idiot taco boy I had forgotten.

To those interested:

You have to match the path in music.def with the actual install.

So in my case I case I created a extra folder inside my Duke Nukem folder named highres. And then I created another one named music. Dumped the contents of the Roland 55 pack in there. Then I went back to the root of the Duke Nukem data folder (Which in my case is inside the Raze root install. So Raze/DukeNukem/highres/music) created a def file called roland55.def with this inside:

include highres/music/music.def



Then included roland55.def inside my duke3d-raze.def:

include roland55.def



Easy Peasy.


Turns out that I need to go back to taco school.

This post has been edited by jkas789: 30 May 2021 - 09:27 PM

0

User is offline   Beloko 

#411

If you are interested I made an Android port of Raze, it can be downloaded here:

http://opentouchgaming.com/raze-touch/

* Play all BUILD game supported by Raze
* Full touch screen controls with many options and configurations
* Play (all?) official addons
* Mod support
* Full Gamepad support
* Custom buttons
* 'Quick commands'
* Gyroscope aiming
* GLES2 and the full OpenGL renderer


It is still in beta but after you add the data files you can play any of the Build games included in Raze.

https://github.com/emileb/Raze_Touch
3

User is offline   Avenger 

#412

View Postjkas789, on 07 November 2020 - 06:39 AM, said:

On old firefox, sure. On quantum? not so much. I also love firefox but I think it is going the way of the dodo and so already switched to google for my everyday use and TOR for my paranoid days.


You know TOR is a Firefox fork, right?

Using these two together is not only a contradiction but abandoning Firefox without reasonable logic only contributes to it's "demise". It's the only open source browser left and utilizing it's own engine. All the rest are already google chromium based and even microshaft gave up with the EOL of internat explorer jumping ship with "Edge".

Having google as a monopoly in complete control of internet standards with no competition is extremely dangerous. Just look into the "flock" protocol they have been trying to implement.
0

User is offline   Phredreeke 

#413

Ma'am, this is a Wendy's
0

User is offline   mjr4077au 

#414

Raze 1.1.3 has been released!



Highlights

  • Indexed hightile support.
  • Better parsing of .INI files in Blood mods to ensure that they're valid.
  • Game files on UNC paths supported.
  • Repaired weapon switching for Blood.
  • Alt weapon switching in RRRA fixed.
  • More robust DEF parsing.
  • Loading maps via -map command-line argument fixed.
  • Hitscan-only autoaim available for SW.


Details

  • Fix menu strings and missing class declaration for `VideoOptions`.
  • Update `language.0` file.
  • Update `language.csv` file.
  • Merge in part of 783b94f9220a8e4d655663ead66113f2da9e98e8 to fix build.
  • added 'endofgame' CCMD.
  • Duke/RR: Always ensure player's `wantweaponfire` is reset to `-1` after switching weapon.
  • Blood: Repair weapon switching issue by adding missing guard from https://github.com/n...ef58505773a26ec that got lost during e375c799ce4c970cd213ae3a2762562fd0d74bb9.
  • Allow CON-based games to have multiplayer episodes filtered from menu.
  • Repair incorrect method call to `IniFile` class from 6576adb80b91d9bad93a7d1ac27a25685590fdf4.
  • Blood: validate .ini files before using them.
  • allow palette emulation for indexed hightiles.
  • support for indexed hightiles.
  • fixed texture lookup for hightile lookup.
  • Backend update from GZDoom.
  • fixed crash when parsing malformed .def file
  • fixed endless loop in replay gain analyzer when getting passed music with an unhandled sample rate.
  • SW: Set default skill level to match original release and what the manual says is default.
  • Remove useless code introduced in bad17f29
  • Check for maps with bad setup of their wall lists.
  • SW: fixed countermeasure for empty lower skills
  • SW: added countermeasure to re-enable lower skills on mods not implementing them.
  • Duke: Fix BOSS2 (Cycloid Emperor) killing himself issue by removing some lines left behind from a2e3bb57259e4a6475938dc50ac0568c5ce3454e.
  • Repair some potential issues from 1354d52c05799f50d804b1b97fd2143e626021de that might be causing issues with #455.
  • don't attempt to decode animation frames at offsets beyond the end of the current page.
  • add hitscan only autoaim for SW.
  • shortened the message for not found game data and restrict to non-Windows systems.
  • Display game data path when no game data files are found
  • zero-terminate the buffer for reading Blood's INI files.
  • For Unix systems, ensure that the root of the player's .config directory is scanned for content, not just subdirectories.
  • Merge pull request #436 from Calinou/add-ambient-light-setting-gui
  • Duke (RRRA): Fix alt weapon slot for `CHICKEN_WEAPON` and `CROSSBOW_WEAPON`.
  • streamlined and fixed game startup with '-map' option.
  • Fix maps loaded from the command line starting with corrupted sectors.
  • Fix `-map` command-line argument not working.
  • Blood: Revise 6018213c71c081911756b9d05cd4abdf6b99ae13 and use the proper volume flag `VF_HIDEFROMSP` to hide multiplayer episodes from the menu.
  • Blood: Don't parse BloodBathOnly levels in the INI loader.
  • added missing widescreen sprite for RRRA's bike
  • added credits for all widescreen tile contributors to AUTHORS.md.
  • use a slightly higher depth bias for translucent elements.
  • map fix for Hickston Swamp (RR mod) E1L3:
  • RR: fixed crash in function that handles acts of mass destruction (like blowing up gas stations.)
  • fixed crash when trying to triangulate broken sectors.
  • re-added line of code that got lost during refactoring.
  • RR: fixed the bowling lane lights.
  • restrict lookup of engine/engine.def to the main game files.
  • depth bias fixes.
  • fixed sprite exclusion logic in getzrange.
  • wall sprite positioning tweaks.
  • fixed: Floor sprites must set their view orientation.
  • properly render geometry that's fully shrouded in fog.
  • enabled saveloadconfirmation menu option.
  • Duke: avoid clipping against self when executing script logic for floor sprites.
  • let Twin Dragon load the regular sw.def file.
  • use the same formula as Duke to offset SW's shadows in Polymost.
  • removed bogus assert in SW's track setup.
  • added the out-of-bounds vertex handler to the secondary triangulator as well.
  • add some hackery to deal with WT's bosses.
  • fixed new renderer's use of fog on skies: The palette value from the wall was used instead of the one from the sky plane.
  • removed the multiplayer scoreboard screens.
  • allow UNC search paths on Windows
  • don't skip lines when an empty one gets deleted.
  • don't let the triangulator choke on empty sectors.
  • fixed 'pause' keybinding control was disabled in the menu.
  • sector splitting hack for SW $bath.map.
  • delete lines in proper order when eliminating a pair.
  • fixed: When the node builder is used for triangulation, all zero-length lines must be eliminated first.
  • Fix off-by-one error in group search
  • Resolve raze.pk3 via search paths
  • Fix buffer overflow at maploader.cpp:392
  • Raze must still use zmusiclite due to license restrictions... :(
  • moved libvpx and libsmackerdec to more fitting places, plus some project cleanup.
  • silence float truncation warnings for explicit casts.
  • PNG 16 bit support from GZDoom.
  • optimized the wall drawer a bit to avoid repeated calls to the render API's deoth bias function.
  • fixed flickering floor sprites.
  • fixed typo in line segment culler.
  • fixed precision issues with GetClosestPointOnWall for orthogonal lines.
  • fixed bad argument count in ScreenJobRunner.Validate call.
  • fixed BunchInFront to do a more thorough comparison in case it encounters colinear walls.
  • when using the node builder to triangulate sectors we must delete overlapping walls.
  • use a higher depth bias for non-orthogonal wall sprites.
  • removed the indirection for the global arrays.
  • Destroy FStartupScreen before initializing video
  • re-enable flat sprite rendering.
  • new renderer: take fog properties for walls and ceilings from the proper elements.
  • RR: fixed double negation in pitch math when throwing dynamite.
  • SW: fixed sector transfers involving a portal for real this time.
  • fixed typo in wall sprite offsetting code.
  • this crash was handled by nothing more than an assert...
  • render free standing wall sprites without depth bias.
  • fixed bad array of arrays access in sector splitting code.
  • Blood: handle title screens so that mods changing the original one still display it.
  • Clear CMAKE_REQUIRED_FLAGS if backtrace facility isn't found
  • new renderer: draw the fog layer for skies.
  • SW: fix sector property transfers involving a portal.
  • added missing declarations for RR's intro movies.
  • backend update from GZDoom.
  • Exhumed: Don't autoaim backwards.
  • new renderer: handle light level underflows.
  • handle the wall sprite clipping properly.
  • removed redundant menu initializsation in M_StartControlPanel.
  • new renderer: fixed bad positioning when a y-flipped wall sprite had to be clipped to floor or ceiling.
  • Blood: unpositioned sounds must be limited to one per channel.
  • added 'load' and 'save' CCMDs.
  • pause the game when app is not active.

5

User is offline   Phredreeke 

#415

Raze 1.2.0 has been released

Spoiler


https://forum.zdoom....php?f=1&t=73539
6

User is offline   mjr4077au 

#416

Raze 1.3.0 has been released.

This new release contains several bug fixes and some major internal restructuring for getting better scripting capabilities into the engine at a later date.

Official release announcement: https://forum.zdoom....php?f=1&t=74083
Download Link: https://github.com/c...eases/tag/1.3.0

Shortened list of release notes:

• Blood fix some major issues rendering modern features largely inoperable in 1.2.x.
• Blood: Backport GDX fix for lighter just appearing when switching to the aerosol.
• Duke/RR: strip trailing spaces off strings parsed in CON.
• Blood: Fix TNT pickup accidentally equipping player with voodoo doll.
• enable depth clamping in GLES backend
• Duke/RR/SW: Fix several crashes when noclipping out of the valid map area.
• fixed camera textures breaking in SW when restarting a level.
• fixed bad sector being chosen for rendering in maps with sector overlaps.
• added .ssi to the list of known extensions for container files.
• Blood: don't play the same looped sound multiple times on the same actor. This caused some strong echoing on E4M6.
• fixed center aligned rendering of 2D content.
• fixed animated voxels in new renderer.
• fixed assignment of map hacks with multiple maps assigned.
• fixed translucent voxel rendering.
• fixed sky rendering in paletted sectors for Polymost.
• [Blood] Fix self collisions for lifeleech projectiles
• [Blood] Match view height clamping behavior to 1.21
• Change out of box default of `cl_runmode` to 0, which allows the bound run key to act like an autorun negator.
• SW: un-flag mirrors that got smashed.
• address issues with key down/key up events being sent in the same tic not having an effect on game actions.
• flush the network timer right after loading and before starting a level.
• Add launcher support for Duke Nukem's Penthouse Paradise.
• Patch in registry detection for Duke 3D Atomic + Expansions from Zoom on Windows.
5

User is offline   deus-ex 

#417

View PostMitch Richters, on 08 December 2021 - 02:01 PM, said:

Raze 1.3.0 has been released.

Hey Mitch, thank you for your ongoing support of Raze and for keeping us posted. 😄

0

User is offline   mjr4077au 

#418

View Postdeus-ex, on 09 December 2021 - 12:13 PM, said:

Hey Mitch, thank you for your ongoing support of Raze and for keeping us posted. 😄

No worries at all! I know interest is probably low here but we're making good strides at the moment. The actor refactoring stuff is a huge change. In a work branch we've removed all of Build's hard limits that were because of its 16-bit design and we're getting started on the renderer again as well, there's good times ahead.
12

User is offline   The Kins 

#419

Raze 1.4.0 has been released. The new renderer is now at a point where it's the default, actor limits have been abolished, bloom and SSAO can now be enabled, and a snazzy new usermap browser has been added.
3

User is offline   Phredreeke 

#420

View PostThe Kins, on 24 January 2022 - 12:00 AM, said:

The new renderer is now at a point where it's the default


Posted Image
4

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