Now if only we could magically make the texel density consistent in the maps
Raze officially revealed!
Re: Raze officially revealed!
I just tried the alpha with Blood and Duke. So smooth! and no crooked visuals! (like looking up/down in software) It almost doesn't feel like a Build game anymore and that's a very good thing 
Now if only we could magically make the texel density consistent in the maps
Now if only we could magically make the texel density consistent in the maps
Re: Rager Officially Unbanned from Hell!
Well Graphic Zyallic. I do await a Level Editor (made by someone else) that can support the upcoming Raze Features, if there are any planned.
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enderandrew
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Re: Raze officially revealed!
Congrats on the release!
I imagine it is really low priority, but I don't know if you've looked at BloodGDX, but they're adding support for another Build game:
Legend of the Seven Paladins 3D
And is there any way to run Witchhaven as a native Windows app currently, or is DOSBox the only route?
I imagine it is really low priority, but I don't know if you've looked at BloodGDX, but they're adding support for another Build game:
Legend of the Seven Paladins 3D
And is there any way to run Witchhaven as a native Windows app currently, or is DOSBox the only route?
Re: Raze officially revealed!
So far the alpha is absolutely fantastic. Smooth, crisp and functional. Thank you for this Graf Zahl, Rachael, and whoever else!
- Kinsie
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Re: Raze officially revealed!
BuildGDX supports Witchaven 1.enderandrew wrote:And is there any way to run Witchhaven as a native Windows app currently, or is DOSBox the only route?
- Graf Zahl
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Re: Raze officially revealed!
I have to admit I never heard of it.enderandrew wrote: I imagine it is really low priority, but I don't know if you've looked at BloodGDX, but they're adding support for another Build game:
Legend of the Seven Paladins 3D
Yes, BuildGDX supports it. I have to admit that quality-wise this is a major step down from all the other games, especially the player movement feels utterly awkward.enderandrew wrote: And is there any way to run Witchhaven as a native Windows app currently, or is DOSBox the only route?
That and the unclear licensing situation mean it probably won't get added.
- mjr4077au
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Re: Raze officially revealed!
Is that the pirated Build game out of Asia?enderandrew wrote:I imagine it is really low priority, but I don't know if you've looked at BloodGDX, but they're adding support for another Build game:
Legend of the Seven Paladins 3D
- Graf Zahl
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Re: Raze officially revealed!
Yes, that's it. Interesting choice to support.
Re: Raze officially revealed!
They're running out of Build games to add support for, I guess.
Honestly it seems like the best use for the game is as an asset mine for Shadow Warrior mods.
Honestly it seems like the best use for the game is as an asset mine for Shadow Warrior mods.
- Graf Zahl
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Re: Raze officially revealed!
Really? NAM and WW2GI are still missing and those are a lot less obscure than this.Gez wrote:They're running out of Build games to add support for, I guess.
- PlayerLin
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Re: Raze officially revealed!
Lot7P was proved one thing: No metter how shitty game was/is, still many want to play and like that.Graf Zahl wrote:Really? NAM and WW2GI are still missing and those are a lot less obscure than this.Gez wrote:They're running out of Build games to add support for, I guess.
......TBH, I'm so surprised when I introduced MARS3D to non-Chinese users and now it has English locale patch/limited physical copy too.
Last edited by PlayerLin on Wed Feb 05, 2020 5:54 am, edited 2 times in total.
Re: Raze officially revealed!
Honestly though, I expected M210 to support Lot7p game last, as it's the most obscure game of all Build engine games (it uses the earliest Build engine version).
@Graf Zahl
What is your stance for widescreen weapon sprites? Are you going to bundle them with your port or it will be up to the user to provide them? I've done widescreen weapon sprites for Lot7p, some for Redneck Rampage, Powerslave, Liquidator 3D (bootleg Russian game using Duke Nukem 3D as the base). I wouldn't mind of Raze uses them too.
As far as I am concerned, BuildGDX does support NAM. Just WWIIGI awaits its support.Graf Zahl wrote:Really? NAM and WW2GI are still missing and those are a lot less obscure than this.Gez wrote:They're running out of Build games to add support for, I guess.
@Graf Zahl
What is your stance for widescreen weapon sprites? Are you going to bundle them with your port or it will be up to the user to provide them? I've done widescreen weapon sprites for Lot7p, some for Redneck Rampage, Powerslave, Liquidator 3D (bootleg Russian game using Duke Nukem 3D as the base). I wouldn't mind of Raze uses them too.
- PlayerLin
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Re: Raze officially revealed!
I think it would have some problems to support early version of Build games even with current EDuke32 codebase.Dzierzan wrote:Honestly though, I expected M210 to support Lot7p game last, as it's the most obscure game of all Build engine games (it uses the earliest Build engine version).
And I'm sure Graf would like get supports on other games that not so obscure first before doing more, isn't it?
- Graf Zahl
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Re: Raze officially revealed!
To my knowledge there's 3 missing: TekWar, Witchaven and Witchaven 2. They all got an unofficial source release.PlayerLin wrote: And I'm sure Graf would like get supports on other games that not so obscure first before doing more, isn't it?
The main problems here are:
1. The unclear license situation. Assuming I eventiually manage to get my own renderer working there is a real possibility to eliminate all Build code and its toxic license. In such a case these games would be just as toxic, if not more.
2. The games' overall quality. They all 3 have a deservedly bad reputation.
3. The available sources are for DOS and missing all modernization from the other ports
I have done some experimentation with Witchaven - but haven't gotten further than a file system class for their sound resources and getting the source to compile on Windows (with some pieces like sound being commented out and the networking code removed entirely) But going on from here is a looong road for a low quality game.
- PlayerLin
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Re: Raze officially revealed!
Yeah, I fear this would BIGGEST roadblock if you want to support them...but they're already stuck in copyright hell so many years and I would not optimistic about them.Graf Zahl wrote: 1. The unclear license situation. Assuming I eventiually manage to get my own renderer working there is a real possibility to eliminate all Build code and its toxic license. In such a case these games would be just as toxic, if not more.
