Raze officially revealed!

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Re: Raze officially revealed!

Postby Machine-Reaper » Wed Feb 12, 2020 12:13 pm

Graf Zahl wrote:Since the base here is NBlood, if they don't there would be a bug.

But what's so weird about the controls? Aside from using a native Windows backend instead of SDL, they are mostly unchanged in Raze.


I really don't know but it feels to me like Blood has more...smooth or delayed controls compared to Doom which are more sharper and in-control.

since you need to use Auto-aim a lot in Blood and its very dependent on it I felt like I was playing the game a lot more smoother then usual and when I got back to Doom I felt the control was very sharp and responsive.

and Raze feels exactly like that but it does borrow the Auto-aim mechanic exactly as it is from Blood but now I can play the game without out it completely since the control are more Doom like...sharper and faster

maybe its possible due to the graphics/renderer making you feel like that as well?

in either case I don't wana return to NBlood or GDX, its very very hard to play with them and Fresh Supply has a incomplete save system which completely ruins my experience.
(oddly enough Fresh Supply has better feeling controls then both NBlood and GDX)
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Re: Raze officially revealed!

Postby lowskill. » Wed Feb 12, 2020 12:36 pm

It's probably just because the engines work differently, that's why you perceive Raze's controls as being slightly less responsive/raw than GZDoom.

I notice a slight difference too, but it's so minor it never affects me.
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Re: Raze officially revealed!

Postby Machine-Reaper » Wed Feb 12, 2020 12:40 pm

lowskill. wrote:It's probably just because the engines work differently, that's why you perceive Raze's controls as being slightly less responsive/raw than GZDoom.

I notice a slight difference too, but it's so minor it never affects me.



uhh, you took my explanation in the opposite meaning,

Vanilla/Raw Blood has less responsive and mushy controls, which are present in NBlood and GDX.

Raze's controls are sharper and responsive like Doom/GZDoom

so obviously its better.

(Fresh Supply also has better controls but I haven't played it much to tell if its as good as Raze)
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Re: Raze officially revealed!

Postby lowskill. » Wed Feb 12, 2020 12:46 pm

Oh snap, I got it backwards somehow, oops.

Must be tired again I guess... My experience with NBlood is actually the opposite, for me NBlood and EDuke32 feel super raw without VSync.
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Re: Raze officially revealed!

Postby Machine-Reaper » Wed Feb 12, 2020 12:51 pm

lowskill. wrote:Oh snap, I got it backwards somehow, oops.

Must be tired again I guess... My experience with NBlood is actually the opposite, for me NBlood and EDuke32 feel super raw without VSync.


well...oddly enough for PURE RAW players like Civie11 from YT NBlood/EDuke is perfect cause they want to feel all the hardship players used to have playing these games when they were released.

so for people that love stuff in its original form as close as possible, it works out greatly, but for modern or adaptive players such as myself, I would prefer source ports like Raze.
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Re: Raze officially revealed!

Postby lowskill. » Wed Feb 12, 2020 12:59 pm

Oh don't get me wrong, I prefer Raze too ;) , but I like switching between them every now and then, and I still use them for investigations.
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Re: Raze officially revealed!

Postby Tea Monster » Mon Feb 17, 2020 7:28 am

Any idea when we could see any model support? Also, is there any plans to upgrade from MD3 to something more modern, such as FBX?
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Re: Raze officially revealed!

Postby Graf Zahl » Mon Feb 17, 2020 7:35 am

Model support will be there when I find the bug. It must be some minor oversight.
FBX: Probably not. This here is a lot more complex than GZDoom but even there MD3 and comparable formats are the limit, even though Doom is a lot better structured than the Build games.
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Re: Raze officially revealed!

Postby AntonZab » Tue Feb 25, 2020 7:05 am

Hello. Make support for witchaven 1 and 2 games. These games are also on the build engine.
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Re: Raze officially revealed!

Postby Graf Zahl » Tue Feb 25, 2020 7:11 am

Yes, they are, but unlike the other ones there is no ready-to-use source - the only thing that exists is the original DOS source which has extremely poor support for better hardware than what was available when the games were made. Meaning, they require a lot more work to get ported. Wanna help? ;)
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Re: Raze officially revealed!

Postby AntonZab » Tue Feb 25, 2020 7:40 am

Sorry. But I can not. :( .
It would be great
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Re: Raze officially revealed!

Postby Rachael » Tue Feb 25, 2020 1:15 pm

AntonZab wrote:Sorry. But I can not. :( .
It would be great

Sure you can. And you're right, it would be great if you did!
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Re: Raze officially revealed!

Postby Kinsie » Wed Feb 26, 2020 10:37 am

AntonZab wrote:Hello. Make support for witchaven 1 and 2 games. These games are also on the build engine.

Kinsie wrote:Where's Witchaven and Tekwar?
In hell, where they belong. No, but seriously, the source code releases for those games are legally troublesome on account of being uploaded by a former programmer without any approval from the (long-defunct) rights holder or proper code license, so we can't really touch it. Sorry. BuildGDX is working on those games, you should totally check it out if you're not allergic to Java. (You might be! I wouldn't blame you.)
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Re: Raze officially revealed!

Postby Borg » Mon Mar 02, 2020 3:53 am

What compiler is used in this project?
Can I assume its all the same as for GZDoom?
I guess my old Mingw GCC 3.4 wont cut anymore?
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Re: Raze officially revealed!

Postby mjr4077au » Mon Mar 02, 2020 4:06 am

Borg wrote:What compiler is used in this project?
Can I assume its all the same as for GZDoom?
I guess my old Mingw GCC 3.4 wont cut anymore?

MSVC, just like GZDoom. Why would you want to use a ~13 year old compiler?
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