Raze officially revealed!

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Re: Raze officially revealed!

Postby wildweasel » Sat Apr 04, 2020 5:25 pm

Bigbad75 wrote:WOW this look's great, when is it coming out

It already is: viewtopic.php?f=347&t=67228
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Re: Raze officially revealed!

Postby Gamerwarrior117 » Sun Sep 06, 2020 11:48 am

so will this eventually allow doom wads an doom mods to be supported?
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Re: Raze officially revealed!

Postby wildweasel » Sun Sep 06, 2020 12:09 pm

Gamerwarrior117 wrote:so will this eventually allow doom wads an doom mods to be supported?

No. Raze is not a Doom port.
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Re: Raze officially revealed!

Postby randir14 » Tue Oct 27, 2020 12:57 pm

I'm using Raze with One Unit Whole Blood, is there a way to get the postprocessing settings from GZdoom such as bloom and ambient occlusion? My postprocessing menu only has lens distortion, FXAA, dither and tonemap.
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Re: Raze officially revealed!

Postby Graf Zahl » Tue Oct 27, 2020 3:24 pm

Later, yes. But these two features essentially require a new renderer. The output by the Polymost renderer is too broken to run lighting passes in screen space on it.
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Re: Raze officially revealed!

Postby Tea Monster » Fri Oct 30, 2020 8:26 pm

Let us know when you have something useable. I'll test it out on the HHR mod.
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Re: Raze officially revealed!

Postby CBM » Fri Oct 30, 2020 11:00 pm

Very cool and I can confirm that all build engine games Ive tried with this seems to work perfectly so far

Well done
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Re: Raze officially revealed!

Postby Acoma » Wed Dec 02, 2020 11:54 pm

Hey is there a way to get the music to play on exhumed/powerslave currently? i read somewhere that you have to mount the redbook audio via dosbox commands but where do i get the music in the first place? do i already have it? does it work in raze or is that to be implemented?
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Re: Raze officially revealed!

Postby Graf Zahl » Thu Dec 03, 2020 8:00 am

The music should work with a recent devbuild, the naming was different than what the engine was looking for.
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Re: Raze officially revealed!

Postby Gez » Thu Dec 03, 2020 8:35 am

Same as with other games, you have to have a music/ directory with the ripped soundtrack in it. Files have to be named exhumed02.ogg, exhumed03.ogg, etc. though the latest dev builds also accept track02.ogg, track03.ogg, etc. because that's how you can find them installed in the GOG.com re-release.
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Re: Raze officially revealed!

Postby Acoma » Thu Dec 03, 2020 1:24 pm

yep that worked, the gog version music works fine once you rename them from 'track' to 'exhumed'. i had another EX version of the game where the music was in a 'ramses' folder and once they were renamed they were out of order

side note in raze powerslave the arm sprite on death doesnt have a widescreen fix and is cut off on the sides and in duke 3d duke's landing frame shows a frame of a female dancer

other than that raze is working amazingly well, i especially like the inclusion of the minimum screen scale, palette options, and soundfont options! thanks a lot for making this
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Re: Raze officially revealed!

Postby Graf Zahl » Sun Dec 06, 2020 5:23 am

With the just released 0.8.0 the music will work out of the box.
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Re: Raze officially revealed!

Postby Tea Monster » Sun Mar 21, 2021 6:31 pm

I see that model support is in. What renderer does it use and is there a wiki guide on how to add your own textures and models to a Raze mod?
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Re: Raze officially revealed!

Postby Graf Zahl » Mon Mar 22, 2021 12:58 am

The current renderer is still Polymost, although this is not supposed to be permanent - to add advanced rendering features we need something else.
For the rest, nothing has changed compared to other Build engine ports. All existing model definition documentaion - provided you can find something - still applies.

For textures the same applies. You have to supply new .ART files if you want to add/override existing textures, although there are plans to make this more flexible in the future.
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Re: Raze officially revealed!

Postby Tea Monster » Mon Mar 22, 2021 9:58 am

OK. Cheers.
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