Raze 1.5.0 released

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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 47988
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Location: Germany

Raze 1.5.0 released

Post by Graf Zahl »

Download (OpenGL 3.3/OpenGL ES 2.0 and higher required) Visit the new homepage (still under construction)


Details:
  • Commit changes that Discord compilation always makes on Linux, leading to -m on compiles.
  • Blood may not abort on a bogus start position.
  • Fix crash when exiting with no game data
  • fixed render order of non-orthogonal wall sprites.
  • glslang compiler and Vulkan backend update.
  • fixed automap angle in unrotated mode.
  • added workaround to render the crane in WT's 'Docks' map correctly. This one violates engine specifications by creating overlapping walls when the crane is rotated.
  • SW: changed fullscreen HUD to display all 8 keys without gaps ans overlapping.
  • fixed crash in Last Warrior map 9.
  • for Raze hud_aspectscale needs to default to true
  • Support for the DOS end-of-game text screens in Duke and SW on non-Windows systems.
  • Force synchronised input when `cl_capfps` is true.
  • fixed sky panning. This picked the wrong overload
  • to make things robust one of the functions was renamed.
  • Duke: Interpolate `loogcnt` when drawing onscreen.
  • Duke: Change a few return types from int to bool in HUD code.
  • Duke: Interpolate `access_incs` when drawing onscreen (security card usage).
  • Duke: Interpolate `tipincs` when drawing onscreen (tipping the dancers).
  • Duke: Interpolate `knee_incs` when drawing onscreen (stomping on shrunken enemies).
  • Duke: Interpolate `fist_incs` when drawing onscreen (hitting the nuke detonator at the end of each level).
  • Duke3d: smooth movement of recons.
  • Duke3d: make actors set to move vertically in CON act as if SFLAG_SMOOTHMOVE was explicitly enabled
  • Duke: fixed some crashes with bad map setups
  • fixed level number for RRRA's travel animations. First level is 1001, not 1.
  • ported secret hack for WT's map 11 from SW Redux.
  • removed redundant setting of black shadow color with incorrect data check.
  • Remove `m_filter` option from the menu. The remainder of the removal will come from a backend sync with GZDoom.
  • Add bool `lock` to `PlayerHorizon::settarget()` when setting target from the ticker without having to call setters and resetters.
  • Interpolate FIRELASER trails.
  • fixed wall sprite clipping
  • fixed: FSkyVertexBuffer::RenderBox did not reset the object color after finishing.
  • SW: added interpolation for sine wave floors.
  • SW: fixed shadow positioning.
  • Duke: Add CON support for Duke Nukem 3D 1.1 Shareware.
  • Duke: Fix CON parser to detect shareware scripts.
  • helpers for wall sprite rendering improvement
  • fixed parsing issues in secret hint system.
    -renamed spritetype’s owner field to ‚intowner‘ Mainly for easier searching.
  • function for checking wall sprites’ need for recalculation
  • RR: clear jaildoors array on map start. This was leaving stale data behind which could cause nasty crashes.
  • several more Blood fixes copied from NBlood
  • blood: GetHighestSprite fix
  • blood: fix velCeil calculation
  • blood: SetupGibWallState fix
  • blood: add missing case in OperateSprite
  • dd self check for burning cultist fix
  • Renamed checkFired6or7->checkLitSprayOrTNT
  • Reset thinkTime for kDudeModernCustomDude
  • Set inittype on actSpawnDude()
  • Check enemy type when adding to enemy level count. Fixes count issues with respawning enemies
  • Initialize viewbob members for playerResetPosture()
  • Fix kDudeModernCustomDude may not morphing during specific events
  • Renamed dword_138BB0 -> gCultTeslaFireChance
  • stretch HUD flames in widescreen
  • shadow positioning improvements from NBlood
  • Blood: fix delirium being twice as fast
  • Exhumed: pin death arms to the right side of the screen
  • added wipe transitions to screen job. Mainly to have the crossfade, the other styles are mostly bonus.
  • add proper scoping to the cutscene code, which needs to run in UI scope.
  • music system improvements
  • Zip64 support
  • fixes for menu scaling on ultrawide screens
  • Mac default paths fixed
  • pass shade values to sky renderer
  • fixed bad search path setup on macOS
  • don’t crash on sector-less walls.
  • lock cvar shader uniforms behind a command line parameter for now
  • Duke: set game palette before rendering the automap
  • improved the secret hint management for Blood. This now uses sprite and sector indices directly instead of encoding them into a larger number. Sprite secrets will use a $t prefix instead of $s now.
  • fixed sprite indices for map spawned sprites.
  • optimize fcos and fsin to use the BAM value directly for table lookup.
  • add level names to title bar (and by proxy, to RPC)
  • add gl_satformula == 2
  • an optional 'more accurate' desaturation
  • implement discord rich presence, expand window title code. (still wip)
  • copy-paste is simultaneously the most useful feature in the world, and a programmer's greatest curse. use with care.
  • only overwrite rpath if not already defined
  • add $ORIGIN to rpath for Linux
  • Fix tesla cultist prone state
  • Blood: fix crashes when trying to exit from a fatal error during startup. soundEngine can be null here.
  • added script exports for Duke's main structures.
  • added scripting exports for the global map types and a few more actor utilities.
  • do not call tileUpdatePicnum for voxelized tsprites.
  • Blood: fixed bad marker check in OperatePath
  • Exhumed: Properly fix interpolation issues when at the end of the level instead of trying to back up everything.
  • fixed bad assumption about g_visibility == 0 meaning fullbright.
  • avoid pointer arithmetic in feebtag.
  • fixed bad filter name for DukeDC's SSI variant fpr 1.5
  • fixed validation issue with maps that have a wall with nextwall == -1 and nextsector > -1.
  • made DCoreActor's properties functional.
  • SW: remap LIGHT_Tics to the otherwise unused spritetype::detail instead of the Z-coordinate.
  • do not update the sector for sector effectors moving themselves.
  • SW: bumped two hard limits because there's maps out there that exceed them.
  • partial engine floatification.
  • use full precision math for rotating sectors in Blood.
  • Duke: changed animation storage to be independent of the animated values' types.
  • SW: changed sector object interpolation to be independent of the interpolated values' types.
  • use a method for setting wall coordinates when loading a map.
  • use an access function for reading wall positions so that we have a non-modifiable value wherever this is possible.
  • Blood: Fix ceiling panning angle
Note: SW savegames will be incompatible with 1.4.1!
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Rachael
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Re: Raze 1.5.0 released

Post by Rachael »

Linux version updated
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 47988
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Raze 1.5.0 released

Post by Graf Zahl »

Please don't forget this: viewtopic.php?f=362&t=71815
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Rachael
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Re: Raze 1.5.0 released

Post by Rachael »

Thanks - got it. :)
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KynikossDragonn
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Re: Raze 1.5.0 released

Post by KynikossDragonn »

Graf Zahl wrote:Commit changes that Discord compilation always makes on Linux, leading to -m on compiles.
I guess this means mystery solved for both Raze and GZDoom why I was getting -m until I made some of those files readonly?

That's fantastic news overall!
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Nash
 
 
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Re: Raze 1.5.0 released

Post by Nash »

Solid work, as always. Raze continues to be the smoothest Build engine ports to play.
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Master O
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Re: Raze 1.5.0 released

Post by Master O »

Graf Zahl wrote:Download (OpenGL 3.3/OpenGL ES 2.0 and higher required)
What does Zip64 support mean for Raze 1.5.0?
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 47988
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Raze 1.5.0 released

Post by Graf Zahl »

It allows loading files using theZip64 extensions, which are needed, for example, to load Zips with more than 65535 files
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Master O
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Re: Raze 1.5.0 released

Post by Master O »

Graf Zahl wrote:It allows loading files using theZip64 extensions, which are needed, for example, to load Zips with more than 65535 files
Out of curiosity, are there any build engine game mods out there with zip files containing more than 65,535 files?
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 47988
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Raze 1.5.0 released

Post by Graf Zahl »

No, that feature was asked for in GZDoom and just got transferred to Raze with a backend update.
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funduke_again
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Re: Raze 1.5.0 released

Post by funduke_again »

Many thanks for finally making a precompiled linux binary avaible for download.
:)
Greetings
Funduke

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