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How to make Build games work with Raze

PostPosted: Thu Apr 08, 2021 6:15 am
by NightFright
[I have posted this over at the EDuke32 forums, might as well do it here where it makes even more sense...]

Here are some instructions regarding how to get as many Build games working properly with Raze as possible.

PREPARATIONS:
In your Raze folder, create the following subdirectories (names can be different, but these fit best IMO):
- blood (this is where Blood and its associated files will go)
- data (for all other games)

CD MUSIC:
Download the following zipfiles and extract them into the designated Raze subdirs.
- Blood: blood_music.zip (92 MB) --> "blood"
- Exhumed: exhumed_music.zip (75 MB) --> "data"
- Redneck Rampage/Route 66: redneck_music.zip (59 MB) --> "data"
- Redneck Rampage: Rides Again: rides_music.zip (36 MB) --> "data"
- Shadow Warrior: shadow_music.zip (65 MB) --> "data"

Blood:
- Copy all Blood files ("movies" subdir, blood.ini, *.rff, *.art, *.dat) into "blood"
- Intro movies (optional): Move gti.smk and logo.smk from "blood/movies" to "blood"
- CD music (optional): "CD Emulation" in sound settings must be turned on (game restart required)
- Cryptic Passage: Zip all files (movies/cryptic.smk, movies/cryptic.wav, cp*.map, cpart07.ar_, cpart15.ar_, cryptic.ini) to cryptic.zip and place it in "blood"
- Death Wish: Zip all relevant mod files (movies dir, deathwish.ini, dw*.map) to deathwish.zip and drag it onto raze.exe, with Blood selected as main game

Duke Nukem 3D:
- Atomic: Copy duke3d.grp into "data"
- World Tour: Existing Steam installation will be automatically detected. Otherwise copy the entire folder named "Duke Nukem 3D Twentieth Anniversary World Tour" from steamapps/common within your Steam installation dir to your Raze folder (you may rename it afterwards to e.g. "worldtour" and delete a few files if you like). Another option would be to turn the WT episode into a standalone mod
- Addons: Copy dukedc.grp, nwinter.grp, vacation.grp into "data"
- Duke It Out In D.C. Music Pack v2.0 (optional): Load dukedc_midi.pk3 (attached to this post) while playing the addon (can also be autoloaded via ini).
- Duke!Zone II: Download fixed release (v2.04 or newer), then copy dukezone2.grp + EITHER dukezone2.grpinfo (Atomic) OR dukezone2_wt.grpinfo (World Tour) into "data". Addon will appear at the bottom of Raze selection menu on startup. When using original release, copy duke!zon.grp, dz-game.con, dz-user.con and dz-defs.con into "data".

Exhumed:
Copy book.mov, demo.vcr and stuff.dat into "data"

NAM:
Copy nam.con and nam.grp into "data"

Redneck Rampage:
- Copy redneck.grp into "data"
- Route 66: Zip all relevant files to route66.zip (see details here) and place it in the same subdir
- Rides Again: Rename redneck.grp to rides.grp, then copy rides.grp and redint.mve into the same subdir

Shadow Warrior:
- Copy sw.grp into "data"
- Addons: Also copy td.grp/twindrag.grp and wt.grp/wantdest.grp into that subdir

WW2 GI:
- Copy ww2gi.con and ww2gi.grp into "data"
- Platoon Leader: Also copy platoonl.dat and platoonl.def into that subdir

Re: How to make Build games work with Raze

PostPosted: Thu Apr 08, 2021 7:02 am
by Graf Zahl
Small addition. For Redneck Rides Again, the GRP I got was named 'redneck.grp', so if you want to put it into the same folder as RR, it has to be renamed. This game also has an intro movie called redint.mve. Don't forget that one!

Actually, with the exception of Blood and Duke World Tour you can easily put everything into one folder and don't have to separate by games.

Re: How to make Build games work with Raze

PostPosted: Thu Apr 08, 2021 7:23 am
by NightFright
Right. Will adjust that. How is it with music files, though? Can they be renamed as well to avoid conflicts (since I have multiple games where music is named trackXX)?

Re: How to make Build games work with Raze

PostPosted: Thu Apr 08, 2021 7:31 am
by Graf Zahl
I added game specific names for all games that were previously missing them.

EXHUMEDxx.ogg for Exhumed/Powerslave
SHADOWxx.ogg for Shadow Warrior

TRACKxx is deprecated but of course still supported.

Re: How to make Build games work with Raze

PostPosted: Thu Apr 08, 2021 7:47 am
by NightFright
Outstanding. I have restructured the tutorial accordingly then, with a separate section on top for handling the soundtrack. Thanks a lot for the clearifications!

BTW: It would be even simpler if the "music" folder was supported from the root dir, so you wouldn't even have to place it in the same dir as the groupfiles. Like this you could even put the Blood tracks together with all the others.

Re: How to make Build games work with Raze

PostPosted: Thu Apr 08, 2021 7:08 pm
by LitterboxGremlin
I can't seem to get raze to recognize Route66. I have a zip containing the files called route66.zip, but something must be wrong.

I tried dumping all the files mentioned in the post into one folder and zipping it up. Then I tried renaming things like it says in the guide. Then I tried leaving the map files in a separate ROUTE66 folder. I'm not sure what raze is looking for.

EDIT: I got it working. Files have to be loose in the zip file, not inside a folder. I had zipped a folder named route66.

Re: How to make Build games work with Raze

PostPosted: Thu Apr 08, 2021 11:33 pm
by NightFright
I have added some additional information to what file structure within the Route 66 zipfile should look like.

Re: How to make Build games work with Raze

PostPosted: Fri Apr 09, 2021 1:21 am
by Nash
Thank you NightFright! Now I can finally uninstall the GOG and Steam copies of the base games and just use the "minimal files" approach by manually placing the bare essentials in my Raze games folder. :D

Re: How to make Build games work with Raze

PostPosted: Fri Apr 09, 2021 1:40 am
by Graf Zahl
The Route66 instructions are still a bit misleading. While most files should be in the root folder, the maps still have to be placed in thr Route66 subfolder.
The end result should look like this:

Code: Select allExpand view
ASYAMB.VOC
BUBBA66.CON
DEFS66.CON
END66.ANM
END66.VOC
GAME66.CON
GATOR66.CON
G_BITE.VOC
G_SIT.VOC
NEON.VOC
PIG66.CON
TILESA66.ART
TILESB66.ART
TURD66.ANM
TURD66.VOC
USER66.CON
ROUTE66\ALIEN.MAP
ROUTE66\BIGFOOT.MAP
ROUTE66\BREWERY.MAP
ROUTE66\CAMPY.MAP
ROUTE66\CARNIVAL.MAP
ROUTE66\COFFIN.MAP
ROUTE66\FLEA.MAP
ROUTE66\GAS.MAP
ROUTE66\HOOVRDAM.MAP
ROUTE66\MINIGOLF.MAP
ROUTE66\RANCH.MAP
ROUTE66\SLAUGHTR.MAP
ROUTE66\START.MAP
ROUTE66\TRUCKSTP.MAP

Re: How to make Build games work with Raze

PostPosted: Fri Apr 09, 2021 1:57 am
by NightFright
Great! I will rather refer to your list in my guide than to that GOG-related one, then.
BTW: Are there any specific instructions how to get World Tour working including its OGG soundtrack?

Re: How to make Build games work with Raze

PostPosted: Fri Apr 09, 2021 2:01 am
by mjr4077au
NightFright wrote:BTW: Are there any specific instructions how to get World Tour working including its OGG soundtrack?

WT music should just play automatically. If you want original MIDI music with WT you actually have to go into the Sound Options and enable them:

Capture.JPG

Re: How to make Build games work with Raze

PostPosted: Fri Apr 09, 2021 2:07 am
by NightFright
Nice. Does Raze just autodetect an existing WT Steam installation, then? If so: Is there also a way to get it working without Steam (just using the WT files from the installation dir)?

Re: How to make Build games work with Raze

PostPosted: Fri Apr 09, 2021 2:11 am
by mjr4077au
Yeah, just make a directory within Raze's directory and it'll find it. You can have group files in any subfolder you like and you can have them named anything you like.

Below is DN3D 1.3D:

Capture.PNG

Re: How to make Build games work with Raze

PostPosted: Fri Apr 09, 2021 3:16 am
by NightFright
So basically you just copy over the entire WT folder from steamapps/common and that's it?

Re: How to make Build games work with Raze

PostPosted: Fri Apr 09, 2021 3:17 am
by mjr4077au
Yeah, but you shouldn't need to. All of the games in my launcher there have been found via Steam. We do registry detections for Steam and GOG games.