Raze - An Introduction

Re: Raze - An Introduction

Postby Manuel-K » Sun Feb 16, 2020 3:03 pm

It seems that Blood's save system is fixed, but more testing would probably a good idea.
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Re: Raze - An Introduction

Postby Phredreeke » Mon Feb 17, 2020 10:05 am

Got a question in regard to 32-bit support. I know the released builds are 64-bit but will it build from source for 32-bit systems?

(want to know for the Blood wiki)
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Re: Raze - An Introduction

Postby Rachael » Mon Feb 17, 2020 10:13 am

For now - yes - but 32-bit support isn't checked frequently, and may break.

Basically, 32-bit is unsupported, but working, most of the time, and someone can always @ me in Discord to request a 32-bit build. (No one ever really does because hardly anyone uses 32-bit anymore)
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Re: Raze - An Introduction

Postby _mental_ » Mon Feb 17, 2020 10:37 am

32-bit version for Windows is built on every push to GitHub repository. I don't think that somebody is using it though.
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Re: Raze - An Introduction

Postby Phredreeke » Mon Feb 17, 2020 10:44 am

Given that Win XP isn't supported I think that's most of the remaining 32-bit userbase out of the picture anyway. Thanks for clarifying.
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Re: Raze - An Introduction

Postby Graf Zahl » Mon Feb 17, 2020 11:07 am

Actually, with GZDoom XP was merely 10% of 32 bit users before support for XP was dropped. But I'd think by now 32 bit user share has dropped even more. Last summer's survey had it at 1.6%.
But the writing is on the wall - it's a dying platform not worth investing time in anymore. With GZDoom I am waiting until the numbers from the coming summer's survey - if it drops below 0.5% I'm going to pull the plug for good.
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Re: Raze - An Introduction

Postby markanini » Tue Feb 18, 2020 12:28 am

Retracted.
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Re: Raze - An Introduction

Postby Rachael » Fri Feb 21, 2020 11:57 am

By the way I think it's worth pointing out, NAM and WW2GI will both go to the RedNukem module if Duke 1.5 compatibility mode is enabled. The only EDuke32 game that will not is Ion Fury, since it actually requires the EDuke32 extensions and will not work without them.

Probably should also add to the post that to way to activate the RedNukem module or EDuke32 module is to pass the "-duke_compatibility_15 <1/0>" switch to the command line.
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Re: Raze - An Introduction

Postby Gothic » Tue Feb 25, 2020 8:09 am

What files does Raze read to detect each game?
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Re: Raze - An Introduction

Postby Graf Zahl » Tue Feb 25, 2020 8:16 am

Generally the main GRP file. For Blood it uses Blood.rff. The files are detected based on content, it uses CRC checksums to identify the different files.
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Re: Raze - An Introduction

Postby bLUEbYTE » Sun Apr 19, 2020 2:27 am

Kinsie wrote:[*]Controller support is included, using the existing ZDoom controller code


As a controller-only couch gamer, this makes me smile knowing how well xinput controller support works in GZDoom. It is the most responsive game that I've ever played (in terms of perceived input latency). Makes a huge difference and a big part of why it feels as good as it does IMO.

Thanks to dev team for the effort. It will be a blast to play these other classic FPS games.
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Re: Raze - An Introduction

Postby Artman2004 » Tue Apr 28, 2020 11:32 am

Is On Unit Whole Blood the only supported version of Blood?
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Re: Raze - An Introduction

Postby wildweasel » Tue Apr 28, 2020 1:00 pm

Artman2004 wrote:Is On Unit Whole Blood the only supported version of Blood?

If I remember right, the same data files are in Fresh Supply, so those should work too. If NBlood supported your version of Blood, Raze should too. It's all from upstream.
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Re: Raze - An Introduction

Postby Graf Zahl » Tue Apr 28, 2020 1:43 pm

Actually, not quite. NBlood never verifies the resources, it just looks for a blood.ini file. Raze as a multi-game port cannot do that, it needs to check blood.rff. But the only version I have is the extended version containing episode 6. So if someone got the original release with only 4 episodes it won't be recognized - I'd need the CRC32 checksum for that file to add support.
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Re: Raze - An Introduction

Postby wildweasel » Tue Apr 28, 2020 3:21 pm

Graf Zahl wrote:Actually, not quite. NBlood never verifies the resources, it just looks for a blood.ini file. Raze as a multi-game port cannot do that, it needs to check blood.rff. But the only version I have is the extended version containing episode 6. So if someone got the original release with only 4 episodes it won't be recognized - I'd need the CRC32 checksum for that file to add support.

I have an original 2 disc release on my shelf at home - if I can remember to check it, I will try and get you some checksums when I get home tonight.
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