Raze - An Introduction

Re: Raze - An Introduction

Postby wildweasel » Tue Apr 28, 2020 10:15 pm

Update: Installed my version 1.00 copy of Blood tonight. Here are the checksums for BLOOD.RFF:

CRC32: b291418f
SHA256: 5d758e0e08f151f4d8d707413b9ee8d8fec558879d7c70ad38cf25e0d4b4dab0

[edit] It occurs to me I should also patch it - here are the sums for it after applying the 1.11 patch.

CRC32: c3a99936
SHA256: a9b4ca93287b8309d067f10c59dc3688f2d7094f8d6cc0338725f443c30e8cf0

I am not sure if I should try the 1.20 patch, since that's evidently the alpha that adds 3Dfx support, and probably doesn't touch the data.
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Re: Raze - An Introduction

Postby Graf Zahl » Tue Apr 28, 2020 11:51 pm

What's the sizes of the 2 files?
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Re: Raze - An Introduction

Postby wildweasel » Wed Apr 29, 2020 9:41 am

Graf Zahl wrote:What's the sizes of the 2 files?

Well, damn, I should have taken a backup of my install before I patched it...hold on a few while I reinstall the game to another folder.

BLOOD.RFF from version 1.11 is 8.2 MB (8,231,173 bytes)
BLOOD.RFF from version 1.00 is 8.2 MB (8,200,353 bytes)
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Re: Raze - An Introduction

Postby Graf Zahl » Wed Apr 29, 2020 9:55 am

Thanks, that should be enough to add support for them.
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Re: Raze - An Introduction

Postby sinisterseed » Thu Apr 30, 2020 6:38 am

Speaking of older versions of Blood, what exactly is even different in them actually, versus OUWB?

I've tried finding some patch notes but I've had no luck in my endeavor.
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Re: Raze - An Introduction

Postby wildweasel » Thu Apr 30, 2020 8:45 am

The included PATCH.TXT from 1.11 has this to say (spoilered for brevity):
Spoiler:
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Re: Raze - An Introduction

Postby sinisterseed » Thu Apr 30, 2020 9:59 am

Ah damn, 1.11 had a changelog? Must've missed it then.

It's interesting to see what has changed since, mostly enhancements such as video modes in a menu, videos working under DOS, weapon and enemy bug fixes, and similar to Doom, they broke demo compatibility with each version. What really got my attention is that Tchernobog and Cerberus were modified across the different versions, namely they got buffed and Cerberus is no longer extremely weak against Tesla Cannons. But despite buffing Tchernobog, it looks like they never managed to make him actually tough, he's still weak in OUWB. A bit unfortunate that they never managed to fix Cerberus' AI on E3M8-like levels, he occasionally glitches and just chases his tail in DOS - ironically even Fresh Supply preserves this bug, I think? Or at least the old versions did. NBlood/Raze/GDX finally fixed it, however, I recall NoOne committing the change, and it was a rather easy and short fix too.

Now obviously I need to ask: Are the gameplay related changes going to be reflected into Raze or will it be just like GZDoom deals with older versions of Doom - no gameplay changes supported?
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Re: Raze - An Introduction

Postby wildweasel » Thu Apr 30, 2020 11:15 am

I imagine the gameplay changes will probably not be supported; only the data file, so that those who somehow don't own the Plasma Pak can still at least try to play the original 4 episodes.
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Re: Raze - An Introduction

Postby Kzer-Za » Sat Sep 05, 2020 1:33 pm

I'm curious, are there plans for md3 models support? If yes, is this a goal for the distant future or more or less foreseeable future?
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Re: Raze - An Introduction

Postby Graf Zahl » Sun Sep 06, 2020 4:36 am

Yes, support is planned, but not immediately. The main problem here is that the model code inherited from upstream is very old and crusty so it will eventually have to be replaced. Which means that fixing it gets pushed back.
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