After months of refactoring work it is finally time to make an announcement. Expect a 0.7 release soon.
This new version will be very different than the last one.
The biggest change has been that I decided to go back to the roots with Duke Nukem support. I removed both the EDuke32 and the RedNukem game module and instead created a new one that is based on older sources that are closer to what the code looked like when 3D Realms released it in 2003. The bases I used for this are: Primarily JFDuke, plus WW2GI extensions from EDuke 2.x and Nuke.YKT's reconstructtion of the original Redneck Rampage code with World Tour support being based on DukeGDX.
The reasons for this change were twofold: With RedNukem I was simply no longer able to update from the parent repo, due to the Duke64 additions and due to its nature of being a de-modernized port of EDuke32 I was neither able to merge features from EDuke32 itself or from older code bases because it differs too much from both.
The reason to drop the EDuke32 module are probably obvious - it never worked right because some of its features are simply not compatible with my vision of what Raze was supposed to become.
So I'm sorry, but mods that require EDuke32 support will no longer work.
So, on to the good stuff. What was done over the course of the last 3 months?
- Complete migration to GZDoom backend code, including main game loop and timer. Raze now runs on one single central game loop, instead of the 100's of loops for every single screen as it was in all these Build games.
- The input system was completely rewritten and mostly consolidated between all games, especially making the control feature set mostly orthogonal.
- Interpolation of weapon rendering in all games
- Major preparations for exporting all intermission screens and status bars to external scripts. For easier debugging they are currently still native code, though.
- Intro movies of Redneck Rampage Rides Again and Exhumed are now working properly
- Move playback has been consolidated in the backend, once exposed to modding all formats can be freely mixed in all games.
- Widescreen assets added for all games, except Exhumed mostly taken from BuildGDX (For anyone concerned, permissions have been obtained from all authors) Exhumed is missing because permission from one author has not yet been obtained, please see the note below.
- Native Duke Nukem World Tour support
- Some automap extensions, e.g. unrotated display, like in Doom.
- lots of fixes for Exhumed, although not complete yet for the sound system
- optional ammo magazine amount display for reloadable weapons.
- New fullscreen HUDs for Shadow Warrior and Exhumed
Note about Exhumed's widescreen assets:
While we were able to obtain permission from all other contributors, the credits for Exhumed also list MaxED, but I have no idea how to contact him. His forum account here has been inactive for more than 3 years and his Github account doesn't look active, either, anymore. Does anybody know how to get in touch with him?