Raze 1.11.0 Released

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Rachael
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Raze 1.11.0 Released

Post by Rachael »

Download (OpenGL 3.3/OpenGL ES 2.0 and higher required) fixes:
  • copy vid_dontdowait from GZDoom
  • backend update from GZDoom.
  • fixed use of wrong file lookup function in map patching code.
  • Blood: fix placement of powerup counters on alt HUD
  • SW: fix shadow size math.
  • sw: widescreen menu background
  • SW: fix sector object setup.
  • don't spam the console log if there's math errors - mostly affects Linux/MacOS because there is no distinction from console apps or GUI apps so they put all the data in the console which can cause lag
  • SW: removed several unused sound functions.
  • Validate the file reader in DoOpenResourceFile.
  • avoid floats in integer math.
  • Duke: add range checks for accessing the moves array
  • account for 'amess96.voc' being renamed in the World Tour re-recordings.
  • SW: fixed use of sound attribute array.
  • Blood: fixed messed up math in podAttack.
  • Duke: fixed animated static monitors.
  • Duke: lower the coordinate precision for calculating the sector's center for ST09 to original Build.
  • toolchain support: make gcc14 happy
Rubiko
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Re: Raze 1.11.0 Released

Post by Rubiko »

The Windows build won't launch without bz2.dll.
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Rachael
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Re: Raze 1.11.0 Released

Post by Rachael »

Thank you, should be fixed now.
Tamand33
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Re: Raze 1.11.0 Released

Post by Tamand33 »

What is better motor rase or zdoom ? I want play ultimate doom with like good graphics, you know ?
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Rachael
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Re: Raze 1.11.0 Released

Post by Rachael »

Raze is not for playing Ultimate Doom and will likely never play Ultimate Doom, use GZDoom for that.

A GZDoom release is in the works but still have a few loose ends to tie up before that.
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Rachael
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Re: Raze 1.11.0 Released

Post by Rachael »

Windows package updated again to fix .ogg sounds not loading correctly - seems if you build without vcpkg you get the old libsndfile library name and so the naming scheme was incorrect.

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