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Re: Raze - An Introduction
Posted: Sun Feb 16, 2020 3:03 pm
by Manuel-K
It seems that Blood's save system is fixed, but more testing would probably a good idea.
Re: Raze - An Introduction
Posted: Mon Feb 17, 2020 10:05 am
by Phredreeke
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)
Re: Raze - An Introduction
Posted: Mon Feb 17, 2020 10:13 am
by Rachael
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)
Re: Raze - An Introduction
Posted: Mon Feb 17, 2020 10:37 am
by _mental_
32-bit version for Windows is built on every push to GitHub repository. I don't think that somebody is using it though.
Re: Raze - An Introduction
Posted: Mon Feb 17, 2020 10:44 am
by Phredreeke
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.
Re: Raze - An Introduction
Posted: Mon Feb 17, 2020 11:07 am
by Graf Zahl
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.
Re: Raze - An Introduction
Posted: Tue Feb 18, 2020 12:28 am
by markanini
Retracted.
Re: Raze - An Introduction
Posted: Fri Feb 21, 2020 11:57 am
by Rachael
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.
Re: Raze - An Introduction
Posted: Tue Feb 25, 2020 8:09 am
by Gothic
What files does Raze read to detect each game?
Re: Raze - An Introduction
Posted: Tue Feb 25, 2020 8:16 am
by Graf Zahl
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.
Re: Raze - An Introduction
Posted: Sun Apr 19, 2020 2:27 am
by bLUEbYTE
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.
Re: Raze - An Introduction
Posted: Tue Apr 28, 2020 11:32 am
by Artman2004
Is On Unit Whole Blood the only supported version of Blood?
Re: Raze - An Introduction
Posted: Tue Apr 28, 2020 1:00 pm
by wildweasel
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.
Re: Raze - An Introduction
Posted: Tue Apr 28, 2020 1:43 pm
by Graf Zahl
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.
Re: Raze - An Introduction
Posted: Tue Apr 28, 2020 3:21 pm
by wildweasel
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.