Raze is not dead yet...

User avatar
VGA
Posts: 506
Joined: Mon Mar 28, 2011 1:56 am

Re: Raze is not dead yet...

Post by VGA »

Improving the engine/physics/renderer fundamentally tends to break compatibility with existing game content.

Ideally, someone could fork, let's say NBlood, reworking the wonky physics and getting rid of the RoR graphic bugs and limitations. Older mods and episodes will have to be ported to the new engine.

Similar to how Nevander "remastered" Doom 64. He created a mod for GZDoom called Retribution that semi-faithfully recreates the original physics and map effects using scripting and uses many spiffy GZDoom features ... and then started porting the original episodes and unofficial mappacks over to this new "engine".
nayoz
Posts: 3
Joined: Fri Dec 18, 2020 5:44 am

Re: Raze is not dead yet...

Post by nayoz »

hi there, i tried this port version 0.81, so far the trilinear filter really helps making the game look crispy

i just found out 2 problem with using the hrp.zip from eduke32

the numbers on the hud, when choose the biggest hud are partially sunk on the bottom, not all the parts of the numbers are displayed

and on the end screen, after punching the button, the end level status screen shows the moving duke nukem toward the center of the screen, while the end end level image is stretched, and it seems like he teleports/blink from 1 place to another.
User avatar
mjr4077au
Posts: 830
Joined: Sun Jun 16, 2019 9:17 pm
Graphics Processor: nVidia with Vulkan support
Location: Gosford NSW, Australia
Contact:

Re: Raze is not dead yet...

Post by mjr4077au »

nayoz wrote:hi there, i tried this port version 0.81, so far the trilinear filter really helps making the game look crispy

i just found out 2 problem with using the hrp.zip from eduke32

the numbers on the hud, when choose the biggest hud are partially sunk on the bottom, not all the parts of the numbers are displayed

and on the end screen, after punching the button, the end level status screen shows the moving duke nukem toward the center of the screen, while the end end level image is stretched, and it seems like he teleports/blink from 1 place to another.
When loading the HRP, please add -nowidescreen to the end of the command line. That will fix the majority of the stretching issues.

The other issue with the sunken numbers, we're tracking that here: https://github.com/coelckers/Raze/issues/250
Post Reply

Return to “General”