Raze 1.0.0 released

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Adamast0r
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Re: Raze 1.0.0 released

Post by Adamast0r »

Graf Zahl wrote:Voxel rotation in Raze is enabled like in NBlood - add 'rotate' to the voxel definition. How does EDuke do this? Last timeI checked its code II couldn't find anything.
I don't have much experience in NBlood. Do I have to edit the files and write that command in front of each voxel?
And, about EDuke, this is how the option for voxel rotation and for a voxilized Pig Cop Tank looks like:

// Pigcop Tank code
include scripts/pigtank.con

include game.con

// Voxel pickups rotation
include scripts/rotation.con

That's the eduke.con file.
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Graf Zahl
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Re: Raze 1.0.0 released

Post by Graf Zahl »

That method is EDuke exclusive. It uses features not present in Raze. I may see in the future that this can be defined properly in the voxel pack.
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Adamast0r
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Re: Raze 1.0.0 released

Post by Adamast0r »

Graf Zahl wrote:That method is EDuke exclusive. It uses features not present in Raze. I may see in the future that this can be defined properly in the voxel pack.
Good to hear.
Warrex
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Re: Raze 1.0.0 released

Post by Warrex »

Absolutely monumental! Thanks to all who provided code for this or put any other effort into it. A few years back I would have thought it would be Blood in Dosbox forever and now we have this reaching 1.0...

I am curious. May I ask why the Mac version lags behind?

Edit: I also just saw that the Mac build says at least on Apple Silicon that it is 0.80 and not 0.91.
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Graf Zahl
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Re: Raze 1.0.0 released

Post by Graf Zahl »

Apparently _mental_ hasn't found time to do it yet. Although I have a Mac for work I have no developer account to do this with.
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Re: Raze 1.0.0 released

Post by _mental_ »

Warrex wrote:May I ask why the Mac version lags behind?
Provide me an Apple account with developer subscription (a certificate isn’t enough because of notarization), and I will release macOS versions faster.
Warrex
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Re: Raze 1.0.0 released

Post by Warrex »

I am willing to donate 99 USD via Paypal for the first year or send that amount to Graf Zahl within Germany by wire transfer.
Last edited by Warrex on Thu Apr 08, 2021 2:01 pm, edited 1 time in total.
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Xtyfe
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Re: Raze 1.0.0 released

Post by Xtyfe »

Is this the first time Vulkan is being used in a Build engine port? It sooo smooth for me.
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Dynamo
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Re: Raze 1.0.0 released

Post by Dynamo »

Most excellent, congratulations on the release! :thumb: Looking forward to when work on the new renderer will pick up!
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Graf Zahl
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Re: Raze 1.0.0 released

Post by Graf Zahl »

Xtyfe wrote:Is this the first time Vulkan is being used in a Build engine port? It sooo smooth for me.

No. IceColdDuke once ported Polymer to Vulkan, but that project somehow fizzled out.
The smoothness is not Vulkan related - the main reason for it is that we replaced Build's game timing code with ZDoom's.
emile_b
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Re: Raze 1.0.0 released

Post by emile_b »

Finally had a chance to check this out and wow this is seriously awesome! Supporting all those games is very impressive, VERY nice work :thumb:

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