Raze 1.9.1 released

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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49091
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Raze 1.9.1 released

Post by Graf Zahl »

Download (OpenGL 3.3/OpenGL ES 2.0 and higher required)
  • account for resorted directories when accessing the local file path array in file_directory.cpp
  • fixed autoaiming. The WW2GI pistol check was completely wrong. :(
  • perform music volume lookup by lump number instead of name. This way any setting will work for both short and long file names.
  • do music volume adjustment by modifying the raw waveform data to get around the clamping of AL_GAIN.
  • fixed: The generic sound loader for SNDINFO must use S_LookupSound to match the feature set of the game specific code.
  • added missing null check in clipmove. This only very rarely triggered for Blood's projectiles, no other things use this code path.
  • Duke: Fixed statnum for the geisha statues.
  • RR: fixed bad destination name for one Route66 sound
  • Blood: fixed cutscene sound not playing when starting a map from the console.
  • RR: Set Route66's Gator's size explicitly. The CON code for this sets its correct size with 'sizeto' which is an animating instruction so it is clearly visible when they shrink to their proper size.
  • internal FileSystem rewrite.
  • RR: fixed typo in spawn list.
  • RR: fixed secret trigger reporting.
  • fixed: Resource IDs for sounds must be unique. If an ID gets used it must be taken off any other sound that has it.
  • SW: fix vertical spread for the Uzi
  • fixed case mapping for Georgian script.
  • Duke: fixed keycard colors on alt. HUD.
  • Exhumed: fix crash on bad player animation sequence.
  • Duke: remove setting the xflip flag for sprites rendered in a mirror. The new renderer handles this internally so this flag will just un-flip the sprite again.
  • fix ChangeLevel when called for ending the game.
  • reverted some unstable changes from 1.8.x.
Last edited by Graf Zahl on Mon Jan 01, 2024 7:08 am, edited 1 time in total.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49091
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Raze 1.9.1 released

Post by Graf Zahl »

If you ask where 1.9.0 is, it ad to be replaced before a news thread could be created.
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Enjay
 
 
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Re: Raze 1.9.1 released

Post by Enjay »

Thank you kindly.
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Rachael
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Re: Raze 1.9.1 released

Post by Rachael »

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Dynamo
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Re: Raze 1.9.1 released

Post by Dynamo »

Good stuff, but just out of curiosity, what was it from 1.8.x that had to be reverted? experimental changes that will be re-implemented later, or just a dead-end that got scrapped entirely??
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49091
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Raze 1.9.1 released

Post by Graf Zahl »

Mostly some refactorings for scriptification. There were several issues related to that in SW and Blood. They need closer and careful investigation to correct them and most likely need to be redone differently.
Blood is particularly nasty because it recycles the same type IDs for different things based on what it is - Effect sprites share IDs with regular actors, for example, and this will make it quite difficult to inject a class based actor system.

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