Raze 1.0.2 released

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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 48324
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Raze 1.0.2 released

Post by Graf Zahl »

Download (OpenGL 3.3 and higher required Visit the new homepage (still under construction)



Highlights

This is a bugfix release addressing a few issues that were reported for 1.0.1.
Note: The Vulkan/AMD render glitch is not yet fixed in this!
  • make the startup banner in the initial console window work.
  • fixed texture precaching.
  • Screen Job refactoring to fix the volatile timer in there causing various problems.

Details
  • added a fallback generic record to grpinfo.txt for identifying Blood.rff based on content.
  • gave key 7 a proper spawn record using the blue outline as image. A proper definition here is needed to allow dropping this item. The original code had a picnum of -1 here which caused crashes.
  • cleanup of movie player code, migration to event interface.
  • Screen Job refactoring to fix the volatile timer in there causing various problems.
  • split out the movie player into its own file.
  • Duke: Clamp RRRA vehicle input in `processVehicleInput()`.
  • Duke: Add `resurrected` flag to handle resurrection via cheating or when pissing in RR.
  • added a filter to the directory loader to remove EDuke32's texture cache files. These cause problems with the texture manager.
  • make map art work.
  • allow specifying startup .con files via GAMEINFO.
  • used the newly added game ID as reference for GAMEINFO to autoselect which game to start a mod with.
  • added GameID field to GrpInfo. This is for allowing new features easier referencing of the various records.
  • Exhumed: Redo player panning code, but guard it with cl_slopetilting as it does not work that well with mouselook.
  • Exhumed: fix for moving on sloped floors
  • added widescreen graphics credits to the Engine Credits menu.
  • Blood: default skill is 3, not 2.
  • fixed some bogus range checks in automap code.
  • fixed the vertical offsets of the World Tour skies. They were rendered too low.
  • added native support for Nightfright's Alien World Order" GRP generator.
  • enable embedding of blood.rff and sounds.rff in mod archives when playing Blood Some mods provide pregenerated resources, this allows loading them without picking them apart first.
  • Blood: add a dummy sound entry at index 0 so that no valid sound gets placed in this slot.
  • Blood: fixed issue with INI detection when having content added by RFS files.
  • added PlaySound CCNDs.
  • Blood: fixed mixup of values 0 and -1 in sound code.
  • added CHANF_FORCE flag for forcing non-looped sounds to start, even when sound is paused.
  • make sure voxels are being precached.
  • disabled the QAV preload calls in Blood. This is ultimately more harmful than useful as it forces loading of a large number of textures at the same time during gameplay instead of spreading them out.
  • fixed texture precaching. After the migration to GZDoom's full backend this never created any textures when precaching things.
  • fixed: alpha was never set for voxels.
  • fixed palette setup for duplicate base palettes. Fixes #301
  • Blood's invulnerability palette is identical to the base.
  • activate the progress bar on the startup screen.
  • make the startup banner in the initial console window work.
  • Blood: undid restriction for original QAV for Guns Akimbo shotgun fix.
User avatar
Muleke_Trairao
Posts: 14
Joined: Fri Jan 10, 2020 7:55 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Brazil

Re: Raze 1.0.2 released

Post by Muleke_Trairao »

Strange... Now the screen doesn't flash anymore when getting shot or picking up an item in Blood.
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 48324
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Raze 1.0.2 released

Post by Graf Zahl »

You are the second person reporting this. I'll check ASAP.
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Tormentor667
Posts: 13470
Joined: Wed Jul 16, 2003 3:52 am

Re: Raze 1.0.2 released

Post by Tormentor667 »

The webpage‘s CSS needs to be updated to the Raze colorsheme.

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