I just noticed that NBlood finally has merged this PR that had been collecting dust for several months.
So I also went ahead and merged the commits I had prepared 4 months ago.
One of the things this enables is slope sprites which currently are not supported by the renderer, of course.
Nevertheless, merging this now will allow running some tests with this code before the next release to find any potential regressions early.
NoOne's modern extensions for Blood
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Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
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Gen5lock131
- Posts: 32
- Joined: Wed Sep 09, 2020 3:27 am
- Graphics Processor: nVidia (Modern GZDoom)
Re: NoOne's modern extensions for Blood
Does this mean that things like NHIS (No Hope In Sight) could be playable on Raze in the future? AFAIK that is only playable on NBlood.
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Phredreeke
- Posts: 315
- Joined: Tue Apr 10, 2018 8:14 am
Re: NoOne's modern extensions for Blood
I think the extensions needed for NHIS are already merged into Raze. The issue is with the way the mod is packaged.
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Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: NoOne's modern extensions for Blood
NHIS has been playable for some time. Like Phredreeke said, the problem is the packaging which makes it needlessly hard to get something usable out of. The installer only works with NBlood present.
Here's some instructions how to get it working
viewtopic.php?p=1175612#p1175612
The main issue here is that NHIS uses renamed .ART files in its package so to launch it without using the installer these files have to be renamed manually. The INI issue has been solved on the engine side already.
If NBlood was able to read RFS files, those messed up packages would not be needed - it's odd that it has a working parser in its source tree but does not use it.
Here's some instructions how to get it working
viewtopic.php?p=1175612#p1175612
The main issue here is that NHIS uses renamed .ART files in its package so to launch it without using the installer these files have to be renamed manually. The INI issue has been solved on the engine side already.
If NBlood was able to read RFS files, those messed up packages would not be needed - it's odd that it has a working parser in its source tree but does not use it.