Raze 1.6.2 released

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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49182
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Raze 1.6.2 released

Post by Graf Zahl »

Download (OpenGL 3.3/OpenGL ES 2.0 and higher required) This is a bugfix release addressing the following issues:
  • FString fixes.
  • call FullGc twice, because once does not seem to be sufficient anymore when the object system is shut down
  • respect i_pauseinbackground setting
  • SW: cleaned up SlopeBounce and fixed some bad math.
  • Exhumed: account for rounding errors in MoveSectorSprites
  • ignore executable files in a zip's main folder when checking for mod content in a subdirectory.
  • Duke: Fix bad setup for stopping Duke's scream when putting the jetpack on.
  • Duke: Additional fixes for `alterang()`.
  • Blood: Fix bad spawned actor angle for `actFireMissile()`.
  • Blood: Ensure actor's XY pos is updated before calling Z slope utils.
  • SW: do not double interpolate sectors that are both part of a sector object but also have a global interpolation attached.
  • Default initialise `g_nextskill` to `-1` so maps loaded directly from the command line load with the game's default skill.
  • fixed autoload setup for the full Duke World Tour version.
  • Fixed custom height and width not saving.
  • Ensure the viewport's aspect ratio is factored into the HUD's aspect ratio.
  • Blood: Fix some nullptr issues in `checkHit()` and `checkFloorHit()`.
  • SW: Fix tank track velocity.
  • SW: Fix tank tracks not working.
  • SW: Fix issue with RC tank in $seabase.
  • SW: Add inertia correction to `PlayerWarpUpdatePos()`.
  • Add support for Blood: Cryptic Passage via `CRYPTIC.SSI` file.
  • SW: Repair whoopsie in `BunnyCheat()`.
  • Duke: Ensure that the expander hitscans when autoaim is "hitscan only".
  • SW: Restore two original cheat codes lost long ago.
  • SW: Remove `CVAR_SERVERINFO` flag from `sw_ninjahack` and take them out of the global space.
  • SW: Only bring the weapon back up after doing chops if not on a vehicle with a weapon.
  • SW: Fix clipmove call within `DoPlayerMoveVehicle()`.
  • SW: Fix two bad calls to `pushmove()` where a fixed point adjustment was used.
  • fix math error on ARM architectures
  • Blood: add all statically stored EventObjects to the GC processor.
  • fixed: when deactivating the app, pausing the sound system should not depend on the game's internal pause state.
  • fixed ESC pressing on Duke's monitors.
  • Blood: relax range check in AlignSlopes. This now checks the full range of the wall array and if outside just does nothing. E2M6 has a bogus value for this feature that asserted with the old check.
  • Blood: fixed blood splats being spawned in the wrong place.
  • Blood: fixed 3 places where 3D distance was used but 2D should have been used.
Professor Hastig
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Joined: Mon Jan 09, 2023 2:02 am
Graphics Processor: nVidia (Modern GZDoom)

Re: Raze 1.6.2 released

Post by Professor Hastig »

I want to thank everybody involved in creating Raze.

As a long term fan of the Build games I have really been frustrated for many years about the state of the existing source ports where even the better ones are too deeply locked into the weirdness that is Build. Raze is finally what I have been waiting for - a port that tries to break free of these confines and so far it fully succeeds. :wub:
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Rachael
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Preferred Pronouns: She/Her

Re: Raze 1.6.2 released

Post by Rachael »

Linux version posted, sorry it took so long, release caught me by surprise and then I forgot about it.
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49182
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Raze 1.6.2 released

Post by Graf Zahl »

Please update the readme. There is no longer any need to install libfluidsynth because it is integrated in ZMusic, but we still need libglib because unlike Windows I could not eliminate the dependency for Linux.
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Rachael
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Re: Raze 1.6.2 released

Post by Rachael »

Done. glib should always be installed by default on Linux (I think?) - but I put a mention of it in the readme, anyhow.

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