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Releases: ZDoom/Raze

Raze 1.7.1

15 Apr 10:44
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  • language update, now featuring Italian and Turkish
  • fixed a few bad scaling values.
  • Duke: do not call DukeActor's OnInitialize function for projectiles.
  • Blood: display the charge meter for the dynamite also on the alternative HUD.
  • Exhumed: don't pass uninitialized data to the sound engine.
  • Duke: set clipdist default also for external bad guys.
  • Duke: fixed pitch calculation for explosion sounds.
  • Blood: fixed bad damage scaling in ConcussSprite
  • Duke: apply default scale only to enemies defined in CON. This code does not apply to the Recon!
  • added back WT's fireball's postHitEffect. This somehow got lost during scriptification.
  • Duke: fixed scale default for non-ememies.
  • Blood: Fix missing input bit in GameInteface::reapplyInputBits().
  • Duke: Ensure hard landing check is done after pitch keys.

Raze 1.7.0

02 Apr 08:19
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  • new language support: Spanish, French, Danish and Norwegian.
  • Duke: fixed weapon spread with non-pistol hitscan weapons.
  • Duke: Add a myriad of pitch recentering CVARs.
  • Duke: fixed potential logic deadlocks with the green slimer.
  • fixed lookup table generation for foggy fades.
  • Duke: Add CVAR to allow disabling pitch reset with pitch input.
  • Duke: Consolidate vehicle code between boat/moto.
  • use GAMENAMELOWERCASE for defining GAME_DIR.
  • Duke: Remove everyothertime global, we can just use PlayClock.
  • fixed STAT_ACTORS must handle actors where scale.X is 0 as 'deleted' and destroy them.
  • Duke: Make vehicle input functions work on floats and not doubles and FAngles.
  • removed the ValidateTarget call from HackSeqCallback to silence warning messages
  • Duke: Ensure spawned player actor has view height baked in up until the first getzrange() call.
  • Null the roll angle used for weapon drawing when looking left/right and with Blood's delirium for now.
  • Blood: Fix state checks when using TNT while diving underwater.
  • Exhumed: Ensure Player::items[] is signed.
  • Blood: Fix palette of actor sprite on 2D automap.
  • Blood: Fix shotgun ammo display when player fires a shell, switches weapons, then switches back.
  • Repair voxel 2D vector adjustment.
  • Blood: Repair velocity scaling in ConcussSprite().
  • Exhumed: major internal cleanup
  • added a font option to have lower case for Latin only.
  • Re-calculate the sector for each eye if it has a shift factor applied.
  • completed all fonts for all European languages.
  • Fix crash in Shadow Warrior when player dies
  • Blood: fixed application of push velocity.
  • Exhumed: avoid shade hacks with palette emulation on.
  • Blood: make sure that tracking condition data is always properly initialized.
  • partially Revert "- pass shade values to sky renderer" Duke never did this.
  • Blood: reverted GetSpriteExtents to integer math.
  • SW: make player sounds always follow the source.
  • allow setting Duke's relevant sound properties through SNDINFO.
  • Duke: fixed incorrect sector in a few sprites of World Tour E5L1.
  • added adaptive layout for RR's summary screen as well. To better handle the spacing for accented characters the text scale was slightly reduced.
  • make layout of Duke's summary screen adapt to text and screen size.
  • RR: stop the bowling pins' tumbling animation when they come to a rest.
  • Duke: added a fully scriptable switch system
  • Change string Ninja Slice Animation to Alternative Ninja Slice to better reflect what it does.
  • Fixed a Mac debug build crash where CallAnimate attempted to pass one too many parameters to the VM.
  • Blood: add all statically stored EventObjects to the GC processor.
  • moved GetReservedScreenSpace function into the scripted status bar where it belongs.
  • split several texture flags off into a surface type value. Using the same field in the TexExtInfo struct as Blood's surfType. This frees up a lot of flags for later use.
  • adapted the breakable stuff interface in Duke to Texture IDs.
  • preparations and annotations for places in SW where textures are stored in tags.
  • tile system refactor. BuildTiles has been replaced with something that better integrates with the underlying texture manager
  • added mapSpawned member to DDukeActor
  • Exhumed: The ObjectList was not properly garbage collected.
  • fixed kill counting in Blood.
  • SW: For single player games, call PlayerDeathReset() from TerminateLevel() and not DoPlayerDeathCheckKeys().
  • SW: Don't call DoSpawnTeleporterEffect() upon death. This causes an air bubble to spawn above the player for a single tic, even while on land until the level truly restarts. Since we're restarting, its better to just not do this.
  • SW: Don't reset player pitch upon death.
  • Duke: Always use tsprite pos/angle when used in conjunction with viewvec or viewang.
  • rewrote drawtile CVAR handling to render the image larger and allow using aliases.
  • SW: do a proper implementation for sprites which do not want texture animations.
  • gave all textures that were accessed with their "#0xxxx" name a descriptive names.
  • disabled the automatic localization feature in the texture manager.
  • rewrote the tile pixel cache to work on texture IDs instead of tile IDs. This allows using the related checking features with other textures as well.
  • SW: fixed camera validation
  • got rid of gotpic. Now everything uses the 'seen' flag in the texture which indicates that the texture was actually used for hardware rendering since the last check.
  • removed canvas hack stuff from Buildtiles after cleaning up the mess in SW.
  • initialize all special tiles to their intended type before starting the game.
  • do the handling of 90° rotated wall textures in the renderer instead of duplicating the texture.
  • Duke: implemented customizable breakable walls and ported all hard coded variants to use this.
  • Duke: implemented breakable walls with external definitions.
  • Duke: removed the limit of 64 on-state switches from the init code.
  • Duke: split the sprite animation code for CON-based actors into a separate function.
  • Duke: moved the shadow creation code out of animatesprites into a common subfunction.
  • Duke: cleaned up the main thinker loops, using a flag to denote actors that are not on STAT_ACTOR but need to run CON code.
  • Duke: gave proper names to ST_160 and ST_161.
  • define Duke's skies by name.
  • Duke: added generic destructibles
  • backported sound volume fix from NBlood.
  • Duke: use a flag for outer space textures.
  • Duke: exported the tile flag setters to RMAPINFO.
  • Change DCoreActor::oang to a DRotator named PrevAngles.
  • Change spritetypebase::angle to a DRotator named Angles.
  • Duke: gave all switch animation phases proper texture names.
  • did a bit of optimization on FGameTexture. Since all material layers except the brightmaps are relatively rare encounters these were taken out of the main texture object and offloaded to a substructure that is only allocated on demand.
  • use a sepate file system filter for 'duke-like' games, i.e. Duke, NAM and WW2GI combined.
  • replace the homegrown hash chain in the sound engine with a TMap.
  • sound system refactor to be based on names instead of indices.
  • Duke/RR: Properly fix movement() so the player's Z always makes it back to floorz.
  • Make stat coord show full floating point values.
  • Blood: Fix gi->WarpToCoords() that messed up the Z.
  • SW: Take full advantage of our floating point work for the wall blood drips.
  • more Duke/RR scriptifications
  • always set the sound listener position to something valid. Otherwise OpenAL throws lots of warning messages.
  • Use the interpolated sine table for tangent instead of Cephis math in TAngle<T>.

Raze 1.6.2

08 Jan 08:47
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  • 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.

Raze 1.6.1

18 Dec 17:07
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This is a bugfix release addressing the following issues:

  • 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.
  • Fix pitch direction for controller input.
  • added a - sign to FindBestSector' default return. This somehow get lost when the code was moved out of clipmove into a separate utility function.
  • fixed velocity handling in a few enemy swimChase functions. The one for the gill beast was particularly bad.
  • Exhumed: allow Anubis to get out of the walking state if he loses his target.
  • fix initialization issues with a few serializer functions.
  • fixed bad direction setup for vertically moving SE 0. This also adds missing interpolation for this case.
  • Duke/RR: fixed floor alignment of flames in sloped sectors
  • Duke: fixed flames not being floor aligned. The same code was correct in the RR variant, so it just got copied over.
  • Exhumed: The ObjectList was not properly garbage collected.
  • fixed kill counting in Blood.

Raze 1.6.0

11 Dec 16:37
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  • Attempt to fix #647. I'm guessing the nWalls < -1 is a typo, and it should have been nWalls <= -1 all along. I decided to write nWalls < 0 instead.
  • Fix IWADBoxCallback() and MENUDEF setup for GLES backend.
  • Make crosshairscale slider match GZDoom, including allowing it to slide down to 0 for unscaled.
  • Draw crosshair at 1:1 scale when crosshairscale is 0, just like GZDoom.
  • RR: initialize the bowling lane displays after loading a savegame.
  • try to address some occasional crash with chickens on the bowling lane.
  • Duke: Increase the precision of the angle in handle_se00().
  • Duke: cleanup of weapon draw code.
  • Improved crosshair drawing that factor's in look_ang better I've had stashed away for a little bit.
  • Duke: Call movetransports() before processing any player movement. This simply works much better, transitioning from above water to underwater and vice-versa is interpolated, smooth and seamless.
  • complete transfer of vk_hdr fix from gzdoom (was missing the shader component)
  • Duke: added an ammo check to the chaingun firing loop. With weapon switching disabled it would not stop firing.
  • don't print negative ammo numbers on the Duke HUD.
  • renamed several of RR's sprites, mostly related to the chicken processing plant.
  • unlimized two map resources - cyclers and ambient tags.
  • scriptified the remaining controller sprites.
  • scriptified activators and locators.
  • scriptified the respawn controller.
  • only print texture resolve errors in debug builds.
  • scriptified the sound controller.
  • scriptified canwithsomething, the last internal STAT_STANDABLE item.
  • Duke: fixed long standing problem that pressing Escape or walking backwards does not switch off the camera view.
  • scriptified viewscreen and camera.
  • scriptified touchplate
  • scriptified doorshock
  • scriptified the waterdrip
  • scriptified the bolts.
  • scriptified the trash actor.
  • converted the masterswitch.
  • scriptified OozFilter + Seenine
  • scriptified the fire extinguisher.
  • scriptied the cracks.
  • scriptified the trip bombs.
  • refactored Duke's cactus.
  • scriptified the scraps. The were a Duke-ish mess of epic proportions.
  • flammable actors scriptified.
  • scriptified Dukes water fountain. That's this thingy in the first corridor of E2L1.
  • Duke: scriptified the crane
  • Blood: updated nnexts with the parts not related to the condition rewrite.
  • added 'foreach' loop to ZScript.
  • use a TArrayView to store the wall references in a sector.
  • adding some intrinsics to ZScript.
  • Vector 4 in zscript
  • garbage collector fixes
  • fixed: when deactivating the app, pausing the sound system should not depend on the game's internal pause state.
  • Duke: Use player's pitch sine rather than tangent when throwing a pipebomb while crouched. This maintains the feel of the weapon by having the pipebomb roll along the ground.
  • handle a visual glitch in Duke's E2L1 via compatibility. There is already code to deal with this automatically, but this does not manage to fully eliminate the problem.
  • Add option to (experimentally) unclamp the view pitch for the Duke family of games.
  • Duke/RR/SW: Pitch-adjusted velocity for all player weapons
  • added true level compatibility map processing and deleted all related map hack code.
  • removed the MHK for Route66's coffin.map. This was actually a render bug that was fixed long ago, so the edit is no longer needed.
  • added a MHK for RR E1L1 to fix a render glitch in the barn.
  • added a quick hack to move a misplaced vertex in RR E1L1's barn.
  • renamed getzsofslopeptr to calcSlope and removed one redundant inline.
  • Duke: use player palette only on the foot weapon.
  • Duke: New setup for blood splatters against walls, taking full account of the float precision.
  • renamed RR’s weapon sprites to match their weapons
  • added a GZDoom-style alternative HUD.
  • pushmove rewritten.
  • silenced lots of warnings for deliberate type conversions.
  • rewrote getzrange. Not using any old Build code anymore. Aside from the trivial stuff this uses code from Doom and SW instead.
  • Duke: Move Duke-exclusive code from PlayerHorizon struct into displayweapon_d() and clamp tangent to handle high pitches.
  • allow entering cheats in the chat editor without using '#'.
  • hitscan fully rewritten.
  • added LinePlaneIntersect
  • rewrite from scratch of neartag.
  • replaced try_facespr_intersect with something independently written.
  • Clean up the availability detection of kdialog and gxmessage in POSIX sources.
  • got new CVar system from GZDoom.
  • Fix broken paths in default configuraiton on Unix
  • SW: fixed savegame pic generation corrupting the actor list. This case missed the call to PostDraw which is responsible for cleaning up some temporary data.
  • SW: when an actor is killed, all attached ambient sounds must be deleted. Not only did the sound not stop but what happened here was very much undefined behavior as the ambient sound retained its pointer to now undefined memory.
  • Exhumed: gave local variables in FindWallSprites meaningful names
  • normalize the timer with the app start, not the epoch.
  • un-deprecated the integer MSTime variant. Due to undefined downconversion rules from double to int, there is no way to safely downcast the return from MSTimef, meaning the function is completely useless for retrieving integral time stamps.
  • refactored coordinate display to have a single unified printing function.
  • hack to fix bad door definition in RR E2L7.
  • several backports from NBlood
  • Exhumed: exported a handful of missed messages to the string table
  • unlimited the displayable sprites. Now with Polymost gone this can finally be done properly.
  • do not overwrite a textures sky cap color.
  • animation precaching cleanup. No need to handle animations on the game side. markTileForPrecache already handles this - now also for oscillating animations.
  • rewrote nextsectorneighborzptr with a better parameter interface
  • replaced spriteheightofsptr with a method in DCoreActor.
  • updatesector* cleanup. Got rid of all remaining Build code in here, stripped down the wrapper interface and moved everything into a separate header file.
  • replaced sectordist with a floating point variant with better precision.
  • replaced getclosestpointonwall_internal with a floating point version based on NearestPointLine.
  • cleanup of 3D viewport code. Removes all the hackery that Polymost needed and now uses a sane struct to store the info.
  • made fov change for RRRA's drug mode work.
  • refined wall sprite check so that orthogonally aligned sprites are only aligned to orthogonal walls.
  • Duke: clear all collision flags from generic controller sprites
  • Don't adjust joystick pitch/yaw speeds based on whether autorun is enabled or not.

Raze 1.5.0

22 Jul 18:21
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  • Blood may not abort on a bogus start position.
  • Fix crash when exiting with no game data
  • fixed render order of non-orthogonal wall sprites.
  • glslang compiler and Vulkan backend update.
  • fixed automap angle in unrotated mode.
  • added workaround to render the crane in WT's 'Docks' map correctly. This one violates engine specifications by creating overlapping walls when the crane is rotated.
  • SW: changed fullscreen HUD to display all 8 keys without gaps ans overlapping.
  • fixed crash in Last Warrior map 9.
  • for Raze hud_aspectscale needs to default to true
  • Support for the DOS end-of-game text screens in Duke and SW on non-Windows systems.
  • Force synchronised input when cl_capfps is true.
  • fixed sky panning. This picked the wrong overload - to make things robust one of the functions was renamed.
  • Duke: Interpolate loogcnt when drawing onscreen.
  • Duke: Change a few return types from int to bool in HUD code.
  • Duke: Interpolate access_incs when drawing onscreen (security card usage).
  • Duke: Interpolate tipincs when drawing onscreen (tipping the dancers).
  • Duke: Interpolate knee_incs when drawing onscreen (stomping on shrunken enemies).
  • Duke: Interpolate fist_incs when drawing onscreen (hitting the nuke detonator at the end of each level).
  • Duke3d: smooth movement of recons.
  • Duke3d: make actors set to move vertically in CON act as if SFLAG_SMOOTHMOVE was explicitly enabled
  • Duke: fixed some crashes with bad map setups
  • fixed level number for RRRA's travel animations. First level is 1001, not 1.
  • ported secret hack for WT's map 11 from SW Redux.
  • removed redundant setting of black shadow color with incorrect data check.
  • Remove m_filter option from the menu. The remainder of the removal will come from a backend sync with GZDoom.
  • Add bool lock to PlayerHorizon::settarget() when setting target from the ticker without having to call setters and resetters.
  • Interpolate FIRELASER trails.
  • fixed wall sprite clipping
  • fixed: FSkyVertexBuffer::RenderBox did not reset the object color after finishing.
  • SW: added interpolation for sine wave floors.
  • SW: fixed shadow positioning.
  • Duke: Add CON support for Duke Nukem 3D 1.1 Shareware.
  • Duke: Fix CON parser to detect shareware scripts.
  • helpers for wall sprite rendering improvement
  • fixed parsing issues in secret hint system.
    -renamed spritetype’s owner field to ‚intowner‘ Mainly for easier searching.
  • function for checking wall sprites’ need for recalculation
  • RR: clear jaildoors array on map start. This was leaving stale data behind which could cause nasty crashes.
  • several more Blood fixes copied from NBlood
  • blood: GetHighestSprite fix
  • blood: fix velCeil calculation
  • blood: SetupGibWallState fix
  • blood: add missing case in OperateSprite
  • dd self check for burning cultist fix
  • Renamed checkFired6or7->checkLitSprayOrTNT
  • Reset thinkTime for kDudeModernCustomDude
  • Set inittype on actSpawnDude()
  • Check enemy type when adding to enemy level count. Fixes count issues with respawning enemies
  • Initialize viewbob members for playerResetPosture()
  • Fix kDudeModernCustomDude may not morphing during specific events
  • Renamed dword_138BB0 -> gCultTeslaFireChance
  • stretch HUD flames in widescreen
  • shadow positioning improvements from NBlood
  • Blood: fix delirium being twice as fast
  • Exhumed: pin death arms to the right side of the screen
  • added wipe transitions to screen job. Mainly to have the crossfade, the other styles are mostly bonus.
  • add proper scoping to the cutscene code, which needs to run in UI scope.
  • music system improvements
  • Zip64 support
  • fixes for menu scaling on ultrawide screens
  • Mac default paths fixed
  • pass shade values to sky renderer
  • fixed bad search path setup on macOS
  • don’t crash on sector-less walls.
  • lock cvar shader uniforms behind a command line parameter for now
  • Duke: set game palette before rendering the automap
  • improved the secret hint management for Blood. This now uses sprite and sector indices directly instead of encoding them into a larger number. Sprite secrets will use a $t prefix instead of $s now.
  • fixed sprite indices for map spawned sprites.
  • optimize fcos and fsin to use the BAM value directly for table lookup.
  • add level names to title bar (and by proxy, to RPC)
  • add gl_satformula == 2 - an optional 'more accurate' desaturation
  • implement discord rich presence, expand window title code. (still wip)
  • copy-paste is simultaneously the most useful feature in the world, and a programmer's greatest curse. use with care.
  • only overwrite rpath if not already defined
  • add $ORIGIN to rpath for Linux
  • Fix tesla cultist prone state
  • Blood: fix crashes when trying to exit from a fatal error during startup. soundEngine can be null here.
  • added script exports for Duke's main structures.
  • added scripting exports for the global map types and a few more actor utilities.
  • do not call tileUpdatePicnum for voxelized tsprites.
  • Blood: fixed bad marker check in OperatePath
  • Exhumed: Properly fix interpolation issues when at the end of the level instead of trying to back up everything.
  • fixed bad assumption about g_visibility == 0 meaning fullbright.
  • avoid pointer arithmetic in feebtag.
  • fixed bad filter name for DukeDC's SSI variant fpr 1.5
  • fixed validation issue with maps that have a wall with nextwall == -1 and nextsector > -1.
  • made DCoreActor's properties functional.
  • SW: remap LIGHT_Tics to the otherwise unused spritetype::detail instead of the Z-coordinate.
  • do not update the sector for sector effectors moving themselves.
  • SW: bumped two hard limits because there's maps out there that exceed them.
  • partial engine floatification.
  • use full precision math for rotating sectors in Blood.
  • Duke: changed animation storage to be independent of the animated values' types.
  • SW: changed sector object interpolation to be independent of the interpolated values' types.
  • use a method for setting wall coordinates when loading a map.
  • use an access function for reading wall positions so that we have a non-modifiable value wherever this is possible.
  • Fix ceiling panning angle

Raze 1.4.1

30 Jan 08:34
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This is a bugfix release addressing the following issues:

  • handle walls where a sloped floor intersects with the visible part.
  • handle wall sprites on orthogonal walls better, covering the case that a wall sprite may overlap two walls with a slight deviation in their position - always pick the closest one.
  • fixed handling of badly placed sprites in map validation code.
  • fixed inverted logic when checking for dragged sectors in the renderer.
  • fixed sky tiling in Polymost.
  • Exhumed: avoid accessing undefined memory when loading the sounds.
  • Exhumed: fixed surface collisions of projectiles. There was some commented out undefined behavior here, we need to properly define this case.
  • Exhumed: removed erroneous target assignment in Anubis AI, leading to infighting.
  • Exhumed: Add save game option to in-game menu.
  • Exhumed: did some reshuffling on the menu to allow adding a "User map" item and prevent accidental reset of ongoing games, both the items for starting the campaign and the training map are now in a submenu.
  • Blood: fixed bad alignment flags for HUD flames.
  • WW2GI: fixed gamevars not being allocated for map spawned actors.

Raze 1.4.0

11 Dec 17:14
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What's new:

  • added custom postprocessing shader support using the same system as GZDoom.
  • the new renderer is now the default after fixing most of the outstanding issues.
  • added interpolation for several special sector movement effects in RR.
  • added interpolation for Exhumed's UI.
  • experimental new light modes, based on GZDoom's original light modes. (new renderer only, these do not work with palette emulation.)
  • better handling for disabled autoaim in Duke/RR.
  • major internal rewrite to remove the limits of map items. Actors have been consolidated into garbage collected objects, like in GZDoom.
  • added a user map browser.

Details:

  • Exhumed: fixed check for bad ending cutscene.
  • added guards against badly defined skies.
  • Blood: do color highlighting for trigger messages, like NBlood does.
  • enable Bloom and SSAO menu options.
  • gracefully handle when a map tries to exit twice. This case left a broken ScreenJobRunner behind which later crashed on garbage collection.
  • Exhumed: use proper distance calculations when spawning weapon flashes. The cheap distance approximation here tended to fail on longer walls.
  • Exhumed: Avoid playing the same pickup sound while another copy of it is already active. The pickup code here is not robust enough to play the sound only once per pickup.
  • allow a bit of tolerance for attached orthogonal wall sprites. We have to account for mappers adding some 'safe' distance (which isn't really safe!)
  • do not use floor sprites for splitting geometry. because this is way too expensive on maps with lots of sprites. Instead, run them through the case for slope sprites which should be sufficient here.
  • removed all uses of nexttoward in Polymost. Taking a hint from EDuke32 here, the performance increase is absolutely massive with this function gone from the innermost loops.
  • proper maintenance of the depth bias state.
  • Duke: Directly check the backend input code's crouch_toggle to always remain crouched after pausing, even if the first tic doesn't have input.
  • do proper handling of the 'no shadow' case for Duke's bad guys. Using a flag like RedNukem instead of hacking dispicnum, which occasionally does reach the renderer and causes problems.
  • fixed floor sprite normals.
  • Duke: hardened the sound controller a bit by flagging the callsound call from doanimations as most likely terminating. This allows avoiding unnecessary sound repeats on some doors.
  • Nam: don't draw the icon for weapon 7 on the HUD. This is just a blue square. In RedNukem it isn't shown, but there's no special code for it.
  • fixed NAM's sniper rifle. This was using one of WW2GI's apl* variables, but shouldn't.
  • Add a new Duke!ZONE II grpinfo definition so that the copy supplied from Zoom which ships with a 1.5 copy of Duke 3D can be found.
  • Don't do an animated transition for Duke's credits menu and don't redraw the background for RR/RRRA's credits menu.
  • Exhumed: Mark in-game menu as animated so its interpolation works properly.
  • RR: address a missing texture in E1L2.
  • RR: interpolate moving furniture.
  • RR: interpolate jaildoors and minecarts.
  • Nam/WW2GI: use the console font for the generic message display. The small font in these games is not usable because it is too small, too ugly and not extendable for localization.
  • Platoon Leader: Set explicit sky offset for the third episode's orange sky.
  • Exhumed: interpolate the menu items when zooming.
  • Exhumed: use the loop flag when starting music.
  • Exhumed: interpolate the scrolling map.
  • Exhumed: Don't force the framerate to reduce to ticrate at end of each level, instead interpolate player's position to prevent draw errors.
  • deal with bad start sectors. The engine will now try to find a proper sector in the map loader if there's a mismatch.
  • fixed main game resource detection for Blood to allow loading modified blood.rff versions.
  • added handling for slope sprites
  • RRRA: fixed typo in portal setup.
  • fixed handling for wallsprites on walls.
  • added precise render mode like in GZDoom.
  • Duke/RR: added fudging to work around aiming randomization issues with the pistol when autoaim is off. Solution is the same as in RedNukem/EDuke32: do one hitscan directly in aiming direction and if that hits a sprite, use it as aiming target.
  • Hack for Exhumed: palette 4 does not fade to black so sprites should not have shades above numshades.
  • Duke: make camera actors temporarily invisible before rendering a scene. Mainly needed for voxel/model replacements of the security camera sprite.
  • major fixing on new renderer.
  • added a user map browser.
  • fixed music lookup for user maps. This was only looking for real files, but instead needs to check the file system. The game directory's content will always be part of that so other checks are counterproductive.
  • added libtess2 for better sector triangulation
  • match alignment of NPOT flat textures to the software renderer. Tested in RR E1L4, sector 224+40,.
  • added a warning for multiple sectors referencing the same walls. RR E3L1 contains such a setup, for example.
  • Add hud_showmapname to the HUD Options menu to allow easy disabling of it if its not desired.
  • SW: fixed accidentally inverted colliision check in DoMirvMissile.
  • fixed: voxel culling must take sprite flipping into account.

Raze 1.3.1

13 Dec 18:03
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This is a bugfix release addressing a few issues found with 1.3.0

  • SW: fixed sound listener angle for the remote control case. It was taking the angle of the rotating sector object instead of the angle from the listener's position to it.
  • Blood: make sure that invalid face sprites don't get rendered at all.
  • fixed: in palette emulation mode, assume all textures to be non-translucent.
  • Exhumed fixed bad parameter to getzrange causing player fall through sprite bridges.
  • fixed logic for discarding walls in new renderer.
  • fixed OOB write in section splitting code.
  • Add OpenGL ES to the backend options in the menu.
  • fixed triangulation via node builder for sectors with invalid walls causing spurious crashes.
  • GLES: Fix depth bias state
  • GLES: Fixed palette emulation mode and interpolation
  • reordered the init calls in engineLoadBoard. Sprite lists must be done after preparing the arrays, otherwise important bits get overwritten.
  • Duke/RR: Fixed sprite validation checks in animatesprites.
  • Duke: Ensure all weapon variables used for interpolation have the o values set when CON updates them.
  • Duke: Fix lotag signedness issue affecting SE10 (door auto-close).

Raze 1.3.0

08 Dec 21:35
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This new release contains several bug fixes and some major internal restructuring for getting better scripting capabilities into the engine at a later date.

  • Blood fix some major issues rendering modern features largely inoperable in 1.2.x.
  • Blood: Backport GDX fix for lighter just appearing when switching to the aerosol.
  • Duke/RR: strip trailing spaces off strings parsed in CON.
  • properly macro-fy parsed strings from Blood's INI.
  • Blood: Fix TNT pickup accidentally equipping player with voodoo doll.
  • Exhumed: fixed bad interpolation setup in AddFlow, plus some variable renaming.
  • enable depth clamping in GLES backend
  • Duke/RR/SW: Fix several crashes when noclipping out of the valid map area.
  • Make a number of CVARs in gamecvars.cpp saved as part of the global config: cl_weaponsway cl_viewbob cl_interpolate cl_slopetilting cl_showweapon cl_syncinput cl_hudinterpolation cl_loadingscreens
  • fixed camera textures breaking in SW when restarting a level.
  • fixed bad sector being chosen for rendering in maps with sector overlaps.
  • added .ssi to the list of known extensions for container files.
  • fixed handling for cl_capfps and cl_nointerpolate to never use any smoothratio value other than 1.0.
  • Blood: don't play the same looped sound multiple times on the same actor. This caused some strong echoing on E4M6.
  • fixed center aligned rendering of 2D content. This calculates the centered pivot point in integer texel coordinate space so for odd numbers it must round down instead of using a fractional position.
  • fixed animated voxels in new renderer.
  • fixed assignment of map hacks with multiple maps assigned. The parser only ever added the last MD4 but not the others.
  • fixed translucent voxel rendering.
  • make upscaling of sky textures depend on the single tile size, not the entire composite texture.
  • fixed sky rendering in paletted sectors for Polymost.
  • [Blood] Fix self collisions for lifeleech projectiles
  • [Blood] Match view height clamping behavior to 1.21
  • Change out of box default of cl_runmode to 0, which allows the bound run key to act like an autorun negator.
  • SW: un-flag mirrors that got smashed. The new renderer cannot check tilenums.
  • SW: Tidy up use of cl_nomeleeblur use within panel code.
  • address issues with key down/key up events being sent in the same tic not having an effect on game actions that require a key being held down.
  • Make screenjob valid keys for skipping ignore the Alt key as its used for modifiers, and special keys like the screenshot bind.
  • flush the network timer right after loading and before starting a level. Without this the entire load time may get registered as skipped frames.
  • Exhumed: flag the main menu as animated. This is needed for the plasma display to animate properly.
  • Duke: Fix issue where calculated value for old player variable return_to_center could have been negative, causing undefined behaviour.
  • Add support for Duke Nukem's Penthouse Paradise as shipped with the Zoom release of Duke Nukem 3D Atomic.
  • Patch in registry detection for Duke 3D Atomic + Expansions from Zoom on Windows.
  • processMovement(). Remove cl_exhumedoldturn CVAR and tidy up numeric literals in use.
  • Build: Promote sintable[] array values to precision Blood uses.
  • Blood: Fix horizon adjustment for death camera to avoid Fixed > Float > Fixed conversion.
  • Exhumed: Don't run through the slopetilting math if the view is locked.