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Releases: ZDoom/Raze

Raze 0.8.0 beta

06 Dec 11:10
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  • Blood: instead of messing around with the damage factors when toggling god mode, let the game check the actual god mode flag itself.
  • Blood: fixed cl_autorun affecting bobbing intensity even when no movement takes place.
  • fixed model rendering.
  • Duke/RR: Selecting the alternative weapon must set the proper bits in 'subweapon' to allow proper cycling. Fixes #182
  • weaken the reverb in Duke. Unfortunately the entire thing is very poorly defined, not setting it for sectors but for sprites with a distance. But some of these sprites cover non-reverb sectors as well and this can produce some ugly sound field in spots where this isn't wanted at all.
  • Exhumed: Use JSON for savegames.
  • add back the missing secret hint notification calls for Duke/RR.
  • Blood: There's some bugs that allow a secret to be triggered multiple times. However, since the hint system already knows which secrets were triggered, use that info to avoid retriggers. Fixes #206
  • Blood: Force synchronised input while a revolving door is busy/in-use. Fixes #205.
  • Exhumed: removed limits for most monster types by storing their work data in a dynamic array.
  • use stricter checks when trying to levelwarp. If saving is blocked, so should changing the level. Fixes #204.
  • added interpolation for texture scrollers and Duke's wave floor effect.
  • make sector and wall panning variables floats and added some convenience wrappers to allow interpolation on them.
  • cross-game, serialization-friendly and pointer free interpolation implementation.
  • Blood: handle super secrets properly in the statistics display. Fixes #198
  • SW: silence an apparently misplaced ambient sound in level 9.
  • SW: Fix ladder angle issues. Fixes #197.
  • Exhumed: added a countdown display for the magic spells in the fullscreen HUD.
  • Exhumed: Switch sounds must use CHANF_LISTENERZ because they use no z-coordinate for their position.
  • Exhumed: fixed typo in player taunt code making the taunts not play
  • Exhumed: fixed positioning of the player's scream sound. This was played on the wrong actor - the calling code passed 0 instead of the player's actual sprite index.
  • port from NBlood: Show all available powerups in HUD.
  • Duke WT: attenuate sound volume when commentaties are playing
  • SW: clear one-sided flag for certain items, like keys and medikits. Fixes #173.
  • fixed weapon cycling in Exhumed. The sword was checked for ammo (and failed) and wraparound was not handled. Fixes #193
  • RRRA: fixed progression from E1L7 to E2L1 plus a texture related crash. Fixes #189.
  • Duke World Tour: Exiting E1L7 should go back to E1L5. fixes #187
  • make sure that all of SW's sound function check SoundEnabled().
  • RR: Give ammo for the secondary ripsaw mode when picking up the weapon in standard RR, too.
  • Exhumed: Get GOG music playing without any user intervention required.
  • Add registry detection for Powerslave/Exhumed from GOG.
  • use JSON based savegames for Blood.
  • Duke: fixed parsing of overlong CON identifiers. This makes Borg Nukem work again.
  • fixed crosshair scaling in Exhumed & the other games.
  • Duke: use original colors for inventory status display while retaining the percentage-based coloring.
  • fixed hires texture replacements for 2D rendering.
  • use correct CVAR for menu's statusbar scale setting. Fixes #169
  • fixed crosshair setup. Fixes #168
  • SW: fixed episode menu display. The subtitle needs to use the game specific drawer, not the generic one. Fixes #162
  • Exhumed: Fixed issues with LEV20 energy towers in #159.
  • c_notifybuffer.cpp: Center and pulse text for all RR games in DrawNative(). Fixes #163.
  • Blood: Don't let Caleb's voice overlap if spamming the use key on a locked door. Fixes #113.
  • Exhumed: Add crouch toggle mechanism.
  • Blood: Add crouch toggle mechanism. Fixes #151.
  • Duke/RR: Completely revamped vehicle mouse/controller input.
    • Original algorithm now used purely for keyboard input only.
    • Mouse and controller input is no longer a scaled double version of the keyboard input.
    • Mouse input is the square root of the base angle adjustment (20) multiplied by (mouse input divided by the input scale factor). As such, mouse input is completely consistent between synchronised and unsynchronised input.
    • Controller input is base angle adjustment (20) multiplied by itself.
    • Renamed turnl/turnr variables to kbdLeft/kbdRight respectively.
    • Fixed issue where p->TiltStatus wasn't being backed up in boatApplyTurn().
  • CONTROL_GetInput(): Reverse polarity of dx/dz and update processMovement() appropriately.
  • Exhumed: Skip over weapons owned but without ammo when doing WeapSel_Next/WeapSel_Prev. Fixes #148.
  • Exhumed: Move bullet puff animations up by 4096 units to give the illusion of more accurate aiming. Fixes #149.
  • Duke: Fix missing ammo counter on modern HUD for WT's flamethrower. Fixes #156.
  • Exhumed: Fix issues on start of Level 20.
  • RRRA: fixed vehicle collision with psychedelic cactuses.
  • cap the frame rate of RRRA's cactus drug mode. This was running at full render speed and not synced with the game's play ticker.
  • changed how RRRA's psychedelic cactus handles the projection. This fixes issues with occasionally passing a bad matrix.
  • changed Duke/RR palette handling to only retrieve the currently active palette right before rendering.
  • fixed some issues with WW2GI event calls.
  • internal refactoring of Duke/RR code for later scripting export.

Raze 0.7.3 alpha

31 Oct 12:05
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  • consolidation of console code with GZDoom.
  • ensure for all games that deleting a sprite unlinks all sounds from it.
  • added sound playback to the Smacker video player.
  • fixed incomplete font initialization.
  • RR: Picking up the crossbow should also enable the dynamite as a separate weapon.
  • fixed issues with fog setup and added missing fog to Exhumed's red palette.
  • Exhumed: Fixed the invulnerability item.
  • renamed a few disassembly variables.
  • made cheatGod function less ugly.
  • Duke: Fix give CCMD to ensure it works after being resurrected from the dead via god cheat.
  • Duke (RR): Adjust when to call DrawWeaponBar() within Statusbar().
  • Duke (RR): Fix bad text setup in DrawWeaponBar().
  • Exhumed: Amend b6ec41e to ensure next/prev weapon is actually available before trying to switch to it.
  • close the quickload and quicksave confirmation screens after selection.
  • gameinput.cpp: Don't set a target when serialising PlayerHorizon struct.
  • Duke: Fix rotscrnang locked when reviving player after death via DNKROZ cheat.
  • avoid using ptrdiff_t in templated contexts.
  • fixed parameter ordering for WW2GI's change weapon event call.
  • split up shoot_r as well and consolidated both blood splat functions.
  • split shoot_d into smaller, easier to manage chunks. 1100 lines for a single function is too much.
  • searchpaths.cpp: When filtering duplicate games to delete, if CRC matches and CRC == 0, test whether name matches as well.
  • SW: Repair issues with sector object sounds following a506b45.
  • fixed crash when opening the first gate in RRRA's E1L1.
  • split moveweapons_d/r up into more smaller parts.
  • Partially resolve issues loading autoexec.cfg files.
  • Duke: Fix issues in recordoldspritepos() following changes in 7043092.
  • Port over i_timescale CVAR from GZDoom for use with debugging.
  • properly delete backing images in the texture manager.
  • Duke (RRRA): Fix vehicle avel while cl_syncinput 1.
  • Duke (RR): Avoid integer truncation when dividing p->VBumpNow.
  • do not use index 0 of Blood's X arrays. This can be written to through uninitialized data and break things quite badly.
  • added the resource file name to the listmaps printout.
  • added sprite iterator classes.
  • fixed palette of Exhumed's game over screen.
  • fixed: For the episode and skill menu, autoselection for single entries did not work.
  • Blood: simplified management of XSectors and XWalls.
  • reorganized Blood's level structures to not use bitfields.
  • save the entire engine state as JSON.
  • fixed a few CCMDs which were blocked in the console.
  • re-enabled the autoload-after-death function.
  • fixed bad filenames in SW's map list (fortunately only DM levels...)
  • Exhumed: Make WeaponSel_Prev/WeaponSel_Next operable.
  • fixed lockup on Shareware screen when quitting Duke
  • SW: When beginning to operate a sector object, just forcibly set the angle in the ticker.
  • SW: Fix issues with sector object machine guns in InitSobjMachineGun() following changes in 6476430.
  • Continued rework of input code.

Raze 0.7.2 alpha

11 Oct 12:26
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Bugfixes and several improvements:

NOTE: You may have to recalibrate the mouse sensitivity with this version because the backend has been cleaned of some opaque implicit scaling factors!

All:

  • fixed oversized hires weapon graphics.
  • Menu code fully upgraded to GZDoom's (the major feature this brings is Option Search)

Duke:

  • fixed autoaiming for the shotgun and chaingun
  • fixed ammo counting for trip bomb.
  • fixed non-stopping door sounds
  • fixed broken sound for the Recon (the flying PigCop controlled thingie)

SW:

  • added some missing characters to the red font
  • fixes for controlling sector objects
  • fixed heat seeker ammo count

Exhumed:

  • added some missing characters to the text font.
  • partial fix of sound issues
  • Widescreen graphics for Mummy Staff added.

Raze 0.7.1 alpha

27 Sep 18:57
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This is a hotfix release that addresses 3 issues with Duke Nukem 3D:

E1's end sequence could randomly crash
After ending an episode any completed level would trigger the end of episode again.
Do not stop music when starting E1's end of episode cutscene.

Raze 0.7 Alpha

27 Sep 12:38
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Major work on all supported games, for Duke Nukem 3D it now uses its own code instead of EDuke32.

0.6.0 alpha

08 Apr 08:59
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0.6.0 alpha Pre-release
Pre-release
- fixed compilation.

0.5.1 alpha

08 Mar 07:09
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0.5.1 alpha Pre-release
Pre-release
- 0.5.1

0.5.0 alpha

25 Feb 20:38
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0.5.0 alpha Pre-release
Pre-release
0.5.0

0.4.5 alpha

16 Feb 20:46
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0.4.5 alpha Pre-release
Pre-release
0.4.5

0.4.4 alpha

12 Feb 22:44
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0.4.4 alpha Pre-release
Pre-release

Fixes a menu problem that was overlooked in 0.4.3