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Redneckerz

[Source port] Introducing Raze: ''That's one Duked up Space Marine!''

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So, I noticed v0.7.1 is out, and I did a little testing. I deleted every configuration and log file to start as fresh as possible. So, most of the differences could be tracked to having to re-enter my configuration settings again. In any case, here are some findings compared to v0.6.0:

 

* Final Alone in the Dark (Blood Mod) still doesnt work unless you use the exact same ZIP file found in ModDB. However, now it at least launches into the main menu and when you try to launch a chapter it gives you a console message telling you the error.

* It doesn't seem to be loading the HRPs for Shadow Warrior (+expansions) and Duke Nukem. This can be seen because in SW's HRP has a high-resolution version of the Main Menu, and Duke directly tells you the HRP is loaded.

* In Blood and its expansions, loading the upscale pack now makes the weapons severely oversized.

* I noticed the whole screen becoming corrupted upon entering an episode in Blood (+expansions) and Shadow Warrior. Any kind of enemy movement clears it locally, and moving your character clears the whole thing at once. It doesn't happen always, and I couldn't identify the cause yet.

* The Blood Upscale Pack breaks something in Cryptic Passage, causing the boat you appear in to become corrupted and some parts of (at least) the first stage to exhibit noclip-like artifacting. Now the boat is still corrupted, but in a different way. And the noclip-like artifacting seems to be gone.

* In Shadow Warrior, the katana's default position on widescreen resolutions caused it to appear cut-off. Now it properly "leans" against the right side of the frame.

 

 

01 - FAITD.png

02 - noHRP.png

03 - FSCorr.png

04 - OZd+Corr.png

05 - OZd.png

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Using the abovementioned console I was able to solve Final Alone in the Dark's problem. It couldn't find FAITD.RFF, even though it was in the exact same folder as FAITD.INI (which it loaded without issue).

 

So, I simply moved FAITD.RFF to the Raze root folder and that was it. Now the mod is playable! :)

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Glad you're having fun with the new version, despite some of the issues :) . To address some of the concerns you've raised:

 

The upscale packs issue is indeed curious, that's one well oversized sprite. Will be looked into.

 

- Regarding the HRPs, this is something we're aware of and it will be fixed in a future version. Duke's was tested and apart from not affecting the menus, which is related to something else that's missing currently, should be working fine. When that returns, HRPs will affect menus again. Currently palette emulation doesn't affect 2D elements and the menus either, which will return in the future.

 

- The screen corruption... yeah, this is a newer bug that some of us have experienced during development but the root cause has not been identified yet. It's difficult to troubleshoot insofar as not all of us could reproduce it - it may also not happen on Linux, reportedly.

 

- The Katana has not been repositioned. We have introduced widescreen friendly sprites and graphics for the new version and beyond for the main games, Duke, SW, Blood, Exhumed, and RR. Some are still missing, such as the staff in Exhumed, but we're hoping to be able to include them later - we've been unable to contact the creator of the widescreen staff as of right now. The credits are listed in the game files.

 

For future reference, it would be much better if the issues are posted on ZDF or on the repo, it makes keeping track of things and collecting issues much easier and more organized: https://github.com/coelckers/Raze/issues

https://forum.zdoom.org/viewforum.php?f=351

 

And if using mods, please link them too, to know where to find them.

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Short explanation what's up with the menus. I have changed the texture system to be more like GZDoom's so that when I get to defining a new map format I can use named textures instead of these unwieldy tile numbers. The 2D code already works on that texture system, but the hires replacements are still attached to tile indices, so the 2D code cannot find them. It's a somewhat larger change and I deemed it more important to first get feedback on the new version.

 

My bigest problem right now is the corruption, as it only appears to happen on Windows 10 with the latest drivers and I have no access to a system where I could test it on. My main working machine runs on Windows 8 which even with the latest driver does not show this corruption and the only Windows 10 machines I could use either run on an Intel or AMD integrated chipset, where the bug does not happen.

 

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I might be able to try a few permutations out on this machine, if you want. This is a laptop with dedicated switchable graphics.

 

I unfortunately can't recall if the first couple of times I saw this, the renderer was set to use the dedicated graphics or not.

 

In any case, we can set up some scenarios and then I can try to reproduce them. Let me know. :)

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The current info is that this corruption only happens on NVidia with recent drivers and only on Windows 10. But so far no pattern could be recognized that may trigger it.

 

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Same for mods relying on EDuke32 extensions - and no, it's never coming back for multiple reasons, I'm saying this here too for those who were curious. Basically, in tl;dr fashion, they can only work if EDuke32 is pretty much EDuke32, and in that case, there's no point. Raze was not started for the purpose of being an EDuke32 clone - https://forum.zdoom.org/viewtopic.php?f=347&t=69875&start=30#p1165804

 

With the new base, mods that rely on features introduced by EDuke 2.1 should still work, same for vanilla-style mods. Generally, if the mods work with JFDuke, WT, and Megaton they should all still be compatible. If they don't, then it's probably a bug and should be reported.

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I see that Phredreeke asked how did I load Cryptic Passage via CLI. This is how:

@echo off
cd D:\Raze folder\Blood folder
ren tiles007.art bart007.ar_
ren tiles015.art bart015.ar_
ren cpart07.ar_ tiles007.art
ren cpart15.ar_ tiles015.art
cd..

raze -iwad blood.rff -ini "CRYPTIC.INI" -file blood_ogg.zip bloodbgupscale.zip bloodupscale207b.zip smoothbloodupscale.zip voxels_blood_093.zip -mh nbloodbg.def bloodcpsafe.def smoothblood.def smoothblood_sprites.def

cd D:\Raze folder\Blood folder
ren tiles007.art cpart07.ar_
ren tiles015.art cpart15.ar_
ren bart007.ar_ tiles007.art
ren bart015.ar_ tiles015.art
cd..

 

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By the way, it seems that Raze does not currently support skyboxes. I assumed those worked like any of the other texture packs, is that not the case?

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With Powerslave now out on GoG (and apparantly sporting a different file structure than normal) ive now bitten the hook and downloaded Raze. I'd like some help getting my games properly set up in it, as unlike Doom, the necessary files aren't so obvious.

 

Specifically I own:

  • Duke Nukem 3D Megaton Edition (Steam)
  • Shadow Warrior Classic Redux (Steam)
  • Blood Fresh Supply (GoG)
  • Powerslave (GoG)

I also own Duke 3D Atomic, Shadow Warrior Classic Complete and One Unit Whole Blood on GoG if those are better sources.

 

Ive got Duke and Shadow Warrior running, as I recall they needed GRPs, but I wonder if theres anything else needed from those two?

Edited by Devalaous

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1 hour ago, Devalaous said:

With Powerslave now out on GoG (and apparantly sporting a different file structure than normal) ive now bitten the hook and downloaded Raze. I'd like some help getting my games properly set up in it, as unlike Doom, the necessary files aren't so obvious.

 

Specifically I own:

  • Duke Nukem 3D Megaton Edition (Steam)
  • Shadow Warrior Classic Redux (Steam)
  • Blood Fresh Supply (GoG)
  • Powerslave (GoG)

I also own Duke 3D Atomic, Shadow Warrior Class Complete and One Unit Whole Blood on GoG if those are better sources.

 

Ive got Duke and Shadow Warrior running, as I recall they needed GRPs, but I wonder if theres anything else needed from those two?

 

If you have them on Steam and GOG, their install should be picked up automatically via registry scan. Normally at least.

 

SW and Duke need the GRP, while SW has CD music too, which is shipped with Redux - I've heard that it comes with the DOS version shipped on Steam as well, but never tested this myself. If it doesn't, you'll have to rip them off of a CD and name them trackXX.ogg.

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Raze didn't pick up anything at all. Does it only check for specific pathways? I have my games split between HDDs and two SSDs,

8 minutes ago, seed said:

SW and Duke need the GRP, while SW has CD music too, which is shipped with Redux - I've heard that it comes with the DOS version shipped on Steam as well, but never tested this myself. If it doesn't, you'll have to rip them off of a CD and name them trackXX.ogg.

 

Do I just copy the MUSIC folder to my Shadow Warrior folder in the Raze folder? I did indeed eventually find a music folder in my Redux folder.

 

Blood is the confusing game on the list, its files seem like a mess. Have no idea what im supposed to be grabbing out of there, and then theres the issue of Cryptic Passage.

 

I have my Raze folder setup like so: (I dont actually own Redneck Rampage, but I will buy it oneday when its on sale and I have money to burn)

Currently I have the 4 GRPs rom Duke Megaton in Duke, the three GRPs from Shadow Warrior in thier own folder, and DEMO.vcr and stuff.dat from Powerslave in its folder, as advised in the other thread (It runs without book.mov, but I'll need to grab that and the music)

 

raze.png.165c3f71662339cc6a2b66330024e537.png

 

This is how the GoG version has the Powerslave files. The MUSIC folder has it as track02.ogg to track19.ogg

 

pslave.png.2df778446b4fda30ed4f1f31adef95f7.png

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@Devalaous Hm, curious if it doesn't pick them.

 

For Blood, you will need the following files:

 

BLOOD.INI
BLOOD.RFF
GUI.RFF
SOUNDS.RFF
SURFACE.DAT
TILES000.ART-TILES017.ART
VOXEL.DAT

 

To run CP, just extract its contents and make a zip with the files, then place it inside Raze's root folder and it should get picked it.

 

For the music in SW, placing the music folder inside its directory should be fine. If it doesn't pick it up, you may have to edit your INI file and specify the path to it manually.

 

With Exhumed it's the same story, its music will likely not be picked up though, as it looks for exhumedXX.ogg files and those are named trackXX, you'll have to rename them first. Then it should work.

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No problem.

 

BTW, support for GOG autodetection for Powerslave got added by MJ a few hours ago, although they oddly do not work for you.

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I got Raze to lock up and do the 'Raze is not responding' thing by dying on the Training map of Exhumed from fall damage at the very beginning (I wanted to see if this was possible) with a controller. Pressing the use button to presumably restart, caused the game to lock up.

 

EDIT: Could not reproduce this.

 

Also, I cannot bind the main menu to a controller button. In GZDoom, one of the buttons comes prebound to act as the Escape key, bringing up the menu. I cannot do this on Raze, and have to press ESC manually to exit the game or start a new game, etc. I tried bindin Start to the Options menu, but I cant back out into the main menu from there. I apologise if these are known issues, but feedback is feedback :p

Edited by Devalaous

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5 hours ago, Devalaous said:

Also, I cannot bind the main menu to a controller button. In GZDoom, one of the buttons comes prebound to act as the Escape key, bringing up the menu. I cannot do this on Raze, and have to press ESC manually to exit the game or start a new game, etc. I tried bindin Start to the Options menu, but I cant back out into the main menu from there. I apologise if these are known issues, but feedback is feedback :p

 

Duly noted.

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@seed since you seem to be on top of this project at the very least, I'm wondering if there's any full 3D skyboxes that will work with Raze yet? Based on trying the 0.8.0 version I think I would like to move to it from buildgdx but obviously I imagine there's issues to be ironed out still.

 

Also if I want to make a portable folder for each individual game, what files does it need to work? At the moment I have Blood, Duke and SW installed from gog, but the popup menu only detects SW for some reason. 

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@hybridial It probably doesn't autodetect the other installs, are all three games from GOG? I could probably tell you where you can find the registry keys so we can add the missing GOG installs as well.

 

As for the files, for SW and Duke only the .GRP is required, and the optional CD music for SW placed inside a /music/ subfolder for it, in .ogg format and titled trackXX. Redux and I hear the DOS only version come with it on Steam by default, I don't use GOG myself. For Blood you need these files:

 

BLOOD.INI
BLOOD.RFF
GUI.RFF
SOUNDS.RFF
SURFACE.DAT
TILES000.ART-TILES017.ART
VOXEL.DAT

 

Now for 3D skyboxes... I'll be back with an answer, not sure what's their current situation.

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21 minutes ago, seed said:

Now for 3D skyboxes... I'll be back with an answer, not sure what's their current situation.

 

No, they don't.

 

At the time we started the code was completely broken, and by the time it got fixed in upstream it was no longer compatible with our base. Getting this right would be quite a bit of headache currently, so it's likely going to be a story for another time.

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Thank you for the recent release!

So I've entered into the world of Raze and all is fine, really like'n it!

 

@Redneckerz or @seed or anyone else that may know:

Can someone tell me the base command line info?

For example if I want to load a map/level for Duke 3D or Shadow Warrior.

I've tried +map or +setmap and even -warp, E1L2 for Duke, as well as +map $tank for SW.

These seem to work in the console, for the most part, but not from command line.

Is there something I need to add or remove from this?

 

Thanks!

Edited by Mr.Rocket

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Thanks for the reply! ;) 

But neither link actually answers my question. Those only have to do with loading the game type specifically.

I've done my digging and I've already seen those links, it seems there's Q&A's about loading specific .grp, music dirs, etc, etc..

Which I've had no problem with. But I haven't found anything about loading a stock map # from command line as of yet.

(They can be loaded from console all day long however..)

 

Isn't there a [command line] -warp +map +setmap or something, just to load a stock map or level?

eg: Duke 3D +map E1L2

or: Shadow Warrior +map $dozer.

Or am I totally overlooking something here?

 

Testing with 1.1.2 and dev build 2.1.1. 

 

Thanks ;)

Edited by Mr.Rocket

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3 hours ago, Mr.Rocket said:

But neither link actually answers my question.

 

 

Please try "+levelwarp" then.

Edited by deus-ex

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7 hours ago, Gez said:

The command line options in Duke are not the same as in Doom.

http://dukertcm.com/knowledge-base/documents-online/setup-command-line-duke3d.html

 

I don't know how much of this is still valid in Raze, though.

 

Most of this isn't valid anymore. Raze shares some parameters with eduke32, but it does differ quite a lot.

 

The command line parameters, taken from source/core/gamecontrol.cpp, appear to be:
 

Spoiler

 


-addon <num> : Launches the specified expansion. 0 - Duke3D, 1 - DukeDC, 2 - Nuclear Winter, 3 - Duke Caribbean
-nam : Launches NAM (in the form of NAM.GRP) if found.
-napalm : Launches NAM (in the form of NAPALM.GRP) if found.
-ww2gi : Launches WW2GI if found.
-route66 : Launches the Redneck Rampage expansion "Route 66" if found.
-cryptic : Launches the Blood expansion "Cryptic Passage" if found.
-gamegrp <main_grp> | -iwad <main_grp> : Specify the main game data file (for expansions that use scattered files, use the above parameters).
-rts <rts_file> : Defines the path to the remote ridicule sound files. By default uses none.
-map <map_file> : Loads the map file and is supposed to launch it as a user map after startup. However, the map launch doesn't work for me as of revision "1.1.0pre-211-gb6e76337e".
-def <def_file> | -h <def_file> : Specify which main DEF file to use. (default is none)
-con <con_file> | -x <con_file> : Specify which main CON file to use. This will override GAME.CON, and thus replace the default Duke 3D code. If you only want to append CON code, use -mx instead.
-ini <ini_file> : Like -con, but for Blood INI files I believe.
-playback <dmo_file> | -d <dmo_file> | -demo <dmo_file> : Specify a .dmo demo file for playback.
-pname <player_name> | -name <player_name> : Rename the player. 
-nomonsters | -nodudes | -nocreatures : Supposed to disable monsters, doesn't seem to work in "1.1.0pre-211-gb6e76337e" though.
-addcon <con_file> | -mx <con_file> : Append CON code to the existing Duke3D GAME.CON code. 
-adddef <def_file> | -mh <def_file> : Append additional DEF code to the existing main DEF code.
-art <art_file> : Use the specified art file. Unlike other source ports, Raze does not automatically include whatever is placed in the base folder of the exe, making this command necessary to load custom ART. (can also be used to load per-map art that is used with some eduke32 maps)
-nologo | -quick : Skips the startup logos and animations.
-nosfx | -nosound : Disables all sound, excluding music playback.
-setup : If set, forces the setup window to display before launch.
-nosetup : If set, disables the setup window.
-file <f>: Generic parameter to include arbitrary file types, including directories, grps, rffs, maps, con files, art files, def files etc. on game load in arbitrary order.
-g <grp_file> | -grp <grp_file> : Legacy parameter (as in eduke32) to add GRP files to the load order. Does not replace the main GRP.
-game_dir <dir> | -j <dir> : Legacy parameter (as in eduke32) to add files in the specified directory to the load order.
-rff <rff_file> | -snd <rff_file> : Include the specified RFF sound file (used in Blood). 
-showcoords | -w : Displays map coordinates as well as sector hi- and lotag in the bottom left corner of the screen.

 

 

 

Feel free to copy this into the Raze wiki.

 

Edit: And to answer Mr Rocket's question, unless I missed it, there does not appear to be a parameter to launch a specific stock level right away. The corresponding parameters would have been `-v#` and `-l#` to select episode and level, but they do not work in Raze.

Edited by Doom64hunter

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gonna make nobody told me about iD for Raze B)

EDIT : Also tell me map editing is easier, any map editor I have used for the build engine, including eDuke32's are too complicated for me.

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