zdoom / raze Goto Github PK
View Code? Open in Web Editor NEWBuild engine port backed by GZDoom tech. Currently supports Duke Nukem 3D, Blood, Shadow Warrior, Redneck Rampage and Powerslave/Exhumed.
Build engine port backed by GZDoom tech. Currently supports Duke Nukem 3D, Blood, Shadow Warrior, Redneck Rampage and Powerslave/Exhumed.
Raising this from Discord as I might not get a chance to look at it before someone else can.
Auto-aim is working for all weapons if you're aiming in close proximity to an enemy, but verticality is only working for the pistol and RPG according to an end user. I haven't fully tested this and probably won't be able to for another 24 hours or so.
Hopefully these hyperlinks work here as some kind of permalink:
Raze:
https://cdn.discordapp.com/attachments/674163641934807050/760525898066690098/2020-09-29_11-33-40-1.mp4
https://cdn.discordapp.com/attachments/674163641934807050/760526011522875492/2020-09-29_11-36-19-1.mp4
Might be related to the recent change to the code.
Now most item sounds in particular have the wrong pitch, and act as if it's randomized. Sometimes it's weirdly high pitched, other times very low, it's quite a broken mess now.
This causes them to appear enormous apparently, as an user recently discovered with the Blood upscale packs: https://www.doomworld.com/forum/topic/111839-source-port-introducing-raze-thats-one-duked-up-space-marine/?do=findComment&comment=2195884
https://static.doomworld.com/monthly_2020_09/1629204739_04-OZdCorr.png.1587726cf51a1d7fb4bd96d6b9956661.png
https://static.doomworld.com/monthly_2020_09/436950847_05-OZd.png.7f199abcdd6cebbbf54c68ad1bd41cb0.png
It's also causing some weird corruption, as seen on the boat in Cryptic Passage.
Bumped into an issue with the late Raze version.
Used to it to play Duke3D Atomic Edition. Game usually works smoothly without any problems, but twice I got PC totally frozen (absolutely not responding to any keypresses with buzz from PC speakers).
I've attached an archive with log and settings.
Raze.zip
My PC specs: Windows 10 Home v.2004, Core i3-3220, integrated Intel video, 8G RAM
If you put all the cryptic passage stuff in blood, the autoloader will show you the option for it twice
So I was playing through Shadow warrior level 1, and realized that the HUD does not show armour percentage
Thanks to the report by Vinícius M from Discord.
When starting to drive the view pitches fully upward and won't recenter again.
I'm also not sure what to think about mouse sensitivity for vehicle control. It's far too responsive for something fast moving.
Raze 0.6 is unfortunately not useful for comparison here because the mouse barely turns the vehivcles. In any case, I think the maximum response should be capped a bit.
I have created some great looking lookup tables to be used in lieu of palette emulation. Wait til you'll see them!
As I'm currently only loading these with ReShade my desire is to generate these in a format that Raze can read, and provide them in a pk3 format to share with users.
I need to know what format Raze expects to see. I assume some kind of HALD?
I took a look at Pixel Eaters project https://forum.zdoom.org/viewtopic.php?f=103&t=58762 and this syntax is totally new for me, I would appreciate if I can be pointed to how I can learn quickly about it.
autoexec.cfg not working. The commands within it work, so that's not the issue.
The "invincibility" item is not working in Exhumed under Raze.
You can activate it, but it won't make you invincible. Rather important bug as it makes some sections of the game unbeatable.
PCExhumed doesn't have this issue.
Seems someone noticed this on ZDF too, but cross-posting for visibility - https://forum.zdoom.org/viewtopic.php?f=340&t=70109
For some reason, Tripmines no longer consume ammo, it stays forever at 10.
The intention here was to easily skip them when requested without playing in full, but it's just way too easy to skip them accidentally as it currently is.
I was checking them out today and skipped them multiple times accidentally because I was still moving and the game ate my input ;(.
This is especially obnoxious on the first episode on Darkwoods of the Serpent since the boss cannot be killed the first time around, and the cutscene starts playing when its health drops to a certain level...
At least under Linux, I get a crash to the shell due to an assertion fail:
player 1 of 1 (1 nodes)
logo.smk: Unable to open video
gti.smk: Unable to open video
movie/cs1.smk: Unable to open video
raze: /home/mrichters/Repos/Raze/source/blood/src/db.cpp:70: void Blood::InsertSpriteSect(int, int): Assertion `nSector >= 0 && nSector < 4096' failed.
Aborted (core dumped)
Open Options, then any other submenu(s).
The open sound will no longer play.
New Game just doesn't work at present. Unable to backtrace and test further as I just got off the train near my office.
Video: https://cdn.discordapp.com/attachments/674506785666760706/760107567434563604/ineedakey.mp4
Steps to reproduce:
You can also do it with easter eggs that force Caleb to speak
I haven't investigated if other Build games are affected
A lot of people have autoexec.cfg files mostly to just flick this CVAR on. Is there any harm in just allowing it to write to the INI file? For a lot of other games, this is a persistent setting.
Choosing anything but "Who Wants Some Wang" will play the wrong voice line
Raising on behalf of 'Zaratul' from Discord who kindly made the report. Have corroborated but not in a position to investigate further at the moment.
Seems RC cars have gone silent.
We need MaxED's ok for this but have no means to contact him, so any help would be appreciated.
I've only recently become aware of the existence of such a screen.
And it does not render correctly at all, palette or not. To trigger it, simply die for good. When you do, this shows up, but displays incorrectly:
According to GDX this is not meant to bring up any sound effects either - currently, for us, it plays the laughter that can be heard in the intro or the pharaoh, which it should not.
Likewise, it also plays the rest of the intro videos all over again, which it supposedly shouldn't. After that screen shows up, the player needs to skip it manually and they're simply returned to the main menu.
I only tested on the shotguns, but other weapons probably apply. So when you don't have enough ammo for the shotguns (less then four shells), the sprites will revert back to a single shotgun while the akimbo timer still goes on.
Changes in 53481fb have caused the below secret to become inaccessible. Credit to markanini on Discord for the report.
The DukeHard map pack doesn't work anymore since the code base for Duke3D moved away from EDuke32.
Compiling: 'eduke.con'.
* WARNING.(GAME.CON, line 3330) Expected an identifier, got a numeric literal 1.
* ERROR!(bin/dukehard2.con, line 63) Keyword expected, got 'mearray'.
* ERROR!(bin/dukehard2.con, line 63) Keyword expected, got 'p'.
* ERROR!(bin/dukehard2.con, line 63) Keyword expected, got ''.
* ERROR!(bin/dukehard2.con, line 75) Symbol 'xdim' is not a Game Definition.
* ERROR!(bin/dukehard2.con, line 77) Symbol 'ydim' is not a Game Definition.
* ERROR!(bin/dukehard2.con, line 92) Parameter 'EVENT_INIT' is undefined.
* ERROR!(bin/dukehard2.con, line 93) Keyword expected, got 'adgamevar'.
* ERROR!(bin/dukehard2.con, line 93) Keyword expected, got 'ervalue'.
* ERROR!(bin/dukehard2.con, line 98) Parameter 'EVENT_NEWGAME' is undefined.
* ERROR!(bin/dukehard2.con, line 98) Invalid Event ID.
* ERROR!(bin/dukehard2.con, line 112) Keyword expected, got 'sizearray'.
* ERROR!(bin/dukehard2.con, line 112) Keyword expected, got 'p'.
* ERROR!(bin/dukehard2.con, line 112) Keyword expected, got ''.
* ERROR!(bin/dukehard2.con, line 112) Keyword expected, got 'sizearray'.
* ERROR!(bin/dukehard2.con, line 112) Keyword expected, got 'p'.
* ERROR!(bin/dukehard2.con, line 112) Keyword expected, got ''.
* ERROR!(bin/dukehard2.con, line 117) Keyword expected, got 'tarraysize'.
* ERROR!(bin/dukehard2.con, line 117) Keyword expected, got 'p'.
* ERROR!(bin/dukehard2.con, line 117) Keyword expected, got 'lumesize'.
* ERROR!(bin/dukehard2.con, line 122) Keyword expected, got 'ilevarvarn'.
* ERROR!(bin/dukehard2.con, line 122) Keyword expected, got 'r1'.
* ERROR!(bin/dukehard2.con, line 122) Keyword expected, got 'lumesize'.
* ERROR!(bin/dukehard2.con, line 129) Keyword expected, got 'ilevarn'.
* ERROR!(bin/dukehard2.con, line 129) Keyword expected, got 'lueokay'.
* ERROR!(bin/dukehard2.con, line 129) Keyword expected, got 'lueokay'.
* ERROR!(bin/dukehard2.con, line 135) Keyword expected, got 'ilevarvarn'.
* ERROR!(bin/dukehard2.con, line 135) Keyword expected, got 'r2'.
* ERROR!(bin/dukehard2.con, line 135) Keyword expected, got 'r1'.
* ERROR!(bin/dukehard2.con, line 137) Symbol 'map[for2' is not a Game Definition.
* ERROR!(bin/dukehard2.con, line 137) Keyword expected, got 'ndom'.
* ERROR!(bin/dukehard2.con, line 150) Keyword expected, got 'tarray'.
* ERROR!(bin/dukehard2.con, line 150) Keyword expected, got 'p'.
* ERROR!(bin/dukehard2.con, line 150) Keyword expected, got 'r1'.
* ERROR!(bin/dukehard2.con, line 150) Keyword expected, got 'ndom'.
* ERROR!(bin/dukehard2.con, line 158) Symbol 'map[0' is not a Game Definition.
* ERROR!(bin/dukehard2.con, line 165) Symbol '0' is not a Game Definition.
* ERROR!(bin/dukehard2.con, line 170) Parameter 'EVENT_ENTERLEVEL' is undefined.
* ERROR!(bin/dukehard2.con, line 170) Invalid Event ID.
* ERROR!(bin/dukehard2.con, line 179) Keyword expected, got 'tatesprite'.
* ERROR!(bin/dukehard2.con, line 179) Keyword expected, got '0'.
* ERROR!(bin/dukehard2.con, line 179) Keyword expected, got '0'.
* ERROR!(bin/dukehard2.con, line 179) Keyword expected, got '536'.
* ERROR!(bin/dukehard2.con, line 179) Keyword expected, got '536'.
* ERROR!(bin/dukehard2.con, line 179) Keyword expected, got '04'.
* ERROR!(bin/dukehard2.con, line 179) Keyword expected, got ''.
* ERROR!(bin/dukehard2.con, line 179) Keyword expected, got ''.
* ERROR!(bin/dukehard2.con, line 179) Keyword expected, got ''.
* ERROR!(bin/dukehard2.con, line 179) Keyword expected, got ''.
* ERROR!(bin/dukehard2.con, line 179) Keyword expected, got ''.
* ERROR!(bin/dukehard2.con, line 179) Keyword expected, got 'imminus'.
* ERROR!(bin/dukehard2.con, line 179) Keyword expected, got 'imminus'.
* ERROR!(bin/dukehard2.con, line 181) Keyword expected, got 'definequote'.
* ERROR!(bin/dukehard2.con, line 181) Keyword expected, got '7'.
* ERROR!(bin/dukehard2.con, line 181) Keyword expected, got 'ngratulations'.
* ERROR!(bin/dukehard2.con, line 182) Keyword expected, got 'reentext'.
* ERROR!(bin/dukehard2.con, line 182) Keyword expected, got 'ARTALPHANUM'.
* ERROR!(bin/dukehard2.con, line 182) Keyword expected, got '0'.
* ERROR!(bin/dukehard2.con, line 182) Keyword expected, got ''.
* ERROR!(bin/dukehard2.con, line 182) Keyword expected, got '536'.
* ERROR!(bin/dukehard2.con, line 182) Keyword expected, got '536'.
* ERROR!(bin/dukehard2.con, line 182) Keyword expected, got '536'.
* ERROR!(bin/dukehard2.con, line 182) Keyword expected, got '7'.
* ERROR!(bin/dukehard2.con, line 182) Keyword expected, got '7'.
* ERROR!(bin/dukehard2.con, line 182) Keyword expected, got ''.
* ERROR!(bin/dukehard2.con, line 182) Keyword expected, got ''.
* ERROR! Too many errors.
Execution could not continue.
Failed to compile eduke.con
mjr4077au suggested on Discord that I make a report on this and the developers would look into what features the scripts need.
The mod can be downloaded from here: https://www.moddb.com/mods/duke-hard/downloads/duke-hard-episode
It's one of the more enjoyable map packs for me.
- Dark-Assassin
It has some error messages about cons or something
Found this while screwing around in Duke, it seems opening and closing the menu when firing a weapon causes it to keep firing afterwards, like some sort of residual input.
To reproduce: Load up a game (Duke in this case), hold down fire on a weapon - I find the pistol the most convenient for the purpose - then open the menu. Now lift your hand off the mouse and start spamming Escape. Eventually the pistol will start firing despite not receiving any more direct input from the mouse.
Not sure if this was intentional or not so just flagging it here.
The player ends up in some sort of broken state looking up when this happens, stuck in place, with the timer still going, and the teleport effect plus gibblets start flying around when they spam Use.
To reproduce: Start a game, warp to a map, die, press Use and let the game auto reload.
Now the game is broken. It fixes itself after reloading a save, restarting the game, or warping to another map.
Namely, navigating the menus is silent now, all these sounds are gone, just the open menu sound still works.
Hard to demonstate as the capture software really dropped the frame-rate, but the shotgun and the atomic health pickup has a sort of interpolation jitter until close enough.
The atomic health pickup appears to sit too high and drops down once within a certain range as well.
To reproduce, simply look up/down, make a save, and reload.
After that, the view gets automatically re-centered instead of being restored to what it was.
I was testing Redneck Rampage last night and it seems when you die and restart the level that all of the enemies are gone from the level. You can reproduce it just by starting a new game and dying immediately and when you respawn everything on the map is gone.
To reproduce this, repair the tank, blow up the gate, then unmount.
After unmounting you'll be facing left.
This was reported on Discord and I've been able to corroborate. Below are screenshots from WT on my Core i7 4770k and NVIDIA GTX 970 with no frame-rate cap and vsync disabled.
Output of stat fps
in bottom left corner, with FPS in top left.
Good perf (just turned to look behind me):
There's something that's taking a lot of time to draw, I wouldn't expect such an FPS hit and draw time on my system.
The spinning selectors in Duke are slightly shifted to the right, overlapping with "Alien World Order" on the left side. They should also adjust to wider texts,
In RR the caption is not properly stretched.
Kindly supplied by Phredreeke. Video footage: https://gfycat.com/sandyknobbyherring
This occurs both with and without palette emulation, and apparently occurred for quite some time in GDX where it is now resolved. Unsure whether this occurs in NBlood.
Sometimes after saving the game the player character does inputs on its own, like jumping or firing a single round. This wasn't happening before. Unfortunately I forgot the version I last played on.
Get a guns akimbo powerup and fire the shotguns. It always happens.
Every game I've tried to use the mouse wheel to switch weapons hasn't worked. The number hotkeys still work and when I set the weapon switch to the mousewheel bindings it reads them, but when I try to use it in game nothing happens. The keyboard binding set to apostrophe still works though.
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