Latest Raze Changes

Latest 50 commits

Unofficial development builds at DRD Team

Older commits

13-Jun-2021 (Sunday) at 04:10:16 EDT by Christoph Oelckers
Commit 9324898cb (HEAD -> master)
Parents: 4e82270aa

  • added missing widescreen sprite for RRRA's bike

13-Jun-2021 (Sunday) at 03:53:52 EDT by Christoph Oelckers
Commit 4e82270aa
Parents: 0069af02e

  • added credits for all widescreen tile contributors to

13-Jun-2021 (Sunday) at 03:39:07 EDT by Christoph Oelckers
Commit 0069af02e
Parents: 5556756d4

  • use a slightly higher depth bias for translucent elements.

These can otherwise cause z-fighting when being used with non-translucent floor and wall sprites.

13-Jun-2021 (Sunday) at 03:32:30 EDT by Christoph Oelckers
Commit 5556756d4
Parents: 20ca67653

  • map fix for Hickston Swamp (RR mod) E1L3:

Wall sprite is placed in the wrong sector which makes the new renderer's far stricter checks to reduce sprite flicker fail to position it correctly.

11-Jun-2021 (Friday) at 17:20:50 EDT by Christoph Oelckers
Commit 20ca67653
Parents: 15635ec7c

  • RR: fixed crash in function that handles acts of mass destruction (like blowing up gas stations.)

With bad setups 'spr' could be left uninitialized. This crashed E1L1 of 'The Hickston Swamp' mod.

11-Jun-2021 (Friday) at 17:18:46 EDT by Christoph Oelckers
Commit 15635ec7c
Parents: d270d75d7

  • fixed crash when trying to triangulate broken sectors.

In these cases it is possible that the wall index may go below 0.

09-Jun-2021 (Wednesday) at 18:14:04 EDT by Christoph Oelckers
Commit d270d75d7
Parents: 4b35a30de

  • re-added line of code that got lost during refactoring.

09-Jun-2021 (Wednesday) at 17:53:05 EDT by Christoph Oelckers
Commit 4b35a30de
Parents: 1cea74353

  • RR: fixed the bowling lane lights.

Tiles had not been made writable. Also renamed a few bowling related things.

09-Jun-2021 (Wednesday) at 02:38:40 EDT by Christoph Oelckers
Commit 1cea74353
Parents: 9d36e61d3

  • restrict lookup of engine/engine.def to the main game files.

Mods should not use this to load their data.

08-Jun-2021 (Tuesday) at 18:47:13 EDT by Christoph Oelckers
Commit 9d36e61d3
Parents: 5b3834340

  • depth bias fixes.

08-Jun-2021 (Tuesday) at 18:31:18 EDT by Christoph Oelckers
Commit 5b3834340
Parents: a32489be3

  • fixed sprite exclusion logic in getzrange.

This was using the wrong flag.

08-Jun-2021 (Tuesday) at 16:43:11 EDT by Christoph Oelckers
Commit a32489be3
Parents: 89344a602

  • wall sprite positioning tweaks.

Turns out that a distance of one Build unit from a wall alone is not enough to render them glitch-free, some depth bias is still needed.

02-Jun-2021 (Wednesday) at 15:31:38 EDT by Christoph Oelckers
Commit 89344a602
Parents: 207298aeb

  • Exhumed: precache all frames of tile animations.

02-Jun-2021 (Wednesday) at 15:00:39 EDT by Christoph Oelckers
Commit 207298aeb
Parents: 73683b3eb

  • fixed compilation (again.)

08-Jan-2021 (Friday) at 17:45:09 EST by NoOneBlood
Commit 73683b3eb
Parents: 86082d4c1

Remove viewSetSystemMessage() when setting dude flags via command



03-May-2021 (Monday) at 18:22:35 EDT by Christoph Oelckers
Commit 86082d4c1
Parents: f433c6ee1

  • fixed last commit

07-Jan-2021 (Thursday) at 07:33:20 EST by NoOneBlood
Commit f433c6ee1
Parents: 7fa690082

Use dude physics as base for debris physics Remove dude flags commands Update kModernSlopeChanger Add stealth dude flag Update for sector pause/continue motion







03-May-2021 (Monday) at 18:03:01 EDT by Christoph Oelckers
Commit 7fa690082
Parents: 3a59243ea

  • fixed cherry picked commit.



06-Dec-2020 (Sunday) at 15:56:09 EST by NoOneBlood
Commit 3a59243ea
Parents: c4fa99c89

  • Fixed getPlayeById() function in multiplayer.
  • Fixed debris physics flags was not properly reset on level restart.
  • Added new modern type "kModernSlopeChanger" that can manipulate sector and sprite slopes.
  • Allow to drop items and keys for players in multiplayer (gModernMap only).
  • Added event commands to manipulate dude flags.
  • Patrol enemies (xsprite.dudeFlag4, gModernMap only):
    • Added path markers following.
    • Added stealth mechanics.
    • Added spot target progress bar.
    • Added alarm dude flag.
    • Added blind dude flag.
    • Added deaf dude flag.
    • Added conditions for kModernCondition related to patrol enemies.
  • kModernDamager can work like generator and damage anyone in sectors or in map.
  • kSectorDamage is not does the damage if in Off state (gModernMap only).
  • Additional options kModernSeqSpawner.
  • Effects that created with kModernEffectSpawner now inherits offset of the sprite.
  • Added kCmdSectorMotionPause and kCmdSectorMotionContinue event commands that allows to pause or continue sector motion (gModernMap only, WIP).
  • Various minor fixes.
















03-Dec-2020 (Thursday) at 14:30:30 EST by Christoph Oelckers
Commit c4fa99c89
Parents: f7668fc07

  • ProcessTouchObjects

03-Dec-2020 (Thursday) at 12:38:30 EST by Christoph Oelckers
Commit f7668fc07
Parents: a7572bca0

  • first pass over ProcessTouchObject

03-Dec-2020 (Thursday) at 12:00:07 EST by Christoph Oelckers
Commit a7572bca0
Parents: f96521a7f

  • actImpactMissile.

02-Jun-2021 (Wednesday) at 14:32:35 EDT by Christoph Oelckers
Commit f96521a7f
Parents: 3c5ef9c8e

  • fixed: Floor sprites must set their view orientation.

The translucent element sorter needs this to operate properly.

01-Jun-2021 (Tuesday) at 15:48:39 EDT by Christoph Oelckers
Commit 3c5ef9c8e
Parents: 22364ff2f

  • properly render geometry that's fully shrouded in fog.

01-Jun-2021 (Tuesday) at 15:27:19 EDT by Christoph Oelckers
Commit 22364ff2f
Parents: dc846dcd4

  • enabled saveloadconfirmation menu option.

01-Jun-2021 (Tuesday) at 15:21:39 EDT by Christoph Oelckers
Commit dc846dcd4
Parents: f0d2aef9d

  • Duke: avoid clipping against self when executing script logic for floor sprites.

A good place to see the result is a kitchen knife in E4L2 that went missing due to the faulty check.

01-Jun-2021 (Tuesday) at 05:29:39 EDT by Christoph Oelckers
Commit f0d2aef9d
Parents: 454816299

  • fixed hires replacements for colorized font characters.

01-Jun-2021 (Tuesday) at 05:05:26 EDT by Christoph Oelckers
Commit 454816299
Parents: a0bf16d8f

  • reorganized loading of textures.

Due to dependencies on initializing some data in app_init it was not possible to cleanly set up the fonts. This adds a game-side function for loading the entire palettes before starting with the texture data and another one for loading game-side texture data. This now allows fully setting up the palettes before starting with the textures and to fully set up the textures before reading the .def files.

All this is needed because to properly initialize, the fonts need to be able to access the fully initialized texture state, including replacements and hires substitutions from the .def files.

31-May-2021 (Monday) at 17:38:49 EDT by Christoph Oelckers
Commit a0bf16d8f
Parents: 8b507ed60

  • let Twin Dragon load the regular sw.def file.

TwinDrag.def is just some leftover SWP stuff in one of the available GRPs and should not be used.

31-May-2021 (Monday) at 17:16:52 EDT by Christoph Oelckers
Commit 8b507ed60
Parents: e9dad5b29

  • enabled the ENDOOM-like text screens when quitting Duke and SW.

Turned out that all they needed was the font.

31-May-2021 (Monday) at 15:26:35 EDT by Christoph Oelckers
Commit e9dad5b29
Parents: 1636ddc00

  • activated the language menu for the already completely translated languages

DE, PT and RO at this time.

31-May-2021 (Monday) at 15:19:29 EDT by Christoph Oelckers
Commit 1636ddc00
Parents: 9ab24f603

  • set the main resource file's index in the file system.

Some checks need this.

31-May-2021 (Monday) at 15:14:23 EDT by Christoph Oelckers
Commit 9ab24f603
Parents: 25e57763a

  • make sure that substitution remaps work in Duke's menus.

31-May-2021 (Monday) at 15:08:19 EDT by Christoph Oelckers
Commit 25e57763a
Parents: 8900cc2f2

  • implemented substitution for incomplete fonts.

31-May-2021 (Monday) at 06:32:40 EDT by Christoph Oelckers
Commit 8900cc2f2
Parents: ee60a92b6

  • cleanup of automap label printing.

Moved larger parts of the font selection logic into common code.

31-May-2021 (Monday) at 05:56:34 EDT by Christoph Oelckers
Commit ee60a92b6
Parents: 9c60ab791

  • removed debug output.

31-May-2021 (Monday) at 05:51:02 EDT by Christoph Oelckers
Commit 9c60ab791
Parents: d174b61c3

  • implemented all needed font overrides for localization.

30-May-2021 (Sunday) at 18:52:40 EDT by Christoph Oelckers
Commit d174b61c3
Parents: 90bcba302

  • allow switching between the two Duke BigFonts and fix Y in Duke's BigFont13.

30-May-2021 (Sunday) at 18:04:04 EDT by Christoph Oelckers
Commit 90bcba302
Parents: af781e042

  • layout adjustments for localized texts.

In particular SW's main menu was far too tightly spaced, allowing no room for accents.

30-May-2021 (Sunday) at 17:00:06 EDT by Christoph Oelckers
Commit af781e042
Parents: 42b70a7d9

  • moved all font setup out of the C++ code.

All internal fonts now get defined through FONTDEFS. Also fixing a few offsets.

30-May-2021 (Sunday) at 04:56:31 EDT by Christoph Oelckers
Commit 42b70a7d9
Parents: cd56fd66d

  • added internationalized fonts.

This still needs a bit of fixing and tweaking but most is working.

29-May-2021 (Saturday) at 18:36:18 EDT by Christoph Oelckers
Commit cd56fd66d
Parents: f97b4e830

  • RR: fixed advanced notify display's font size.

At some point the scale multiplier must have gotten lost, which with the twice as large fonts in this game resulted in text being too large.

29-May-2021 (Saturday) at 09:28:47 EDT by Christoph Oelckers
Commit f97b4e830
Parents: d7e1707b3

  • pass fonts instead of indices to Blood's viewDrawText function.

As preparation for building a proper font system.

29-May-2021 (Saturday) at 09:27:58 EDT by Christoph Oelckers
Commit d7e1707b3
Parents: 64a3c5aac

  • removed the Doom specific font init code.

This has no use in Raze and only got in the way by enforcing unwanted defaults.

29-May-2021 (Saturday) at 08:56:41 EDT by sinisterseed
Commit 64a3c5aac
Parents: a7921e4c0

  • expose the HQ resize options to the menu.

29-May-2021 (Saturday) at 08:04:57 EDT by Christoph Oelckers
Commit a7921e4c0
Parents: 39b84c406

  • use the same formula as Duke to offset SW's shadows in Polymost.

29-May-2021 (Saturday) at 07:42:00 EDT by Christoph Oelckers
Commit 39b84c406
Parents: 1ea09cd3d

  • don't use DI_ITEM_RELCENTER for Blood's animated heart.

It does not look right for this sprite.

29-May-2021 (Saturday) at 07:22:14 EDT by Christoph Oelckers
Commit 1ea09cd3d
Parents: 2b8a80c6c

  • removed bogus assert in SW's track setup.

One of the stock maps (WT $airport map.) triggers this assert so it cannot remain.

29-May-2021 (Saturday) at 07:19:44 EDT by Christoph Oelckers
Commit 2b8a80c6c
Parents: db21313c9

  • added the out-of-bounds vertex handler to the secondary triangulator as well.

If SW does this, triangulation must not be attempted as it will inevitably fail.

29-May-2021 (Saturday) at 07:12:50 EDT by Christoph Oelckers
Commit db21313c9
Parents: 2e9732ce7

  • add some hackery to deal with WT's bosses.

This was the result of some gross change to the spawning code which suddenly changed the rules about minibosses. To reduce the impact, it is only enabled for the "Alien World Order" maps.

Older commits