: Changed release page to latest releases. Entry at the ZDoomwiki (This will move to a dedicated wiki in due time).There are compiled builds on Discord, but its better to wait for Graf's stable build.) Raze Github repository (Compile yourself for now.Non-Build code is licensed under the GPL v2.Please see license files for individual contributor licenses."Build Engine & Tools" Copyright (c) 1993-1997 Ken Silverman Ken Silverman's official web site: See the included license file "BUILDLIC.TXT" for license info.Shadow Warrior Source (c) 1997-2005 3D Realms.Duke Nukem 3D Source (c) 1996-2003 3D Realms.PCExhumed source (c) 2019 sirlemonhead, Nuke.YKT.EDuke32 Source (c) 2005-2020 EDuke32 teams, and contributors.Doom Source (c) 1997 id Software, Raven Software, and contributors.Copyright (c) 1998-2020 ZDoom + GZDoom teams, and contributors.Unsupported, but are semi-playable with bugs: Redneck Rampage and Suckin' Grits on Route 66 (via RedNukem) One Whole Unit Blood and Cryptic Passage (via NBlood) OSD and configuration maintenance replaced with ZDoom's console and config codeĭuke Nukem 3D v1.3D and Atomic Edition (via eDuke32) Multiplayer and networking however have a different implementation per game, and thus this was left as-is Renderer, sound system and input are used universally across the titlesĬontroller support is included, using the existing ZDoom controller code Games are in in their own modules and do not interact with eachother. The menu code from GZDoom is used as a generic system across all supported games ![]() ZMusic from GZDoom is used as music system GZDoom's post-processing effects framework is incorporated, allowing effects such as bloom and faking increased color ranges with dithering to be possibleĪ replaced and revamped file system, based on the WAD manager used in GZDoom This ensures that new renderer features can be added to the same backend, but where a different renderer other than Polymost can be used Polymost is used in this capacity to generate polygons and sending them off to the backend, which is OpenGL 3.3 with the option to use OpenGL 4.5 features. Polymost is used as the primary renderer, significantly rewritten and seperated from OpenGL, utilizing a new texture manager. To create and edit voxels, use Ken Silverman's SLAB6. While no voxels were ever included in any commercial versions of Duke Nukem 3D, its fellow BUILD games Shadow Warrior and Blood have many. It is primarily developed by Christoph Oelckers - Zahl - and Rachael Alexanderson - with inclusion of several other codebases, primarily those from Build and EDuke32. Voxels are simple 3D shapes made out of three-dimensional cubes. It combines EDuke32, PCExhumed, NBlood, and RedNukem in a single package, amongst various stability and renderer improvements. VoidSW Public Beta announcement thread on Duke4.Raze is a source port of EDuke32 implementing several systems as found in the GZDoom source port. Prototyped Shadow Warrior support prior to its discontinuation ( video). ![]() It would later become the basis for Shadow Warrior Classic Redux.įorked from VoidSW by Justin "IcedColdDuke" Marshall. Several Build Engine games (namely Shadow Warrior, Blood, and Redneck Rampage) worked around this by displaying a viewport to another sector through an. Jonathon "JonoF" Fowler's JFSW was the first source port of Shadow Warrior, released on the same day as the original source release, on 1 April 2005. As with BuildGDX widescreen sprites are included and automatically loaded. A version for Android devices is maintained separately called Zeta Touch. The port runs natively on 64-bit Windows, Mac and Linux systems and requires a minimum of OpenGL 3.3 while also having a Vulkan backend for modern hardware. While Raze started out using the Polymost renderer shared with the other ports, it has since introduced its own Raze3D renderer. ![]() Its Shadow Warrior code is primarily forked from VoidSW with some contributions from SWP. BuildGDX runs on Java, and while a standalone version exists for 64-bit Windows with a bundle Java runtime users of other operating systems will need to have Java installed on their system.Ī port covering several major Build engine games while sharing its backend code with GZDoom. As of v1.14 (released 26 July 2020) it also supports palette emulation. Like the other BuildGDX ports and unlike VoidSW, it comes preloaded with widescreen tiles and will add Twin Dragon and Wanton Destruction to the episode select screen if detected. It shares the improvements done to the Polymost renderer through EDuke32 such as palette emulation, while also including the classic software renderer.Ī part of BuildGDX, WangGDX was also released on. Entering public beta on, VoidSW had been in development for a long time by the EDuke32 devs.
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