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https://zdoom.org/wiki/Raze#Supported_games
Supported games

Duke Nukem 3D v1.3D and Atomic Edition (via eDuke32)
One Whole Unit Blood and Cryptic Passage (via NBlood)
NAM (via eDuke32)
WW2GI (via eDuke32)
Redneck Rampage and Suckin' Grits on Route 66 (via RedNukem)

Unsupported, but are semi-playable with bugs

Shadow Warrior (via VoidSW)
Powerslave/Exhumed (via PCExhumed)
Ion Fury (via eDuke32)
https://github.com/coelckers/Raze/releases

Raze is a source port of EDuke32 implementing several systems as found in the GZDoom source port. It combines EDuke32, PCExhumed, NBlood, and RedNukem in a single package, amongst various stability and renderer improvements. It is primarily developed by Christoph Oelckers and Rachael Alexanderson with inclusion of several other codebases, primarily those from Build and EDuke32.

The first private release was 0.3.0, released January 23, 2020, consisting of only source code. Following the public announcement of Raze, Oelckers released the first public pre-alpha, version 0.4.0, on February 4, 2020.

While Raze primary goal is on enhancing stability and unifying several Build titles into one package, several new features have been incorporated. Currently Raze includes the following features:

Polymost is used as the primary renderer, significantly rewritten and seperated from OpenGL, utilizing a new texture manager. 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. This ensures that new renderer features can be added to the same backend, but where a different renderer other than Polymost can be used
GZDoom's post-processing effects framework is incorporated, allowing effects such as bloom and faking increased color ranges with dithering to be possible
A replaced and revamped file system, based on the WAD manager used in GZDoom
ZMusic from GZDoom is used as music system
The menu code from GZDoom is used as a generic system across all supported games
Games are in in their own modules and do not interact with eachother. Renderer, sound system and input are used universally across the titles
Controller support is included, using the existing ZDoom controller code
Multiplayer and networking however have a different implementation per game, and thus this was left as-is
OSD and configuration maintenance replaced with ZDoom's console and config code
Note: Raze is currently in Alpha, so there are aspects that are still in development, so just take that into account if you decide to use this port. If you see anything that needs fixing, report it accordingly.
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TheBigCore:
Will check it out, particularly with Nam, WW2GI, and Redneck Rampage.

Thanks!

Edit: Does this work with Duke Nukem: Alien Armageddon, as well as any other mods?
Post edited July 24, 2020 by ShadowWulfe
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TheBigCore:
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ShadowWulfe: Will check it out, particularly with Nam, WW2GI, and Redneck Rampage.

Thanks!

Edit: Does this work with Duke Nukem: Alien Armageddon, as well as any other mods?
I have not played Alien Armageddon at all, so I cannot comment. All I can say is you'll have to try it yourself and see what happens.