Posted October 21, 2025 by Team Radiance
Base Framework:
Built atop GZDoom 4.x core for modern compatibility and UDMF map format.
Incorporates a Build-like sector/voxel handler adapted from EDuke32’s sector system, allowing full 2.5D editing freedom with room-over-room and destructible geometry.
Scripting Languages:
ZScript and CON hybrid system — allows importing of both .CON (from Build) and .ZSC (from GZDoom) to support mixed modding workflows.
New HBScript (Hyperblood Script): a meta-layer that lets you write logic in CON-style syntax but compiles to ZScript internally.
True Room-Over-Room (TROR)
Full stacked sector and transparent portal rendering, backported from EDuke32.
Allows vertical overlapping rooms, layered maps, and elevators — all compatible with GZDoom lighting and 3D floors.
Build ART Format Support
Native loading of .ART tilesets for textures and sprites.
ARTs are automatically converted to GZDoom material definitions (TEXTURES lumps) at runtime.
Dark Forces WAX Support
Supports .WAX animated sprites from Dark Forces, allowing custom sprite-based actors with frame scripting and hitbox data.
Optional conversion to MD3 or voxel entities for modern rendering.
Voxel and Model Hybrid System:
.KVX, .VOX, .MD3, and .OBJ models supported simultaneously.
Custom shading styles: “RetroFlat”, “BuildSmooth”, and “ModernPhong”.
Destructible Environments:
Build-like wall and sprite destruction with physics fragments.
Integrated debris management system for performance-friendly gibbing.
HitScan+Projectile Fusion:
Projectiles simulate Build’s “fast ray with sprite body” and GZDoom’s accurate physics.
Dual system allows both retro instant hits and modern ballistic modes.
Dynamic Limb Damage:
Based on ZScript’s actor damage states but expanded to include Build-like limb gibs (separate body parts, similar to Blood/Shadow Warrior).
Lighting & Effects:
Combines GZDoom’s dynamic lighting with EDuke32’s sector lighting logic (shade tables).
Real-time reflections and animated texture warping.
Liquid and Sky Layers:
Multi-depth water using TROR — swimmable with reflection layers.
Parallax skyboxes with optional Build-style tile skies.
Audio Engine:
MIDI, OGG, and tracker (MOD/XM/S3M) support.
Environmental reverb zones (Build’s reverb sector effect recreated).
Interactivity:
Classic Build-style usable objects (switches, doors, cameras).
Advanced GZDoom ACS triggers, now callable via .CON functions.