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Updated readme + .plan
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@ -631,7 +631,7 @@ r_useSSAO [0 .. 1] | Use Screen Space Ambient Occlusion to d
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r_forceAmbient | Default 0.5, controls additional brightness by Global Illumination
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r_useFilmicPostFX [0, 1] | Apply several post process effects to mimic a filmic look
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r_useCRTPostFX [0 .. 2] | CRT monitor/TV filter
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r_renderMode [0 .. 7] | Default 0 = Doom 3, 1 = Commodore 64, 2 = Commodore 64 Highres, 3 = Amstrad CPC, 4 = Amstrad CPC Highres, 5 = Sega Genesis, 6 = Sega Genesis Highres, 7 = Sony PSX
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r_renderMode [0 .. 7] | Default 0 = Doom, 1 = CGA, 2 = CGA Highres, 3 = Commodore 64, 4 = Commodore 64 Highres, 5 = Amstrad CPC 6128, 6 = Amstrad CPC 6128 Highres, 7 = NES, 8 = NES Highres, 9 = Sega Genesis, 10 = Sega Genesis Highres, 11 = Sony PSX
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## Modding Support
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Name | Description
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@ -18,6 +18,12 @@ _______________________________________
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TBD - RBDOOM-3-BFG 1.6.0
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_______________________________
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## .plan - December 6, 2024
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This is a first test build for the new blood effects.
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The new blood materials build upon sikkpin's concept of adding reflections to blood. This time, instead of using a static cubemap, the system leverages env_probes with parallax-correct cubemaps. Additionally, Screen Space Reflections are employed to ensure high-quality visuals, even when env_probes are not manually adjusted for all maps.
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## .plan - November 27, 2024
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@ -118,7 +124,7 @@ Immerse yourself in the authentic Commodore 64 mode, faithfully replicating the
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The retro rendering modes transport you back to the golden age of gaming, with a resolution that mimics the beloved 320x240 display, now extended to a widescreen 480x270 format. To enhance the arcade feel, two new CRT filters are included that overlay the entire game, including Doom 1 & 2.
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To access these retro rendering modes, simply navigate to the menu options and select your desired mode. Alternatively, you can control the rendering mode by modifying the `r_renderMode` variable. The available values for `r_renderMode` are as follows: Default (0) for Doom 3, Commodore 64 (1), Commodore 64 Highres (2), Amstrad CPC (3), Amstrad CPC Highres (4), Sega Genesis (5), Sega Genesis Highres (6) and Sony PSX (7).
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To access these retro rendering modes, simply navigate to the menu options and select your desired mode. Alternatively, you can control the rendering mode by modifying the `r_renderMode` variable. The available values for `r_renderMode` are as follows: Default (0) for Doom 3, 2-bit CGA (1), 2-bit CGA Highres(2), Commodore 64 (3), Commodore 64 Highres (4), Amstrad CPC (5), Amstrad CPC Highres (6), NES (7), NES Highres (8), Sega Genesis (9), Sega Genesis Highres (10) and Sony PSX (11).
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<img src="https://i.imgur.com/W8umJ3a.png" width="800">
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@ -315,7 +315,7 @@ idCVar r_crtVignette( "r_crtVignette", "0.8", CVAR_RENDERER | CVAR_FLOAT | CVAR_
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idCVar r_retroDitherScale( "r_retroDitherScale", "0.3", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "" );
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idCVar r_renderMode( "r_renderMode", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER | CVAR_NEW, "0 = Doom, 1 = Commodore 64, 2 = Commodore 64 Highres, 3 = Amstrad CPC 6128, 4 = Amstrad CPC 6128 Highres, 5 = Gameboy, 6 = Gameboy Highres, 7 = NES, 8 = NES Highres, 9 = Sega Genesis, 10 = Sega Genesis Highres, 11 = Sony PSX", 0, 11 );
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idCVar r_renderMode( "r_renderMode", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER | CVAR_NEW, "0 = Doom, 1 = CGA, 2 = CGA Highres, 3 = Commodore 64, 4 = Commodore 64 Highres, 5 = Amstrad CPC 6128, 6 = Amstrad CPC 6128 Highres, 7 = NES, 8 = NES Highres, 9 = Sega Genesis, 10 = Sega Genesis Highres, 11 = Sony PSX", 0, 11 );
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idCVar r_psxVertexJitter( "r_psxVertexJitter", "0.5", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "", 0.0f, 0.75f );
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idCVar r_psxAffineTextures( "r_psxAffineTextures", "1", CVAR_RENDERER | CVAR_FLOAT | CVAR_NEW, "" );
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