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Updated RELEASE-NOTES with current .plan
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@ -18,6 +18,48 @@ _______________________________________
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TBD - RBDOOM-3-BFG 1.5.0
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_______________________________
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## .plan - Sep 25, 2022
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This build based on the 635-nvrhi3 branch improves the glTF2 support for mapping with Blender and adds back OGG Vorbis support for custom soundtracks.
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Models are expected to be exported by Blender with the following settings:
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Format: glTF Binary (.glb)
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Transform: +Y Up Off <-- BIG CHANGE: it was On last time
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Materials: Export
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Images: None
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Compression: Off
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Data: Custom Properties On
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Similar to modern Quake sourceports users can now just throw their favorite soundtrack into base/music/ like base/music/aqm/*.ogg or into a modfolder/music/ path.
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The game will play automatically it in the background as a looping track until the end of the map.
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Each map will pick a different track but mappers can also define a "music" track in the worldspawn entity.
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You can also fine tune the volume of each track if you write a sound shader for your files.
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There is an example in mod_alternativequakemusic/sound/_rbdoom_aqm_tracks.sndshd for the Alternative Quake Music sound track.
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Changelog:
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* Improved Quake .map converter to get Makkon's samplemaps working
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* Tweaked dmap -glview option to dump an .obj next to the .proc file with similar content and to print an ASCII art BSP tree in the proc file
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* Bumped the required C++ standard to C++14
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* TrenchBroom's glTF2 support was changed to properly display models that were exported from Blender with the +Y-Up option ticked OFF
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* Added ancient oggvorbis code from vanilla Doom 3
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* Merged Ogg Vorbis support from DNF id Tech 4 branch (thanks to Justin Marshall for making .ogg working with the BFG sound engine)
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* Scan for music/*.ogg files and play a different track for each map
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* You can start the Vulkan backend with +set r_graphicsAPI Vulkan
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* Fixed several Vulkan related bugs like the swapchain problem. It is not playable yet
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* The Icedhellfire mod contains AAS files for the ROE maps
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## .plan - Sep 04, 2022
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This build based on the 635-nvrhi3 branch adds glTF2 support to RBDOOM-3-BFG and TrenchBroom.
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@ -33,6 +75,7 @@ Transform: +Y Up
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Materials: Export
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Images: None
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Compression: Off
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Data: Custom Properties On
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Changelog:
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@ -42,6 +85,15 @@ Changelog:
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* Added support for MapPolygonMeshes to the AAS compiler
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* TrenchBroom uses Assimp for glTF2 support and is based on branch doom3-support9 using TB/master from Jul 06, 2022
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This build also gives a preview of the Iced Hellfire Mod by Justin Marshall (icecoldduke):
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It features native weapon and monster AI implementations in C++ and Quake 3 multiplayer bots.
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I added a couple of bugfixes and compiled the deathmatch maps with runAAS so you can try the multiplayer bots with the "fillbots" command.
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The directory "mod_icedhellfire" contains the necessary updated AAS files for the multiplayer maps.
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In order to play the mod you only need to start DoomIcedHellfire.exe without extra parameters.
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## .plan - Jul 03, 2022
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This build targets several problems when using the bakeEnvironmentProbes and bakeLightGrid commands using the NVRHI/DX12 backend.
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