Updated RELEASE-NOTES with current .plan

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Robert Beckebans 2022-09-25 19:18:31 +02:00
parent 60677748ee
commit a19cf9de14

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