diff --git a/RELEASE-NOTES.md b/RELEASE-NOTES.md index a0aefdb0..107d10c0 100644 --- a/RELEASE-NOTES.md +++ b/RELEASE-NOTES.md @@ -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.