Updated README to reflect some of the newer changes

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Robert Beckebans 2024-07-10 22:38:49 +02:00
parent 17b281234f
commit ff002be3d0

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@ -33,7 +33,7 @@ This file contains the following sections:
9. [Compiling on Windows](#compile_windows)
10. [Compiling on Linux](#compile_linux)
11. [Compiling on macOS](#compile_macos)
12. [Getting the Game Data](#installation)
12. [Installation](#installation)
13. [New Console Variables](#console)
14. [Known Issues](#issues)
15. [Bug Reports](#reports)
@ -85,14 +85,19 @@ RBDOOM-3-BFG allows mod editing and has many tiny fixes so custom content can be
* New PBR related material keywords like basecolormap, normalmap, rmaomap
* invertGreen( normalmap.png ) material keyword to allow flipping the Y-Axis for tangent space normal maps
* glTF2 .glb model support for static and skinned models (thanks to Harrie van Ginneken)
* Added back dmap and aas compilers as `standalone rbdmap.exe` tool (thanks to Pat Raynor) and improved them to work with TrenchBroom and Blender
* Changed dmap to support compiling maps straight from glTF2 .glb models instead of .map files using a new polygon based workflow
* Wavefront OBJ model support to make it easier getting static models from Blender/Maya/3D Studio Max into TrenchBroom
* Added back dmap and aas compilers (mapping tools, thanks to Pat Raynor) and improved them to work with TrenchBroom and Blender
* Added in-engine Flash debugging tools and new console variables
* Added support for Mikkelsen tangent space standard for new assets (thanks to Stephen Pridham)
* Bumped the static vertex cache limit of 31 MB to roughly ~ 128 MB to help with some custom models and maps by the Doom 3 community
* com_showFPS bigger than 1 uses ImGui to show more detailed renderer stats like the original console prints with r_speeds
* Native C++ AI & Weapons framework instead of Doomscript in the IcedHellfire mod by Justin Marshall (mods/icedhellfire branch)
* .png .exr .hdr image support
* .ogg sound file support
* .pk4 archive support
* Reworked virtual filesystem so .resources and .pk4 archives in mod directories have a higher priority than in base/
* Native C++ AI & Weapons framework instead of Doomscript in the IcedHellfire mod by Justin Marshall (`mods/icedhellfire` Git branch)
If you want to start mod from a directory, you should first specify your mod directory adding the following command to the launcher:
@ -115,7 +120,7 @@ Short term goals:
---
# May or may not ".plan" <a name="plan2"></a>
* Replace expensive multipass forward shading with a faster forward+ solution
* Replace traditional multipass forward shading with a faster forward+ solution
* [Volumetric Lighting](http://www.alexandre-pestana.com/volumetric-lights/)
* ReSTIR or some other realtime path tracing
* Optional alternative collision detection and physics with PhysX 5 or Jolt
@ -482,9 +487,9 @@ Recommended in this case is `cmake-vs2022-win64-no-ffmpeg.bat`
> make -j<number of your cores>
6. Copy the base folder of your `Steam/steamapps/common/DOOM 3 BFG Edition/base/` over to `DoomCode/base/` See also [Getting the Game Data](#installation)
6. Copy the base folder of your `Steam/steamapps/common/DOOM 3 BFG Edition/base/` over to `DoomCode/base/` See also [Installation](#installation)
7. [`OPTIONAL`] Download https://www.moddb.com/mods/rbdoom-3-bfg/downloads/rbdoom-3-bfg-130 and unpack it over your DoomCode/ folder and then run in `DoomCode/`
7. [`OPTIONAL`] Download https://www.moddb.com/mods/rbdoom-3-bfg/downloads/rbdoom-3-bfg-130 and unpack it over your `DoomCode/` folder and then run in `DoomCode/`
> git checkout .
@ -537,11 +542,11 @@ Recommended in this case is `cmake-vs2022-win64-no-ffmpeg.bat`
For Xcode builds double click on `DoomCode/xcode-\<buildtype\>/RBDoom3BFG.xcodeproj` and start the build. The generated Xcode project file is pre-configured with the correct targets and build settings.
---
# Installation, Getting the Game Data, Running the Game <a name="installation"></a>
# Installation <a name="installation"></a>
## For 99% of all users:
1. Download the newest version from the [RBDOOM-3-BFG Mod DB Page](https://www.moddb.com/mods/rbdoom-3-bfg)
1. Download the newest version from the [RBDOOM-3-BFG ModDB Page](https://www.moddb.com/mods/rbdoom-3-bfg)
<a href="https://www.moddb.com/mods/rbdoom-3-bfg" title="View RBDOOM-3-BFG on Mod DB" target="_blank"><img src="https://button.moddb.com/popularity/medium/mods/49231.png" alt="RBDOOM-3-BFG" /></a>
@ -555,7 +560,7 @@ Those packages don't ship with the precomputed light data but have everything el
3. Copy `base/` from your Steam Doom 3 BFG folder into `DoomBFG`
4. Download the RBDOOM-3-BFG 1.3.0 full package from the RBDOOM-3-BFG ModDB page and extract it over DoomBFG
4. Download the RBDOOM-3-BFG 1.3.0 full package from the RBDOOM-3-BFG ModDB page and extract it over `DoomBFG`
5. Do the same with the newest version version which acts like a patch