mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-04-23 02:00:58 +00:00
Updated README to reflect some of the newer changes
This commit is contained in:
parent
17b281234f
commit
ff002be3d0
1 changed files with 14 additions and 9 deletions
23
README.md
23
README.md
|
@ -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
|
||||
|
||||
|
|
Loading…
Reference in a new issue