diff --git a/README.md b/README.md index d03c2dec..1c1dbf4c 100644 --- a/README.md +++ b/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" -* 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 -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-\/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 +# Installation ## 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) RBDOOM-3-BFG @@ -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