mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-03-15 15:11:29 +00:00
151 lines
4.7 KiB
Text
151 lines
4.7 KiB
Text
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/ __ \ / __ ) / __ \ ____ ____ ____ ___ |__ / / __ ) / ____// ____/
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/ /_/ // __ |/ / / // __ \ / __ \ / __ `__ \ /_ < / __ |/ /_ / / __
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/ _, _// /_/ // /_/ // /_/ // /_/ // / / / / /___/ // /_/ // __/ / /_/ /
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/_/ |_|/_____//_____/ \____/ \____//_/ /_/ /_//____//_____//_/ \____/
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_________________________________________
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RBDOOM-3-BFG Release Notes - https://github.com/RobertBeckebans/RBDOOM-3-BFG
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Thank you for downloading RBDOOM-3-BFG.
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_______________________________________
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TBD in 2019 - RBDOOM-3-BFG 1.2.0
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_______________________________
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- Vulkan renderer backend based on Dustin Land's Doom 3 BFG Vulkan port
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- Refactored and simplified OpenGL renderer backend to match Vulkan backend
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- Renamed the .vertex and .pixel shader files to .hlsl
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- Integrated libbinkdec for video playback as a slim alternative to FFmpeg (thanks to Daniel Gibson)
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- Added in-engine Flash debugging tools and new console variables.
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These tools help to analyse the id Tech view of Flash and what SWF tags are supported and how they are interpreted
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by id Tech's own ActionScript 2 interpreter
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- swf_exportAtlas
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- swf_exportSWF
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- swf_exportJSON
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- swf_show : Draws the bounding box of instanced Flash sprites in red and their names
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- Added Steel Storm 2 Engine render demo fixes
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- Merged LordHavoc's image compression progress bar which shows up in the map loading screen
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when loading and compressing new images from mods
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- Added instructions how to use these Doom 3 port with the GOG installer
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- Many smaller compiler related fixes
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_______________________________________
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11 April 2016 - RBDOOM-3-BFG 1.1.0 preview 3
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_______________________________
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- True 64 bit HDR lighting with adaptive filmic tone mapping and gamma-correct rendering in linear RGB space
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- Enhanced Subpixel Morphological Antialiasing
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For more information see "Anti-Aliasing Methods in CryENGINE 3" and the docs at http://www.iryoku.com/smaa/
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- Filmic post process effects like Technicolor color grading and film grain
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- Fixed issues with Mesa drivers and allowed them to use shadow mapping
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- Defaulted fs_resourceLoadPriority to 0 so it is not necessary anymore to specify when running a modification
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- Additional ambient render pass to make the game less dark similar to the Quake 4 r_forceAmbient technique
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- Screen Space Ambient Occlusion http://graphics.cs.williams.edu/papers/SAOHPG12/
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- Did some fine tuning to the Half-Lambert lighting curve so bump mapping doesn't loose too much details
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_______________________________________
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7 March 2015 - RBDOOM-3-BFG 1.0.3
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_______________________________
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- SDL 2 is the default for Linux
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- CMake options like -DUSE_SYSTEM_LIBJPEG to aid Linux distribution package maintainers
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- SDL gamepad support and other SDL input improvements like support for more mouse buttons
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- Mac OS X support (experimental)
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- XAudio 2, Windows 8 SDK fixes
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- Better Mesa support (not including advanced shadow mapping)
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- Added back dmap and aas compilers (mapping tools)
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- Cinematic sequences can be skipped
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- Localization support for other languages than English
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- Improved modding support through loading of custom models and animations (see section 12 MODIFICATIONS in the README)
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_______________________________________
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17 May 2014 - RBDOOM-3-BFG 1.0.2
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RBDOOM-3-BFG-1.0.2-ATI-hotfix1-win32-20140517-git-952907f.7z
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_______________________________
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This release doubles the shadow mapping performance and allows the game to be played at solid 120 fps in 1080p with a Nvidia GTX 660 Ti.
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It also adds a graphics option to enable/disable shadow mapping and fixes a few problems with FFmpeg playing Bink videos.
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_______________________________________
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11 May 2014 - RBDOOM-3-BFG 1.0.1
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RBDOOM-3-BFG-win32-20140511-git-f950769.7z
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_______________________________
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This release improves the performance drastically and adds shadow mapping support for translucent surfaces like grates.
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_______________________________________
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10 May 2014 - RBDOOM-3-BFG 1.0
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RBDOOM-3-BFG-win32-20140510-git-14f87fe.7z
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_______________________________
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- Added soft shadow mapping
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- Added PNG image support
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- Replaced QGL with GLEW
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- base/renderprogs/ can be baked into the executable using Premake/Lua
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- Replaced Visual Studio solution with CMake
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- Linux port using SDL/SDL2 and OpenAL
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- 64 bit support for Windows and Linux
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- Sourcecode cleanup using Artistic Style 2.03 C++ beautifier and by fixing tons of warnings using Clang compiler
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- Fast compile times using precompiled header support
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- Tons of renderer bugfixes and Cg -> GLSL converter that supports ES 2.00, ES 3.30 additional to GLSL 1.50
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- Netcode fixes to allow multiplayer sessions to friends with +connect <ip of friend> (manual port forwarding required)
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