RBDOOM-3-BFG

Edit Package rbdoom3bfg

DOOM: BFA (Big Freaking Anniversary) Edition (former Classic RBDoom 3 BFG)
is a source port based on RBDOOM-3-BFG and enchance the experience of
Ultimate DOOM, DOOM 2 and DOOM 3.

Note, to play the original game, you'll need a copy of the game data.
The package can also be used with free map data, like the demomap from
OpenTechBFG.

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Source Files
Filename Size Changed
rbdoom3bfg-1.4.0.tar.gz 0012676150 12.1 MB
rbdoom3bfg.changes 0000004544 4.44 KB
rbdoom3bfg.sh 0000000696 696 Bytes
rbdoom3bfg.spec 0000002643 2.58 KB
Latest Revision
Imo Hester's avatar Imo Hester (VortexAcherontic) committed (revision 2)
- Update to version 1.4.0
  * [TRENCHBROOM]
    + Tweaked exportFGD command for new icons
    + Added new icons to TrenchBroom for certain entities like lights, speakers or particle emitters
    + TrenchBroom offers a dropdown menu to select the Quake 1 light style for lights
    + Drastically improved loading time of textures for materials in TrenchBroom
    + Added RBDoom console command convertMapToValve220 <map>. You can also type exec convert_maps_to_valve220.cfg to convert all Doom 3 .map files into the TrenchBroom friendly format. Converted maps are saved with the _valve220.map suffix.
    + Added RBDoom console command exportImagesToTrenchBroom which decompresses and saves all .bimage images to base/_tb/*.png files
    + Added RBDoom console command exportModelsToTrenchBroom which saves all .base|.blwo|.bmd5mesh models to _tb/*.obj proxy files. This commands also generates helper entities for TrenchBroom so all mapobject/models are also available in the Entity Inspector using the DOOM-3-models.fgd.
    + Added RBDoom console command makeZooMapForModels which makes a Source engine style zoo map with mapobject/models like .blwo, .base et cetera and saves it to maps/zoomaps/zoo_models.map. This helps mappers to get a good overview of the trememdous amount of custom models available in Doom 3 BFG by sorting them into categories and arranging them in 3D. It also filters models so that only modular models are picked that can be reused in new maps.
    + TrenchBroom got several Doom 3 specific issue generators to help mappers avoiding pitfalls during mapping
    + Changed TrenchBroom's rotation tool to use the "angles" key by default to remove some Quake related limitations
  * [MISCELLANEOUS]
    + Stencil shadows work again (thanks to Stephen Pridham)
    + Fixed black screen after using the reloadImages command
    + Added CMake options STANDALONE and DOOM_CLASSIC
    + Added command convertMapQuakeToDoom <map> that expects a Quake 1 .map in the Valve220 format and does some Doom 3 specific fixes
    + The gamecode ignores func_group entities if they were created by TrenchBroom instead to warn that there is no spawn function
    + dmap / idMapFile move brushes of func_group entities to worldspawn before compiling the BSP.
      This also means func_group brushes are structural.
      If you want to optimize the BSP then move those to func_static instead which is the same as func_detail in Quake.
    + Fixed that dmap failed writing the BSP .proc file if the command was interrupted by an error
  * [COMMUNITY]
    + Steve Saunders contributed
    + Updated mac OS support
    + Improved Vulkan / Molten support
    + Fixed FFmpeg 5 compatibility for newer Linux distros
    + Bink videos can play audio if they contain audio tracks (merged from DOOM BFA by Mr.GK)
  * [ASSETS]
    + Added TrenchBroom helper entityDefs like a Quake 3 style misc_model to comply with TrenchBroom's Solid/PointClass rules for editing entities
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