Author Topic: rbdoom3bfg with editors  (Read 91 times)

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anonreclaimer

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rbdoom3bfg with editors
« on: April 14, 2018, 01:03:56 PM »
Hey guys, I made a public branch of the rbdoom3bfg engine with some changes to the render, framework, and even adding back the editors which are from the strom engine 2. There are a few bugs in the render with static volume stencil shadows right now, and some bugs with radiant when it comes to switching from editor and game. I just wanna thank Motorsep and RobertBeckebans for there contributions to the doom 3 community.

 https://github.com/anonreclaimer/RBDOOM-3-BFG

MrC

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Re: rbdoom3bfg with editors
« Reply #1 on: April 16, 2018, 08:51:36 AM »
That's awesome! Is there a precompiled bin available for download?

motorsep

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Re: rbdoom3bfg with editors
« Reply #2 on: April 16, 2018, 10:46:33 PM »
Hey guys, I made a public branch of the rbdoom3bfg engine with some changes to the render, framework, and even adding back the editors which are from the strom engine 2. There are a few bugs in the render with static volume stencil shadows right now, and some bugs with radiant when it comes to switching from editor and game. I just wanna thank Motorsep and RobertBeckebans for there contributions to the doom 3 community.

 https://github.com/anonreclaimer/RBDOOM-3-BFG

Finally !!! If it works well, good job! :)

Now RBDoom3BFG needs soft particles, fix for particle bounds and a few other things from Storm Engine 2, and it will be a totally awesome complete Doom 3 BFG engine

After that Doom 3 BFG VR fork needs to get all these goodies and hopefully new era of modding will begin.

anonreclaimer

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Re: rbdoom3bfg with editors
« Reply #3 on: April 17, 2018, 04:51:51 PM »
That's awesome! Is there a precompiled bin available for download?

Here's a copy of an executable version of the engine. It's plug n play, so as you have a RBdoom3BFG lastest build it should work.
https://github.com/anonreclaimer/RBDOOM-3-BFG/releases/tag/1.0.3

MrC

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Re: rbdoom3bfg with editors
« Reply #4 on: April 17, 2018, 08:17:33 PM »
Thanks!

anonreclaimer

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Re: rbdoom3bfg with editors
« Reply #5 on: April 19, 2018, 01:05:50 PM »
MrC do you experience any problems with shadows from that build? I believe I'm experiencing a graphics driver bug because my code seems to be sound. I thought I broke it because of replacing the old GL matrix functions with rendermatrix functions...

MrC

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Re: rbdoom3bfg with editors
« Reply #6 on: April 19, 2018, 08:32:38 PM »
I haven't run into anything like that and have also updated to what I believe are the latest drivers from NVidia.

Operating System:   Windows 10 Pro, 64-bit
DirectX version:   12.0
GPU processor:      GeForce GTX 670
Driver version:      391.35

There is some shadow popping but nothing like in that shot. As for the popping, for example the first ramp going up on The Edge 2.

I did have severe performance with SSAO, it was dropping my FPS down to 15FPS in some places where there wasn't even much happening, no characters on screen, etc..

Once that was disabled performance shot back up and held steady.

I also tried r_usescissor 0, r_useportals 0, r_showtris 3, and r_forceambient 1. And with the whole map visible at times, still maintained a solid 60FPS (I have it set to 60 instead of 120). Did this for several settings to just try and break and crash the engine but it held up pretty darn well. I also play at 1080.

On a side note, drawing the whole map and using r_forceambient 1 makes me wonder what base performance would be like if lightmapping was ever added. But I think this is a topic that's been covered once or twice around here ;)

Anyway I hope anything I provided here helps and if you want me to try anything specific please let me know and thanks again, keep up the great work!