id Tech 4 (Doom3/Prey/Q4) > id Tech 4 Engine Coding

Classic RBDoom 3BFG

(1/3) > >>

MadDecoder:
Hi, I make a new branch of the RBDoom3BFG engine, this new branch restores various cut content (from coding side) for the classic Doom games while improving their modding support (that wasn't even existing in first place), also restores the video audio support for .bik videos and the .ogg audio file support for Doom 3, and finally it adds a new option that is allowing you to have or the armor-mounted flashlight or the weapon flashlight.

Also it comes with a launcher that allowing you to load mods on all 3 games.

https://github.com/MadDeCoDeR/Classic-RBDOOM-3-BFG

motorsep:
Nice one!

Might as well add tools and enhancements/fixes from Storm Engine 2 ;)

MadDecoder:
Ok I might have not added yet an editor but I manage to make Doom 3 campaign mods to show as expansions and added the option to change the aspect ratio on Doom 3.

EmoLevelDesigner:
I'm very happy to see ability to launch TNT Evilution, Plutonia Experiment and Master Level right from the main menu. Classic flashlight and launching custom maps from separate folders are also welcome additions.

Bug that makes No Rest For the Living play incorrect music is not fixed (https://doomwiki.org/wiki/No_Rest_for_the_Living)

Classic Doom mod support seem to be broken to me. I tried to launch FATE02.WAD for Doom2 using launcher and .bat file with -file fate02.wad command-line parameter, and every time I went to map2 it was second level from regular doom2, not fate02.

I extracted all wads to base/wads folder. TNT and Plutonia work, but for Master Levels it says that it can't find expansion.

pk4toBFG program is disappointing. I thought it's a .resource file generator, and it turned out to be just a .zip extractor.

Looks like this version of the game has improved stability: earthquake scene from first level of Hallowed Mod doesn't crash the game like in RBDoom3BFG. The level still doesn't work correctly though due to disappearing parts of the geometry in that scene and lack of ability to call a script through worldspawn.

MadDecoder:

--- Quote from: EmoLevelDesigner on May 19, 2018, 02:39:49 AM ---I'm very happy to see ability to launch TNT Evilution, Plutonia Experiment and Master Level right from the main menu. Classic flashlight and launching custom maps from separate folders are also welcome assitions.

Bug that makes No Rest For the Living play incorrect music is not fixed (https://doomwiki.org/wiki/No_Rest_for_the_Living)

Classic Doom mod support seem to be broken to me. I tried to launch FATE02.WAD for Doom2 using launcher and .bat file with -file fate02.wad command-line parameter, and every time I went to map2 it was second level from regular doom2, not fate02.

I extracted all wads to base/wads folder. TNT and Plutonia work, but for Master Levels it says that it can't find expansion.

pk4toBFG program is disappointing. I thought it's a .resource file generator, and it turned out to be just a .zip extractor.

Looks like this version of the game has improved stability: earthquake scene from first level of Hallowed Mod doesn't crash the game like in RBDoom3BFG. The level still doesn't work correctly though due to disappearing parts of the geometry in that scene and lack of ability to call a script through worldspawn.

--- End quote ---

A. I actually didn't even know about the bug with the No Rest For the Living expansion.

B. Are you sure the fate02.wad doesn't work because I tried it also and it works perfectly fine.

C. For the Master Levels make sure that inside the base/wads directory you have put a folder named "master" and has all the 20 wad files.

D. This was the main porpose of pk4toBFG, besides RBDoom3BFG can load perfectly fine raw files, making a pk4 to .resources extractor is nearly pointless.

Navigation

[0] Message Index

[#] Next page

Go to full version