WARNING: The game dll support is nearly complete but
there are still bugs while using them.
[classicdoom]
- Small fix for DeHaCkeD Text Editor
- Optimized DeHaCkeD Text editor
- Doom sfx will use the file's sample rate instead of the default (11025 MHz)
- Added Freelook
- Added Option to disable Randomized pitches on Doom sfx's
- Added ThirdPerson view
- Show which weapon slot is in use on Status Bar
- Added MAPINFO support for DOOM I
- Further Improvements and bugfixes for EXPINFO \ MAPINFO
- Save Buffer can dynamically extend
- Minus-Plus buttons will show/hide the status bar
- Fixed a small bug when showing the weapon in use on status bar with the super shotgun
- All games will pause if the open platform overlay is open
- Fixed a bug where weapons are incorrectly shown in status bar after loading a save file
- Added new CVar "cl_pitch" that allow you to change standard sound pitch
- Fixed loading animated Flats from custom wads
- Further fixes and improvements for EXPINFO/MAPINFO
- When in 2d perspective the player will flip when moving backwards
- Added jumping and a new map script ActMap
- Further fixes and improvements for EXPINFO/MAPINFO
- Spelling fix for one of the Master Levels ending
- Added new command line "-exportMaster" which
"extract" the MASTERLEVELS.wad in order
to be use in other ports (mostly ZDoom and derivates)
- Improved OpenAL's 3D Audio
- Added option to enable music Reverb
- ActMap can now execute console commands
- idmus can now run from the console
- Added Crosshair with hit detection on Classic Doom
- Stabilize Z-memory
- crosshair hit frame will last for 2/3 of a second
- Improved episodic handling in EXPINFO/MAPINFO
- EXINFO improvements and bugfixes
- Added "interpic" and "endmode" in EXINFO's episode definition
- Fixed memory leaks with non-midi music
- Added loading lumps directly to physical memory
- Fixed music not looping
- Fixed an overflow issue with map names when using EXPINFO/MAPINFO
- Various bugfixes for EXPINFO
- If no par time is defined then it will show "SUCKS"
- vastly improved and reworked the sprite/flat loading code
- Fixed a bug which was causing the game to crash when changing aspect ratio
- Fixed performance issue with debug builds
- Warp parameter will be able to accept extended episodes and maps from EXPINFO/MAPINFO
- IDCLEV cheat now allows you to warp between extended levels and episodes from MAPINFO/EXPINFO
[DOOM3BFG]
- Added Support for game dll files on both 32 and 64-bit executables
- Further fixes and impovments for game.dll(hotfix)
- Fixed Linux Support (again)
- Add support for game dll on Linux
- Further improvements on game dll
- Fixed GOG Language Bug
- Added support for Open Platform*
- Allow controller sticks to be remapped for 2d perspective oriented controls
- Updated Open Platform
- All games will pause if the open platform overlay is open
- Added achievement progress notification
- PDA will not be triggered if the player press shift+tab
- When in 2d perspective the player will flip when moving backwards
- Added support for non-ASCII characters in file paths on windows
- Linux make file will create an executable instead of a shared library
- Updated game.dll cmake script and linux and
vs2017 cmake scripts will
return a log file with the cmake's output
- game.dll will now be able to get as import
classic Doom globals object
(also updated the game api version from 9 to 10)
- Added support for Visual Studio 2019
- Moved Controller layout option to the controls settings
- Fix issue with player model field of view (I hope)
- Slight rework of soft shadow LOD CVar
- Fixed Compiler issues with gcc 8
- Added support for 4 controllers on windows and sdl 2.0
- Extended audio file maximum size when decoding
- fixed Bear Shooting minigame reverse rotation hand bug
- Fixed issue with MSVC 142 debugger
- Fixed double loading after escaping the intro text sequences
- Skip intro text is now instant
[Launcher]
- Added linux compatibility (requires Mono runtime)
- Now it's open source Github.com
*Open Platform Project: Github.com
what are game dlls? i mean, I know what they are, but how do they affect this sourceport?
Like the OG Doom 3 game dlls allow mods to use custom logic for their maps.
In this one once a game dll for this port is compiled it can load custom logic like in OG Doom 3 on BFG Edition.
This will allow modders to port easier their mods from Doom 3 to BFG, or even make new ones on this version
Would this sourceport eventually allow us to play mods like perfected doom 3?
If perfected doom 3 requires game dll to work properly then yes
But how do I run perfected doom 3?
When turning HDR off the hit effects on player turn white, I'm forced to use HDR even when I don't like the effect on Hell levels. Please fix it. Other than that excelent mod I'm using phrozo particles effect 1.3 decompressed with the .pk4 tool and other than deleting some files from the def folder for perfect compatibility I have no other problems.
To be honest asking me to fix HDR is my weak spot (I really suck at graphics programming). What other options you have enabled ? Did you try to turn off HDR and restart the game?
Hey I fixed it by disabling post process effect and hdr off, but on the second expansion whenever I activate the heart the edges of the screen turn white and some textures too, will try without phrozo particles, maybe they are not compatible with bfg edition, the version im using from prozo is 1.3. thanks for the help.
reply fail its was meant to reply to modfanguy :(
Nevermind I fixed it by turning half lambert light and ssgi to off thanks for this ModFaNguy!
This comment is currently awaiting admin approval, join now to view.
This comment is currently awaiting admin approval, join now to view.
Game and launcher runs great on linux, but I can't load custom wads. I'm using Linux Mint 19.1 and the sources from the lastest branch. Anyway, good work on this sourceport.
To load custom wads in Linux just create a folder "mods" inside game's base directory and load them from here.
does this work with perfected doom 3????
Without recompiling perfected Doom 3 source code with this port's SDK then no.
ok then how do I do that???
ok then how do I do that???
cuzz if it can work then its worth it
For starters you have to download Vanilla Doom 3 SDK, Perfected Doom 3 source code and Classic RBDoom 3 BFG source code.
After that you should check the differences between the Vanilla Doom 3 SDK and Perfected Doom 3 source.
Once you found them all start applying them to classic RBDoom source code (and try to avoid modifying the header files).
Once you successfully done with that compile the game(CPU arch)project from Classic RBDoom 3 BFG source code and hope for the best.
Hey, I really suck at these kinds of things. It sounds like you have already done this, so can you release your compiled mod onto this page?
I have done it for Classic Doom 3 mod (you can find it in the addons).
But I haven't work with perfected Doom 3 sorry.
BTW, if the original creator(s) is(are) still active why you don't ask them ?
He is not active, but I can try asking. However, can you at least try to port things?
Well I myself have somewhat of knowledge with this things I am currently working on an add on for Perfected Doom 3 called Rip and tear which edits a few things.So can we make this possible? because Perfected Doom 3 is hands Down the best mod for doom 3 and if we get it working with The BFG edition by using your source-port its going to be the best thing ever.And The developer who used to work with Perfected doom 3 said That its cool if this can be done
If you want more info about game.dll in this port the check this one Github.com
Now that this mod uses dlls, can I play perfected doom 3?
nevermind
So it doesn't work? well that sucks
Hi. 4K for some reason isn't 4K like normal BFG. It looks awful, like a much lower resolution. Also, is there a way to disable the new audio? Not a fan of OpenAL here at all. I was also wondering if the added light sources in the BFG edition were removed to make it more similar to the original game?