The latest Version of DOOM BFA now with improved SDK support
WARNING: The game dll support is nearly complete but
there are still bugs while using them.
[classicdoom]
- When the game pause, pause also demo playback
- Add support for custom code pointer on Classic DOOM through the SDK (game.dll)
- Fixed issue with EXPINFO on DOOM 2
- Add new CVar cl_expMenu, that allows DOOM 2 to open on a desired expansion menu
- Add "rich_precense" on EXPINFO in order to show custom rich precense prefix
[DOOM3BFG]
- Improve Classic Weapon View for shotgun and double barrel shotgun
- Fixed DOOM 3 Next/Previous Weapon Key binding
- Include OpenAL also on the SDK (fix stability issues)
- Replace ADPCM to PCM converter for OpenAL-soft with OpenAL-soft's built-in support
- Update Open Platform to Version 0.4.8
- Improved Additional info
- Set images on Open Platform rich precense (the API must provide them)
hello i have a problem
What problem?
I'm getting major lag/framerate issues. Any suggestions on how to fix?
System specs?
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Am not sure how to use mods for Doom 3 with your launcher
I am pretty new to modding this game. Could you please do a idiot proof guide?
Question: Have you installed it correctly? (Use the installer for best results).
DOOM BFA is a source port for DOOM 3 BFG Edition and DOOM 3 (2019) re-release.
As for the Launcher:
A) Open it
B) Go to the "DOOM 3 BFG" tab
C) There are two drop down options called "mod" and "mod base"
The "mod" is mainly for map mods while the "mod base" can be used for resource mods (custom textures, models etc)
D) Click any of the two drop downs and it should show you a list of mods you have installed to the game.
E) Select any of the mods you want and then press "launch"
Yeah. I tried both the manual install and the installer in two different Doom 3 BFG Edition installs.
I selected a mod that changes the imp eyes texture and changes the spread value of the shitgun in the "mod base" box and launched the game. It didnt make any difference.
Sorry if there is any mistake. English is not my mother language.
Have you tried the mod box ? Also does the mod has raw files (if you are able to find the image files of those custom imp eyes using the file explorer or there are .pk4 files)?
Already tried with both Mod and Base mod boxes.
It's this mod: Moddb.com
I used your tool to convert it to BFG Edition.
what is the name of the folder you have the mod on? Keep in mind that it must not start with a number and must not have "-" character
The folders go like this
>Mods
>def
>materials
>models
Those folders should be inside a single folder (The last 3 at least)
Sorry, ModDB got rid of some spaces.
Here is the estructure.
Main folder: Mods
Subfolders: def, materials and models
And you load the Mods folder , right? I already tested the mod you send me and the Imp eyes were actually red
Yeah. Tried it in both boxes.
I have made everything but still doenst works
Odd. After you press the launch button from the launcher it should have create a file named args.txt. What it has inside it?
+set com_game_mode 3 +seta com_allowconsole 1 +set com_skipIntroVideos 1 +set fs_resourceLoadPriority 0 +set fs_game mods +set r_maxAnisotropicFiltering 0 +set r_useHalfLambertLighting 1 +set r_useTrilinearFiltering 0 +set r_exposure 0.5 +set r_useSSGI 0 +set sys_lang spanish +set r_forceAmbient 0.01
Ok, that's fine (?). Then why it doesn't load?
Wait inside the mods folder is there a generated folder ? If there is then the mod is loaded. Also what level are you testing it with ? I tested it with Lost Mission's first level
i have a problem "unable to initialize opengl" you know why?
Hardware Specs ? Does your GPU support OpenGL 4.5 ?