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@@ -426,11 +431,11 @@ Existing repositories can be updated manually:
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3. Download and install the latest Vulkan SDK from LunarG: https://www.lunarg.com/vulkan-sdk/
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You can skip this step if you compile with DX12 only by adding -DUSE_VULKAN=OFF to the CMake options.
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4. Generate the VS2022 projects using CMake by doubleclicking a matching configuration .bat file in the neo/ folder.
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4. Generate the VS2022 projects using CMake by doubleclicking a matching configuration .bat file in the `DoomCode/neo/` folder.
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Recommended in this case is `cmake-vs2022-win64-no-ffmpeg.bat`
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5. Use the VS2022 solution to compile what you need:
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RBDOOM-3-BFG/build/RBDoom3BFG.sln
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`DoomCode/build/RBDoom3BFG.sln`
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## Optional if you want to use FFmpeg
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---
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# Compiling on Linux <aname="compile_linux"></a>
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1. Go to https://github.com/microsoft/DirectXShaderCompiler and download the DXC binaries for Linux and put them into your local PATH.
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E.g. Unpack dxc-artifacts.tar.gz to your home directory and add this to your ~/.profile
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# Compiling on and Running on Linux <aname="compile_linux"></a>
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> # DXC compiler
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> PATH="~/dxc-artifacts/bin:$PATH"
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1. Go to https://github.com/microsoft/DirectXShaderCompiler/releases/tag/v1.8.2405 and download the DXC binaries for Linux and put them into your local PATH.
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E.g. Unpack linux_dxc_2024_05_24.x86_64.tar.gz to `~/.local` and make `~/.local/bin/dxc` as executable with chmod +x
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As an alternative to modifying your PATH, you can add -DDXC\_CUSTOM_PATH=\<path-to-dxc-binary> to the CMake options.
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As an alternative you can add `-DDXC_CUSTOM_PATH=<path-to-dxc-binary>` to the CMake options.
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2. You need the following dependencies in order to compile RBDoom3BFG with all features:
@@ -471,15 +474,30 @@ Recommended in this case is `cmake-vs2022-win64-no-ffmpeg.bat`
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You don't need FFmpeg to be installed. You can turn it off by adding -DFFMPEG=OFF and -DBINKDEC=ON to the CMake options. It is enabled by default because the bundled libbinkdec is slow during development if compiled for Debug mode.
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3.Generate the Makefiles using CMake:
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3.Checkout the source code into a new `DoomCode` directory
5. Compile the engine and tools in `DoomCode/build/` with
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> cd ../build
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> make
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> make -j<number of your cores>
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6. Copy the base folder of your `Steam/steamapps/common/DOOM 3 BFG Edition/base/` over to `DoomCode/base/` See also [Installation](#installation)
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7.[`OPTIONAL`] Download https://www.moddb.com/mods/rbdoom-3-bfg/downloads/rbdoom-3-bfg-130 and unpack it over your `DoomCode/` folder and then run in `DoomCode/`
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> git checkout .
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With this the local git files are newer for the files that have the same names.
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8. Copy `DoomCode/build/RBDoom3BFG` to `DoomCode/`
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9. Start the game in `DoomCode/`
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---
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# Compiling on macOS <aname="compile_macos"></a>
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> cd ../build
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> make
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For Xcode builds double click on RBDOOM-3-BFG/xcode-\<buildtype\>/RBDoom3BFG.xcodeproj and start the build. The generated Xcode project file is pre-configured with the correct targets and build settings.
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For Xcode builds double click on `DoomCode/xcode-\<buildtype\>/RBDoom3BFG.xcodeproj` and start the build. The generated Xcode project file is pre-configured with the correct targets and build settings.
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# Installation, Getting the Game Data, Running the Game <aname="installation"></a>
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# Installation <aname="installation"></a>
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## For 99% of all users:
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1. Download the newest version from the [RBDOOM-3-BFG Mod DB Page](https://www.moddb.com/mods/rbdoom-3-bfg)
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1. Download the newest version from the [RBDOOM-3-BFG ModDB Page](https://www.moddb.com/mods/rbdoom-3-bfg)
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<ahref="https://www.moddb.com/mods/rbdoom-3-bfg"title="View RBDOOM-3-BFG on Mod DB"target="_blank"><imgsrc="https://button.moddb.com/popularity/medium/mods/49231.png"alt="RBDOOM-3-BFG" /></a>
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2.There are usually 2 kinds of RBDOOM-3-BFG packages. The Full and the Lite version.
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There are usually 2 kinds of RBDOOM-3-BFG packages. The Full and the Lite version.
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With the Full version you have the Win64 binaries, the baked environment probes and lightgrid data for all BFG single player maps like RBDOOM-3-BFG-1.3.0.42-`full`-win64-20211030-git-b4e0366.7z (6.18 GB download).
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The Lite version has the `lite` in the filename like RBDOOM-3-BFG-1.3.0.42-lite-win64-20211030-git-b4e0366.7z.
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The Lite version has the `lite` in the filename like RBDOOM-3-BFG-1.5.1.2-lite-win64-20230523-git-39ae120.7z.
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Those packages don't ship with the precomputed light data but have everything else needed to run the mod and the tools like the custom TrenchBroom build.
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3. Simply extract both packages over your
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`C:\Program Files (x86)\Steam\SteamApps\common\Doom 3 BFG Edition\` directory and run RBDoom3BFG.exe.
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2. Make a new `DoomBFG` folder
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3. Copy `base/` from your Steam Doom 3 BFG folder into `DoomBFG`
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4. Download the RBDOOM-3-BFG 1.3.0 full package from the RBDOOM-3-BFG ModDB page and extract it over `DoomBFG`
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5. Do the same with the newest version version which acts like a patch
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This should also work fine with your GOG installation.
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---
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## The following instructions are primarily intented for `Linux` users and all hackers on other operating systems.
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To play the game, you need the game data from a legal copy of the game.
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Currently this requires a Windows installer, whether that be the GOG installer or by using Steam for Windows.
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Note: the original DVD release of Doom 3 BFG contains encrypted data that is decoded by Steam on install.
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Linux users are advised the compile the engine from the Github source code and to put the `base/` data from the retail game into the `DoomCode/base/` directory.
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On Linux and macOS the easiest way to install is with SteamCMD: https://developer.valvesoftware.com/wiki/SteamCMD.
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See the description on https://developer.valvesoftware.com/wiki/SteamCMD#Linux (macOS is directly below that) on how to install SteamCMD on your system. You won't have to create a new user.
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(there will be several .exe files from GOG, make sure all of them are in the same directory)
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Once this is complete, by default you can find your Doom 3 BFG "base/" directory at ".wine/drive_c/GOG\ Games/DOOM\ 3\ BFG/base".
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Once this is complete, by default you can find your Doom 3 BFG `base/` directory at `.wine/drive_c/GOG\ Games/DOOM\ 3\ BFG/base`.
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Note that you may want to create a autoexec.cfg file in whatever "base/" directory you use with the following content:
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Note that you may want to create a autoexec.cfg file in the `DoomCode/base/` directory with the following content:
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* set sys_lang "english"
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@@ -587,48 +607,15 @@ This will ensure the game and its menus are in english and don't default to some
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* set sys_lang "japanese"
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* set sys_lang "spanish"
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Anyway:
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1. Install Doom 3 BFG in Steam (Windows version) or SteamCMD, make sure it's getting
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updated/patched.
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2. Create your own Doom 3 BFG directory, e.g. /path/to/Doom3BFG/
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3. Copy the game-data's base dir from Steam or GOG to that directory
or, if you used SteamCMD or GOG installer with Wine, in the path you used above.
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4. Copy your RBDoom3BFG executable and the optional FFmpeg DLLs (if Windows FFmpeg enabled) to your own
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Doom 3 BFG directory (/path/to/Doom3BFG). Your Doom 3 BFG directory now should look like:
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/path/to/Doom3BFG/
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* RBDoom3BFG (or RBDoom3BFG.exe on Windows)
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* avcodec-58.dll (Windows FFmpeg only)
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* avformat-58.dll (Windows FFmpeg only)
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* avutil-56.dll (Windows FFmpeg only)
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* swresample-3.dll (Windows FFmpeg only)
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* swscale-5.dll (Windows FFmpeg only)
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* base/
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* classicmusic/
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* _common.crc
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* (etc)
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5. On macOS the RBDoom3BFG executable will also search for game data within an app bundle's Contents/Resources/base folder, and as a last resort, within the absolute path /Applications/RBDoom3BFG.app/Contents/Resources/base. In addition, if you want the game to be standalone without dependencies on pre-installed dynamic libs, you can use macdylibbundler to bundle all external dylib dependencies into the app bundle (see https://github.com/auriamg/macdylibbundler or simply install via "brew install dylibbundler" or "sudo port install dylibbundler"). For example, the following command will copy all external dylib dependencies to the Contents/libs directory of the game's app bundle and adjust the rpaths within the RBDoom3BFG executable and copied dylibs.
After running dylibbundler you may need to re-sign the modified executable and dylibs if planning to run on **Apple Silicon** machines. Newer versions of dylibbundler now do this automatically. The output of dylibbundler will indicate which executable and dylibs (if any) require re-signing. This code signing step is not needed for x86-based Macs.
On macOS the RBDoom3BFG executable will also search for game data within an app bundle's Contents/Resources/base folder, and as a last resort, within the absolute path /Applications/RBDoom3BFG.app/Contents/Resources/base. In addition, if you want the game to be standalone without dependencies on pre-installed dynamic libs, you can use macdylibbundler to bundle all external dylib dependencies into the app bundle (see https://github.com/auriamg/macdylibbundler or simply install via "brew install dylibbundler" or "sudo port install dylibbundler"). For example, the following command will copy all external dylib dependencies to the Contents/libs directory of the game's app bundle and adjust the rpaths within the RBDoom3BFG executable and copied dylibs.
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6. Run the game by executing the RBDoom3BFG executable.
After running dylibbundler you may need to re-sign the modified executable and dylibs if planning to run on **Apple Silicon** machines. Newer versions of dylibbundler now do this automatically. The output of dylibbundler will indicate which executable and dylibs (if any) require re-signing. This code signing step is not needed for x86-based Macs.
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8. If you run into bugs, please report them, see [Bug Reports](#reports)
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@@ -19,6 +19,29 @@ TBD - RBDOOM-3-BFG 1.6.0
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_______________________________
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## .plan - July 11, 2024
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This update fixes a critical issue where the loading screen inadvertently caused textures to load recursively. This fix ensures a smoother, more efficient experience by optimizing texture management and significantly reducing redundancy in video memory on low VRAM graphics cards.
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Changelog:
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* Updated README to reflect some of the newer changes
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* Allow skipping intro videos with Escape or Xbox controller Menu button
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* Fixed VRAM memory leak when reloading maps
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* Added cvar binaryLoadGuis so mods can override .gui files
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* Extended listCvars with -new option to show all RBDoom related cvars
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* Added new loading screen progressbar when loading textures
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* Fixed a couple of bugs regarding Flash JSON reimport
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* Show binarization indicator for 2D packed mipchain EXR files
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## .plan - June 28, 2024
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This build brings back .pk4 support and the classic flash light through a gameplay option.
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