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Devin/1781959507 doom dark ages total conversion#10

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Devin/1781959507 doom dark ages total conversion#10
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devin-ai-integration Bot and others added 3 commits June 20, 2026 13:03
Total conversion of DOOM 3 BFG Edition into a dark medieval FPS
inspired by DOOM: The Dark Ages.

Core Game Systems:
- DarkAgesGame: Main game management with 25-level campaign across 5 acts
- DarkAgesCombat: Advanced melee combat with combo chains, parries, dodges,
  shield blocking, backstabs, glory kills, and stamina management
- DarkAgesRenderer: Rendering pipeline optimized for Intel HD 520 (120+ FPS)
  with dynamic resolution scaling, per-act atmospheres, quality presets
- DarkAgesProgression: Soul Essence upgrade system with 24 upgrades across
  4 categories (combat, defense, mobility, utility)

Weapons (9 unique):
- Dark Broadsword, War Mace, Battle Axe, Chain Flail (melee)
- Heavy Crossbow, Throwing Axes (ranged)
- Tower Shield (defensive)
- Hellfire Staff (magic)
- Great Hammer of Doom (super weapon)

Enemies (12 types + 3 bosses):
- Undead Soldiers, Dark Knights, Hell Hounds, Plague Sorcerers
- Wraiths, Dark Cultists, Iron Golems, Fire Drakes
- Boss: Siege Demon, Dragon King, The Dark Lord

Level Design (25 maps):
- Act I: The Fallen Kingdom (burning village, castle, crypt, forest, mountain)
- Act II: The Dark Lands (cathedral, plague town, fortress, bone wastes)
- Act III: The Underworld (frozen depths, lava forge, tombs, crystal caverns)
- Act IV: The Cursed Realm (abbey, blood swamp, shadow maze, demon arena)
- Act V: Hell's Domain (gates, soul river, fortress, throne, final stand)

Content:
- Complete material/shader definitions for medieval aesthetic
- Particle effects and FX for combat, environment, bosses
- Sound shader definitions for all weapons, enemies, environment
- Full English string table with story/lore for all 5 acts
- Game configuration optimized for ThinkPad T460s at 120+ FPS
- Save/load system with progression persistence
- CMake build system with Skylake CPU optimizations

Engine Modifications:
- Licensee.h: DARKAGES_BUILD preprocessor for game branding
- Game_local.h: Dark Ages version string
- Dynamic resolution scaling targeting 120+ FPS
- Reduced shadow maps (512px), limited dynamic lights (4)
- Aggressive LOD distances for Intel integrated GPU performance

Co-Authored-By: nokia1709 <nokia17092@gmail.com>
- Custom game icon (sword+shield emblem, 16-256px sizes) in ICO format
- Windows resource file (.rc) with icon and version info for EXE metadata
- Updated Visual Studio project: Dark Ages sources, icon, output name DarkAges.exe
- Added DARKAGES_BUILD preprocessor define to _Common.props
- Updated CMakeLists.txt with RC compilation and portable packaging
- CMake toolchain file for MinGW Windows cross-compilation
- BUILD_DARKAGES.bat: one-click Visual Studio build script
- BUILD_DARKAGES_CMAKE.bat: CMake alternative build script
- build_windows.sh: Linux cross-compilation script

Co-Authored-By: nokia1709 <nokia17092@gmail.com>
- sys_defines.h: GCC-compatible alignment, inlining, noreturn macros
- sys_includes.h: conditional DirectX includes, x86intrin.h for GCC
- sys_types.h: __builtin_unreachable() for GCC NODEFAULT
- StrStatic.h: fix operator= calls via temporary idStr objects
- Simd.cpp: GCC inline assembly for rdtsc timing
- win_thread.cpp: wrap SEH in _MSC_VER guard
- qgl.h: case-correct GL/gl.h include for Linux
- Fix backslash include paths to forward slashes
- snd_local.h: wrap XAudio2 includes in _MSC_VER guard
- Toolchain file with MinGW compat flags
- snapshot_jobs.h symlink for case-sensitive filesystems

Co-Authored-By: nokia1709 <nokia17092@gmail.com>
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