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DOOM BFA 1.2.7 (former Classic RBDOOM 3 BFG)


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This Modded executable for DOOM 3 BFG Edition which unlock features and slightly improves the classic DOOM engine inside DOOM 3 BFG. 

 

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

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

FAQ (moddb):https://www.moddb.com/mods/classic-rbdoom-3-bfg-edition/features/faq-for-classic-rbdoom-3-bfg

Classic Edition (Classic DOOM ONLY): https://www.moddb.com/mods/classic-rbdoom-3-bfg-edition/downloads/doom-bfa-classic-edition

Installer(moddb): https://www.moddb.com/mods/classic-rbdoom-3-bfg-edition/downloads/doom-bfa-127-installer

 

Version 1.2.7 has been released.

changelog:

WARNING: The game dll support is nearly complete but
there are still bugs while using them.

[classicdoom]

- When using the Classic Version, show on the console the name of the classic game with the engine version

- Allow to change the game title with DEHACKED (old Strings ONLY)

- When using Aspect Ratio Correction adjust automatically and the FOV (using parts of Crispy Doom source code)

- Add controller glyphs. The glyphs will be shown only on the menu and they support both Xbox and Playstation layouts

- Disable aim assit when freelook is active. Also added the option to re-enable the aim assist if freelook is active.

- In DOOM 2 (& Expansions) after the end game cast, show the game's Credits and if the player interact again restart the cast

- Add support for JPN PS Controller layout on and added select and back messages for the menu with a controller

- Silence haptic feedback on Demo playbacks

[DOOM3BFG]

- Fixed cinematic audio with OpenAL

- Allow to modify the Credits with new .lang files in the credits folder, and include some DOOM 3 (2019) credits

- Fix console text input on SDL2

- Extend Vertex Cache and Save File maximum size for better mod support (Warning: It will break previous save files)

- Allow to set brightness in lower than 1 from the Settings

- Improve even further the classic weapon view

- Restore Health tunnel Vision Effect

- Add Japanese PS3 layout configuration (and switch) for the menus

- Add window Icon to the SDL2

- Add Option to the Advance Settings in order to enable/disable the damage motion (replaced Adaptive Tonemapping HDR)

- Remove sys_lang value limitation

- Fixed various issues related to the sRGB to RGB conversion (using code from RBDOOM)

- Fix issue with missing textures on DOOM 3 (2019)

- Remove embedded shaders (use the shaders from base/renderprogs)

 

older updates:

 

  Reveal hidden contents

 

 

Features:

- Multiplayer Support (for both DOOM I and DOOM II)

- Widescreen support (based on DOOM 3 Resolution)

- Slightly increased FPS on 120FPS option in DOOM 3 (+5 FPS)

- Support for Final DOOM IWADs (Added as DOOM II Expansions)

- Improved Mod Suport (Similar to the original DOS version with built in DEUSF and DEHACKED)

- The ability to use Classic DOOM paramemters

- 4 new Classic DOOM parameters:

  * -classich: Allow you to use cheats without the console (You better remeber them well because in 5 sec it reset it)

  * -doom,doom2 : Set specific parameters per game (Allow you to load multiple mods and specify for which game they will run)

  * -both: Set parameters for both games (you can also put them before -doom or -doom2)

- A new parameter "com_game_mode" that allow you to open instantly DOOM,DOOM II or DOOM 3 (Thx VGA for feedback)

Example : +set com_game_mode <number of DOOM (1,2,3)> 

- Support for Master Levels(As DOOM II Expansions)

(In order to play them put the folder with the Master Levels on <DOOM 3 BFG Directory>\base\wads and rename the folder with the Master Levels to "master")

 

NOTE: The levels are all in one pwad and they have the same order as the PSN Release

 

NOTE 2: Unlike the PSN Release finishing "The Express Elevator to hell" level with the normal exit will  result into finishing the Master Levels with the "bad" ending.

In order to get the "good" ending you must finish the secret level "Bad Dream" which can only be accessed from the secret exit of "The Express Elevator to hell"

 

 

Edited by MadGuy
fix broken wiki link

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Funny, I was recently wondering if someone would ever try to make a source port based on Doom Classic 1.10. Nice work. :)

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This is interesting but when I read that you added the ability to use Classic Doom parameters, I added the executable to the ZDL launcher and it doesn't read the -iwad parameter. I was hoping it would directly load the IWAD I passed it as parameter, skipping the game selection.

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  On 6/14/2017 at 9:43 PM, VGA said:

This is interesting but when I read that you added the ability to use Classic Doom parameters, I added the executable to the ZDL launcher and it doesn't read the -iwad parameter. I was hoping it would directly load the IWAD I passed it as parameter, skipping the game selection.

Expand  

This would require to make new parameter for DOOM 3 BFG not for the classic. When you open DOOM or DOOM II it start or re start the classic doom engine with emmbended -iwad parameter for either DOOM.wad or DOOM2.wad

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  • 3 months later...

Built in DEUSF and DEHACKED? Nice.

 

But is there no way to use it with a launcher, like ZDL?

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  On 9/24/2017 at 12:12 PM, VGA said:

Built in DEUSF and DEHACKED? Nice.

 

But is there no way to use it with a launcher, like ZDL?

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Actually there is just go to settings and add a new source port/Engine. The external File list also works quite well with Classic RB DOOM 3 BFG

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  On 9/24/2017 at 10:13 PM, Agentbromsnor said:

Why does it appear in the video that the port stretches all the graphics when compared to the original? Or is that just a video artifact?

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Because the port does not force the classic DOOM Engine to run on 4:3 aspect ratio and instead it uses the same aspect ratio that DOOM 3 uses

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  On 9/25/2017 at 7:22 AM, MadGuy said:

Because the port does not force the classic DOOM Engine to run on 4:3 aspect ratio and instead it uses the same aspect ratio that DOOM 3 uses

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Sure, but why? Keeping in mind that gives people less of a reason to use this port when you can just use any other port that does it right.

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Mostly because I'm still trying to figure out how to deal with the Resolution (It usually result into very bad results).

Plus how many source ports allow you to change games and in the same time load different mods in the same runtime ?

Edited by MadGuy

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  • 2 months later...
  On 9/24/2017 at 12:12 PM, VGA said:

Built in DEUSF and DEHACKED? Nice.

 

But is there no way to use it with a launcher, like ZDL?

Expand  

Now it has it's own launcher. Good for managing both DOOM I,II and 3

 

  On 9/25/2017 at 7:55 AM, Edward850 said:

Sure, but why? Keeping in mind that gives people less of a reason to use this port when you can just use any other port that does it right.

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To be honest I'm kinda noob when it comes to rendering and the best I have manage was to actually increase the resolution which resulted just to more pixelated image

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  On 12/9/2017 at 6:16 PM, MadGuy said:

Now it has it's own launcher. Good for managing both DOOM I,II and 3

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By the way if you already downloaded the latest release please re-download it. I left some bugs in the launcher and now they are fixed

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  • 1 month later...
  On 1/20/2018 at 1:15 PM, Gez said:

Can it handle the original, non-BFG edition Doom 3?

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Nope sorry, this version focuses on Classic DOOM (DOOM I & DOOM II ) other versions focuses over graphical improvments for DOOM 3 BFG Edition.

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I have a folder with only the necessary files to run the classic games, can you make it skip the intro video if it is missing? Because right now it has a black screen and I have to press ESC.

 

I tried Suspended in Dusk, but a few seconds in I noticed a problem with a replacement flat inside the cave you go in.

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  On 1/21/2018 at 3:49 PM, VGA said:

I have a folder with only the necessary files to run the classic games, can you make it skip the intro video if it is missing? Because right now it has a black screen and I have to press ESC.

 

I tried Suspended in Dusk, but a few seconds in I noticed a problem with a replacement flat inside the cave you go in.

Expand  

Have you try to run it with the launcher? It has a skip intro option and it works quite well (plus you can save and load the options you have selected on the launcher)

Edited by MadGuy

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  On 1/21/2018 at 6:55 PM, VGA said:

I didn't see that option, I will check it. Can you please test Suspended in Dusk and confirm that there is a glitched flat near the start of MAP01?

 

https://www.doomworld.com/idgames/levels/doom2/s-u/sid

 

 

Expand  

And found the glitch, as it turn out the "unique" way classic rbdoom 3 bfg handles sprites and flats result into forcing Suspend in Dusk to use all the animation frames for the blood sea, which result in the weird white red flat you can download this fix.

 

 

  On 1/21/2018 at 7:16 PM, MadGuy said:

Make sure you have the latest version.

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Can it handle the original, non-BFG edition Doom 2, complete with working SS Nazis? If so, can you make a cmd switch between vanilla and BFG (replace all SS with pistol zombies) behavior?

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  On 1/21/2018 at 11:10 PM, Danfun64 said:

Can it handle the original, non-BFG edition Doom 2, complete with working SS Nazis? If so, can you make a cmd switch between vanilla and BFG (replace all SS with pistol zombies) behavior?

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Yes, it can handle the original DOOM II and have the SS Nazis and no Ican't make this kind of switch because it will require to restart the classic doom engine to make that kind of change. From the other there is already an uncensoring mod for BFG DOOM II it is called Make IDKFA Wolfenstein  again and I already have tested it and works fine

Edited by MadGuy

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  • 2 weeks later...

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