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MadGuy

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

 

Version 1.1.11.8 has been released.

changelog:

[classicdoom]

- Add REVERBD script that allowing you to set reverb on multiple maps per each sector

- Restored NERVE proper music order and par times

- Fix for EXPINFO custom save directory

[DOOM3BFG]

- Self Shadows (using Codes4Fun's source code)

- Options clean up

- Add Soft Shadows LOD on Advanced Options

- Re-adjust some CVars for performance and better Shadow visuals

- Improved Cinematic intro Audio

- Improved OpenAL-soft EFX Support

- Added a Default Effect for Audio Logs, PDA Videos and Radio Comms,
this will allow the player to hear better these dialogs since they are coming from the suit.

[Launcher]

- Changed the Doom 3 advanced settings

 

older updates:

 

Spoiler

Version 1.1.11.7 has been released.

changelog:

[classicdoom]

- Small bugfix for the Function Keys while using a controller

[DOOM3BFG]

- Added a new settings option
that allowing you to change
various settings available
only to this port and it's parent port

- Added Zoom on the Key Bindings

- Expanded the Brightness levels

- Added new CVar "pm_vmfov" which allowing you to adjust the viewmodel Field Of View

- Updated and Fixed OpenAL-soft support

- Improved OpenAL-soft's EFX

 

Version 1.1.11.6 has been released.

changelog:

[classicdoom]

- Slightly improved the Bootleg ending

- Restored the quick buttons in Classic Doom

- Improved the quicksave and quickload functions

- Fixed an issue with save files on the easiest difficulty

[DOOM3BFG]

- Added support for OpenAL-soft EFX (Expirimental)

- Fixed OpenAL music loop

 

Version 1.1.11.5 has been released.

changelog:

[classicdoom]

- Various Memory and Z-Memory improvments and optimizations

- Optimization and Improvments on the dehacked and expinfo compilers

- Added new Parameter "-zmem" that allows you to set the maximum Zone Memory

- Remove the limit of the concurret lost souls

- From now on the CVar "com_showMemoryUsage" will display the Z-Memory usage on Doom 1 & 2

[DOOM3BFG]

- Added idCVar "pm_thirdPersonXOff" that allow you to adjust the X Position of the third Person camera

- Various bugfixes and Improvments

[Launcher]

- Added the option to set the mod base on Doom3

 

Version 1.1.11 has been released.

changelog:

[classicdoom]

- Added Udmf support (see udmf_CRBD.txt for further instructions)

- Fixed the bugged secret on Doom 2 MAP 27

- Fixed the bugged secrets of E4M3 and E4M7

- Updated EXPINFO in order to support the new fixes

- The next weapon and previous weapon buttons can now be pressed and holded (unlike before which was requiring to press them for every weapon)

- Classic Doom games will load all the Pallete Colors

[DOOM3BFG]

- The next weapon and previous weapon buttons can now be pressed and holded (unlike before which was requiring to press them for every weapon)

- Fixed an OpenGL error with the quad buffer stereoscopic 3D

- Allow to skip the intro texts on Doom 3 and it's expansions

- increased decal limit (special thanks to TheVoodoo)

- Added Hud Display on the Third Person View

- Realign the camera in third Person View

- Automatically switch to first Person View when the player is using computers

- Added the option to hide the Crosshair

 

Version 1.1.10.10 has been released.

changelog:

[classicdoom]

- Reorganized graphical options

- Added Option to toggle Always Run

- Bugfixes and Optimizations

- Fixed Doom 2 Map 15's inaccessible secret

- Added Map exclusive fixes to EXPINFO

[DOOM3BFG]

- Fixed a double flashlight model bug when using the original flashlight

- reduced bluish tint for FilmicPostProcess (special thanks to TheVoodoo)

 

Version 1.1.10.9 has been released.

changelog:

[classicdoom]

- Added the PWADs on the source code files

- Added option to change the lighting (Real Light)

- Added JPEG support for Doom graphics (Doom GFX)

- Added the missing Palette colors for image conversions

[DOOM3BFG]

- Fixed compilation issues with newer versions of Visual Studio 2017

- Improved linux cmake scripts

 

Version 1.1.10.8 has been released.

changelog:

 NOTE for Linux users: the pwads has also been updated so you must redownload them

[classicdoom]

 

- Make aspect ratio correction and number of message lines options available on the in-game menu

- Added support for non-doom sfx files (both xaudio and openAL)

- Added DehackeD's Sound and Misc Editors

- Increased the wait time when connecting to net game

[Launcher]

- Removed aspect ratio correction and message line options

 

Version 1.1.10.5 has been released.

changelog:

 

[classicdoom]

- Added PNG support for doom graphics (doom Gfx)

- Improved the stability of Classic Doom's z-memory (I hope)

- Optimize and improve the mod exclusivity system

[DOOM3BFG]

- Fixed controller vibration system for SDL*

*it should work with any compatible controller, for example a PS3 Controller

 

Version 1.1.10 has been released.

changelog:

 

[classicdoom]

- Improved Classic Doom cheat codes

- Restored Linux support

- Fixes and improvments for aspect ratio correction

- Removed slime trails (by using MBF's source code)

- Fixed an issue with backpack obtained from cheats

- Added support for sprites inside compress files (.pk3,.zip)

[DOOM3BFG]

- Restored Linux support

- Updated OpenAL library and added support for ogg,flac,mp3 and bink audio formats(On all 3 games)

- Updated FFMPEG

- Update to GLEW 2.1.0

 

Version 1.1.9.8 has been released.

changelog:

 

[classicdoom]

- Added aspect ratio correction

- Vastly improved loading time for compressed files (.zip,.pk3)

- Added the option throught the parameter "cl_messages" to set the maximum number of message lines (real max is 4)

- Get the backpack using cheats

[DOOM3BFG]

- Extended the maximum number of availabe parameters that can be used (on both engines)

- Mods can be shown as expansions (see MOD2EXP.txt for more info)

- Added forced aspect ratio option (4:3) and removed the soft shadows option (use the launcher instead)

- Added support for non-16bit wav file (I hope)

[Launcher]

- Renamed the shadow mapping option to "Soft Shadows".

- Added two new option on the tab DOOM I & II which allowing you to set the maximum number of message lines and activate aspect ratio correction

 

Version 1.1.9.7 has been released.

changelog:

 

[classicdoom]

- Improve Support for non-midi files

[DOOM3BFG]

- Add support for ogg audio files

- Added a new CVar "flashlight_old" that allow you to change the flashlight behaviour.
(WARNING: If you change the flashlight behaviour you must start a new game. If you want to keep using save files you had keep it to BFG).

[Launcher]

- Added option to set the flashlight mode.

Also this Release comes with an extra tool called pk4toBFG which allowing you to extract 1 or more .pk4 files to a folder.

 

Version 1.1.9.6 has been released.

changelog:

 

[classicdoom]

- Updates and bugfixes for EXPINFO

- Decreased the size of Classic Doom's virtual memory

- Improve support for large maps

- Improved loading of flats and planes from mods

- Updated EXPINFO Documentation

 

Version 1.1.9.5 has been released.

WARNING: After this update ALL the classic DOOM save files you already had will NO LONGER BE COMPATIBLE.

changelog:

 

[classicdoom]

- Various bug fixes

- Added support for larger sprites and textures

-Add support for generalized linedefs and scrollers (by using BOOM's source code)

- Add support for EXPINFO and MAPINFO (look documentation)

 

Version 1.1.9 has been released.

changelog:

 

[classicdoom]

- Enable Classic Doom Multiplayer

- Improved dehacked's BEX support

- Removed and increased various static limits

- Fixed various graphical issues

- Fixed MAP 33 "Betray" teleporter bug

- Optimize modded save file checking

[cmake]

- Fixed performance issue for classic Doom on debug build and added support for classic doom multiplayer

[launcher]

- Added support for Classic Doom Multiplayer

 

Version 1.1.8.2 revision 2 has been released.

changelog:


[classicdoom]

- fixed HOM (Using parts of BOOM source code)

- Nerve and master expansions will use modded level names

- Increase the maximum number of wad files classic doom can read

- Various bug fixes and improvments

[DOOM3BFG]

- Improved controller support

- Remove the "Gamepad" option in all 3 games

- Removed CVAR "in_useJoystick"

- Improved and optimized full controller support feature

 

Version 1.1.8.1 has been released.

Changelog:

 


[classicdoom]

1.1.8.1:-fixed memory leak and improved ffmpeg decoding/demuxing

1.1.8.1:-Raise Classic DOOM virtual memory

-Expanded the support for audio files (mp3,ogg etc)

-Added option to delete save files

-Aditional file checkup in order to prevent CTDs

-Increased and slightly improved memory

-Confirmation messages will show proper button names based on input

[DOOM3BFG]

1.1.8.1:-Improved Dualshock layout

-Fixed intro audio quality

-Added new parameter "in_joylayout" that allow you to switch between xbox360 and ps3 controller layout

[cmake]

-Updated CMakeList in order to include the remaining ffmpeg library (swresample)

[Launcher]

-Added option to change controller layout

-Adeed textboxes that allow you to add more parameters

 

Version 1.1.7.1 has been released.

Changelog:

[classicdoom]

-Optimize expansion checking

-Optimize Dehacked editor

-Added more texts for Text Editor

-Added Final DOOM map names and finale scripts to dehacked text editor

-BFG Edition option labels will no longer change with mods

-Improved Save file checking

-Added Support for standard MiDi files


[Launcher]

-Optimize argument parsing

 

Update 5:

 

Version 1.1.7 has been released.

Changelog:

(WARNING: After this update if you already had the MASTERLEVELS.WAD delete it and let it to create a new one)

[classicdoom]

-Prevent to get Master Levels "reward" if player is cheating

-Fixed Master Levels Sky Textures

-Added Par time for the level "Betray" (4mins)

-Added the remaining BEX editors (PARS and STRINGS)

-Optimizations and clean ups for the deh editor

-Added Classic Parameter value checking (no more crashing if you put wrong value on a parameter)

-Further improvmets over the Master Levels "special" menu

-Added a sound effect every time you finding a secret

-Fixed the "Wall wiggle" bug

-Fixed wrong Entering Level message on intermissions of No Rest For The Living and Master Levels

-Added support for Extented Dehacked Files (.bex)

-Optimized the generation of MASTERLEVELS.WAD

[DOOM3BFG]

-Improve Intro audio

[Launcher]

-Added default values for all the drop down options

-Added support for Extended Dehacked Files (.bex)

-Added level 33 on DOOM 2's warp option

 

small Update 2 :

 

Fixed critical issue with finishing levels on final doom or the original DOOM II IWAD

 

Small Update:

Re-enabled the access to the xbox exclusive secret level "Betray"

 

This update is now included on version 1.1.666, so if you already have download it please re -download it.

 

Update 4:

 

[DOOM3BFG]

-Slight improvement on intro audio

[classicdoom]

-Fixed Critical issue with Master Levels Expansion (Preventing you to progress)

-Added Aspect Ratio option that allow you to switch between the original and the widescreen aspects

-Improvements and stabilty patches for mod loading on  DOOM II expansions

-Added a reward if you finish all the Master Levels in "Hurt me Plenty" or higher difficulty (including the secret level)

-Fixed secret not triggering on Master Levels map "nessus" (Works only on the expansion)

-Fixed "idclev" cheat on console crashing the game when entering wrong level number in "No Rest For The Living" and "Master Levels" Expansions

 

Update 3:

-Added Launcher that allow you to use mods on DOOM I & II and 3. Also allow you to set settings that added on the original RBDOOM 3 BFG (Thx VGA (again) for feedback)

 

-Restore the functionality of fast parameter (including Nightmare Difficulty).

 

-Restore the confirmation message when selecting the Nightmare difficulty

 

-Restore the background animations for DOOM I's intermission maps

 

- Added 2 new classic DOOM parameters:

  * -exp: set specific expansion to load when opening DOOM II

      Values: 1 = DOOM II

                  2 = No Rest for the Living

                  3 = TNT: Evilution

                  4 = The Plutonia Experiment

                  5 = Master Levels

  * ex: set specific mod per expansion

     Example: -file ex 1 mod

     Values: 1 = DOOM II

                2 = TNT: Evilution

                3 = The Plutonia Experiment

                4 = Master Levels

                5 = No rest for the Living

 

 

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

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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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9 hours ago, 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.

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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Built in DEUSF and DEHACKED? Nice.

 

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

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2 hours ago, VGA said:

Built in DEUSF and DEHACKED? Nice.

 

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

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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9 hours ago, 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?

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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31 minutes ago, 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

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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On 24/9/2017 at 3:12 PM, VGA said:

Built in DEUSF and DEHACKED? Nice.

 

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

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

 

On 25/9/2017 at 10:55 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.

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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15 hours ago, MadGuy said:

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

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

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3 hours ago, Gez said:

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

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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2 hours ago, 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.

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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59 minutes ago, 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

 

 

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.

 

 

38 minutes ago, 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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The map was changed, not the exe (that is, not for that point).

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8 hours ago, 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?

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

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