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Changelog for rbdoom3bfg-1.4.0-lp155.1.6.x86_64.rpm :

* Mon Mar 07 2022 Imo Hester - Update to version 1.4.0
* [TRENCHBROOM] + Tweaked exportFGD command for new icons + Added new icons to TrenchBroom for certain entities like lights, speakers or particle emitters + TrenchBroom offers a dropdown menu to select the Quake 1 light style for lights + Drastically improved loading time of textures for materials in TrenchBroom + Added RBDoom console command convertMapToValve220 . You can also type exec convert_maps_to_valve220.cfg to convert all Doom 3 .map files into the TrenchBroom friendly format. Converted maps are saved with the _valve220.map suffix. + Added RBDoom console command exportImagesToTrenchBroom which decompresses and saves all .bimage images to base/_tb/
*.png files + Added RBDoom console command exportModelsToTrenchBroom which saves all .base|.blwo|.bmd5mesh models to _tb/
*.obj proxy files. This commands also generates helper entities for TrenchBroom so all mapobject/models are also available in the Entity Inspector using the DOOM-3-models.fgd. + Added RBDoom console command makeZooMapForModels which makes a Source engine style zoo map with mapobject/models like .blwo, .base et cetera and saves it to maps/zoomaps/zoo_models.map. This helps mappers to get a good overview of the trememdous amount of custom models available in Doom 3 BFG by sorting them into categories and arranging them in 3D. It also filters models so that only modular models are picked that can be reused in new maps. + TrenchBroom got several Doom 3 specific issue generators to help mappers avoiding pitfalls during mapping + Changed TrenchBroom\'s rotation tool to use the \"angles\" key by default to remove some Quake related limitations
* [MISCELLANEOUS] + Stencil shadows work again (thanks to Stephen Pridham) + Fixed black screen after using the reloadImages command + Added CMake options STANDALONE and DOOM_CLASSIC + Added command convertMapQuakeToDoom that expects a Quake 1 .map in the Valve220 format and does some Doom 3 specific fixes + The gamecode ignores func_group entities if they were created by TrenchBroom instead to warn that there is no spawn function + dmap / idMapFile move brushes of func_group entities to worldspawn before compiling the BSP. This also means func_group brushes are structural. If you want to optimize the BSP then move those to func_static instead which is the same as func_detail in Quake. + Fixed that dmap failed writing the BSP .proc file if the command was interrupted by an error
* [COMMUNITY] + Steve Saunders contributed + Updated mac OS support + Improved Vulkan / Molten support + Fixed FFmpeg 5 compatibility for newer Linux distros + Bink videos can play audio if they contain audio tracks (merged from DOOM BFA by Mr.GK)
* [ASSETS] + Added TrenchBroom helper entityDefs like a Quake 3 style misc_model to comply with TrenchBroom\'s Solid/PointClass rules for editing entities + Added new Creative Commons CC0 textures/common/ and textures/editor/ replacement textures because they didn\'t ship with the BFG edition + Added base/convert_maps_to_valve220.cfg which lets you convert all maps to the Valve 220 .map format in one shot + Added base/maps/zoomaps/zoo_models.map
* Mon Nov 01 2021 Imo Hester - Renamed wrapper, binary and package to just rbdoom3bfg- Moved binary to %{_libexecdir}/%{name} instead of %{_bindir}
* Sun Oct 31 2021 Martin Hauke - Update to version 1.3.0 https://github.com/RobertBeckebans/RBDOOM-3-BFG/releases/tag/v1.3.0- Use %cmake macro- Unbundle rapidjson, libpng, zlib- Remove bashisms from wrapper script- Better descriptions
* Sat May 29 2021 Imo Hester - Made use of SourceURL to allow for source integrity verification
* Sun May 16 2021 Imo Hester - Added wrapper for data files missing notification- Fixed lint warnings
* Sat May 15 2021 Imo Hester - Version 1.2.0
 
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