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Fork of TEKUUM source port aims to modernize DOOM 3 (2004) while also trying to mainting the same look of the game but giving more flexibility to modders, succesor of D3ModdingKit.

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                                  "don't worry, you'll get your product"
                                                                        - Bertruger

Fork of TEKUUM source port aims to modernize DOOM 3 (2004) while also trying to mainting the same look of the game but giving more flexibility to modders, succesor of D3ModdingKit.

About the Port

Fork of TEKUUM source port aims to modernize DOOM 3 (2004) while also trying to mainting the same look of the game but giving more flexibility to modders, succesor of D3ModdingKit.

While this is a D3ModdingKit succesor is not by any means a fully replacement for it but if you want a run down of what it currently has here's a list off features:

Features

Some of these features are already redundant or they're not listed here yet and or they're not implemented, this list may be update when things are properly settled.

  • fhDoom:
    • Refactor and UI Cleanup of DoomEdit.
    • Added con_size cvar to scale the console.
    • Removal of death code in various places.
    • Dmap timming stats.
  • IcedTech / Darkligth:
    • Add MatBuild for mass texture creation.
    • Restore TypeInfoGen (Mostly for standolone games)
  • StormEngine2
    • Support for "standard" cubemap side images.
  • TEKUUM-D3 / RBDOOM3-BFG:
    • DoomEdit:
      • Window Snapping.
      • Mousewheel Support for cam window.
      • Tool window uses smaller title bar (more screen space for editing)
      • Cam Win Clip Point Manipulation.
      • Rotate Around Selection.
      • New Brush creation in Cam window.
      • Center on Selection.
      • Closing inspector dialog simply hides it.
      • Modified camera control.
      • BSP doesn't hide the Inspector's console.
      • Added Camera Background Color Selection.
      • Selection Centers views on entity.
      • Restore Command List windows.
    • Added Background music support for maps.
    • Added More Console Information.
    • Ambient Music for maps.
  • The Dark Mod / Hardcorps
    • Re-implemented water system
  • IcedTech3:
    • Removed legacy lighttris generation code.
    • Deprecated legacy async thread.
    • Fixed a bug were DoomEdit would have slow performance.
    • IceTech3: Fixed Particle Editor crashing when creating a new particle.
    • Fixed Multiplayer Not working after Async Removal.
    • Moved sound async to a separate thread.
    • Added OBJ support.
    • Moved AASfile to libs to match QuakeWars.
    • brush_t renamed to idEditorBrush and entity_t idEditorEntity.
    • Brushes will now be a single idRenderModel rather then each side of a brush also having its own render model.
    • Varius Changes for DoomEdit:
      • Added Proper Camera look for camera preview.
      • Surface properties are now accessed from the M key.
      • Camera movement is now based on delta time, and controled by radiant_cameraMoveSpeed.
      • Added grid lines.
    • Fixed a performance were idInteraction would allocate and link for objects that weren't in the light views frustum.
    • Fixed a bug were timing would be incorrect in loading screens.
    • Created native versions of all AI_events and then new script functions to call the new native events.
    • Moved Weapon DoomScript native functions so they can be called in native and just in doomscript.
    • Added AnimatedEntity.cpp/h moved that from Entity.cpp/h
    • idAnimState moved to AnimState.cpp/h
    • Seperated idEntity doomscript functions so they can be called in native.
    • Seperated DoomScript from idActor so it can be used with native.
    • Re-Added MayaImport:
      • Supports Maya SDK 2019 up to 2025 (2019 Below is untested)
    • Gamesys integration from Quake 4/Quake Wars. Prevents dead stripping, and new state management code.
  • com.n0n3m4.diii4a:
    • Quake 4's map base .reverb config files for maps + default .efx for maps that lacks it.
  • Original Changes:
    • Support for source engine skyboxes base on StormEngine2 Changes.
    • fixed noSpecular flag for lights Base on a dhewn3 rejected PR.
    • Enable Common Controls theme engine for the tools.
    • D3XP And Game dlls are in one folder.
    • WIP Template base for TC Games.
    • Update The Sys Console to use different colors and font.
    • Restored Footsteps sounds by using Prey 06 Code.
    • Set gui_mediumFontLimit and gui_smallFontLimit to "0"
    • Added Missing Material Editor models.
    • Added .guide Support from Quake 4.
    • Refactored MFC Tools.
    • Backported fixes from d3xp and merge missed changes in d3xp/ from base/
    • Backported Water bullet impact from RoE ( see Examples/ folder for the water particle)
    • Made the player be in thirdperson when they die in multiplayer.
    • Rename g_showPlayerShadow to g_showExtraShadows and make it default.
    • Added decl_warn_duplicates so warnings about duplicated entries are hide.
    • Removed TakeNotes system.
    • Added doxygen support.
    • Improved GUIEditor base on the idtech4sdk project.
    • Restored "mphud" keyvalue in player.def
    • Remove unused game over gui file.
    • Added blender model I/O scripts.

".plan"

Currently there's not a .plan set in stone there's a lot of things that i want to get going like:

  • Fixing the editors mainly IdStudio, MaterialEditor, GuiEditor
  • Reintroduce IMGUI from RBDOOM3BFG
  • Re-introduce .bmtrs has it was present on the original TEKUUM
  • Evaluate if is worth to re-introduce json map export and other mapping utilities.

About

Fork of TEKUUM source port aims to modernize DOOM 3 (2004) while also trying to mainting the same look of the game but giving more flexibility to modders, succesor of D3ModdingKit.

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