"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.
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:
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.
- DoomEdit:
- 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.
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.