RBDOOM-3-BFG 1.6.0: Retro Revolution and Modding Mastery
Installation
Experience the Next Evolution of RBDOOM-3-BFG!
This is not just a patch — it's a groundbreaking new major release, packed with cutting-edge features and enhancements to redefine your gaming experience. Previous releases are not required, as this version includes everything you need.
Download RBDOOM-3-BFG 1.6.0 - ModDB
1. Make a new DoomBFG folder2. Copy base/ from your Steam Doom 3 BFG folder into DoomBFG3. Unpack this archive over DoomBFG
Retro Rendering
Experience the nostalgia of the 8-bit and 16-bit eras with the Retro Rendering Modes, including the Commodore 64, Amstrad CPC 6128, Sega Genesis/Megadrive and Sony PSX styles.
Immerse yourself in the authentic Commodore 64 mode, faithfully replicating the original 16-color palette. Step into the vibrant world of Sega Genesis, with its impressive 512-color range, limited to 61 colors on screen simultaneously. And for those seeking a true PlayStation experience, the PSX mode has been improved to be more faithful to the original output of the PS1. It emulates the lack of floating point rasterizer hardware and affine texture mapping, while also bringing back unfiltered textures and adding a captivating screen space dithering effect.
The retro rendering modes transport you back to the golden age of gaming, with a resolution that mimics the beloved 320x240 display, now extended to a widescreen 480x270 format.
To enhance the arcade and TV feel, 3 new CRT filters are included that overlay the entire game, including Doom 1 & 2.
To access these retro rendering modes, simply navigate to the menu options and select your desired mode. Alternatively, you can control the rendering mode by modifying the r_renderMode variable. The available values are as follows: Default (0) for Doom 3, 2-bit CGA (1), 2-bit CGA Highres(2), Commodore 64 (3), Commodore 64 Highres (4), Amstrad CPC (5), Amstrad CPC Highres (6), Sega Genesis (7), Sega Genesis Highres (8) and Sony PSX (9).
Masked Occlusion Culling
Experience improved performance with the new Masked Software Occlusion Culling (MOC) implementation by Intel. MOC enhances rendering efficiency by hiding objects not visible to the player, complementing the traditional BSP portal culling method.
MOC uses advanced SIMD instructions to update a hierarchical Z-buffer, enabling efficient parallel culling of hidden pixels with minimal memory overhead. This technique can reduce significantly draw calls in complex scenarios (like 7400 down to 4600), making it particularly beneficial for VR and high-performance gaming. Additionally, MOC preemptively culls hidden light volumes, optimizing the renderer backend for a smoother visual experience.
More Realistic Blood
The new blood materials take inspiration from Sikkpin's innovative approach to reflective blood effects, delivering a more dynamic and immersive visual experience. By replacing static cubemaps with advanced env_probes featuring parallax-correct cubemaps, combined with Screen Space Reflections, the system ensures consistently high-quality visuals, even in maps where env_probes are not manually fine-tuned. This build ships with freshly baked environment probes that hide the monsters for the blood reflections, enhancing realism. Additionally, all .exr files have been cached to .bimage using the BC6 HDR format via the Intel ISPC Texture Compressor, with the new data stored in base/_rbdoom_global_illumination_data.pk4
Better Ingame Light Editor
The Light editor has undergone a complete revision, bringing you an enhanced and intuitive editing experience. With the new and improved Light editor, you can effortlessly modify and fine-tune your lighting setups.
To access the Light editor, simply use the editLights
command in the console or bind it to a convenient key, such as F1. Once opened, the Light editor can be docked into different screen areas, allowing you to customize your workspace to suit your preferences.
The Light editor features a range of powerful gizmos that enable you to easily manipulate lights in your scene. Whether you need to translate, rotate, or scale lights, the gizmos provide precise control over every aspect of your lighting setup. Additionally, you can edit light transforms directly, giving you even more flexibility and control.
To ensure accuracy and precision, the Light editor includes snapping functionality. By default, the grid snapping is set to 4 units, angle snapping to 15 degrees, and scale snapping to 10%. This allows you to align lights perfectly and achieve the desired look and feel for your scene.
To streamline your workflow, the Light editor also provides a set of convenient keyboard shortcuts.
G: Change to the translation gizmoR: Change to rotation gizmoAlt + R: Reset the current rotationS: Change to scaling gizmo
Ctrl + S - Save all changed lights
Ctrl + D - Duplicate the current light
Better TrenchBroomBFG Support
TrenchBroomBFG has some exciting updates! Now, you can toggle the visibility of patches, giving you more control over your designs. Additionally, models can be scaled using the modelscale/modelscale_vec keys in TrenchBroom. We've also introduced linked group instances, making it easier to create complex structures. And if you've had issues with leaking when using the convertMapToValve220
command, those problems have been fixed.
Light entities with models are automatically grouped into new light groups and the models are moved to new func_static entities when using the convertMapToValve220
console command. This workaround allows you to work with TrenchBroom's clean architecture where point entities cannot have optional brushes or patches.
This groundbreaking update to TrenchBroomBFG, delivering lightning-fast load times for maps featuring custom, high-poly models. Say goodbye to waiting minutes—now, maps load in mere seconds, empowering creators to seamlessly work with modern assets like Epic's Sun Temple demo or Crytek's Sponza level.
Additionally, RBDoom-3-BFG now features a cutting-edge binary model format, ensuring stability and eliminating crashes when reloading custom maps. This new format automatically regenerates models, converting formats such as .glb to .bglb and .obj to .bobj, streamlining your workflow and enhancing your creative experience.
Upgrade your mapping experience with TrenchBroomBFG!
Standalone BSP Compiler
Some people requested a separate oldschool map compiler so they don't have to open the engine every time they compile a map. Now you can just hit a button in TrenchBroomBFG using this sample configuration:
rbdmap.exe is not only dmap but also provides the collision manager and AAS builder (runAAS cmd).
So like in the embedded dmap cmd the .cm files and .aas files are also automatically built.
rbdmap.exe uses Imtui with pdcurses on Windows to have features a like progress bar and just the old terminal output on Linux.
Also, there is a significant improvement in dmap speed by reducing the number of prints to a level similar to q3map.
For example, Mars City 1 now compiles in 15 seconds instead of 88 seconds on the developer machine.
Improved Virtual Filesystem
The virtual filesystem has been revised, bringing back .pk4 support and changing the file lookup order in .resources paks to match previous id Tech engines.
It should help modders to organize the content as the filesystem has been slightly changed so paks in mod folders are ensured to have a higher priority regardless of multimod filename clashes. So there is no need to name your pak files zzzWhatever.resources.
E.g. a Multimod setup:
RBDoom3BFG.exe +set fs_game mod_E3_Alpha_Weapons +set fs_game_base mod_D3HDP_Lite
mod_D3HDP_Lite is the base mod and mod_E3_Alpha_Weapons is a submod that extends it even further.
The path command shows the priority how a file is being looked up in the virtual filesystem.
Higher is better.
Current search path:C:\Users\rober\Saved Games\id Software\RBDOOM 3 BFG/mod_E3_Alpha_WeaponsC:\Projects\RBDOOM-3-BFG/mod_E3_Alpha_WeaponsC:\Projects\RBDOOM-3-BFG/mod_E3_Alpha_Weapons/zzz_E3_Alpha_Weapons.resources (41 files)C:\Users\rober\Saved Games\id Software\RBDOOM 3 BFG/mod_D3HDP_LiteC:\Projects\RBDOOM-3-BFG/mod_D3HDP_LiteC:\Projects\RBDOOM-3-BFG/mod_D3HDP_Lite/zzzD3HDPBFGLite06.resources (1641 files)C:\Projects\RBDOOM-3-BFG/mod_D3HDP_Lite/zzzD3HDPBFGLite05.resources (3173 files)C:\Projects\RBDOOM-3-BFG/mod_D3HDP_Lite/zzzD3HDPBFGLite04.resources (1683 files)C:\Projects\RBDOOM-3-BFG/mod_D3HDP_Lite/zzzD3HDPBFGLite03.resources (1047 files)C:\Projects\RBDOOM-3-BFG/mod_D3HDP_Lite/zzzD3HDPBFGLite02.resources (777 files)C:\Projects\RBDOOM-3-BFG/mod_D3HDP_Lite/zzzD3HDPBFGLite01.resources (524 files)C:\Users\rober\Saved Games\id Software\RBDOOM 3 BFG/baseC:\Projects\RBDOOM-3-BFG/baseC:\Projects\RBDOOM-3-BFG/base/maps/site3.resources (1725 files)...C:\Projects\RBDOOM-3-BFG/base/maps/admin.resources (2148 files)C:\Projects\RBDOOM-3-BFG/base/_sound_pc_gr.resources (830 files)C:\Projects\RBDOOM-3-BFG/base/_sound_pc_en.resources (840 files)C:\Projects\RBDOOM-3-BFG/base/_sound_pc.resources (4759 files)C:\Projects\RBDOOM-3-BFG/base/_ordered.resources (1336 files)C:\Projects\RBDOOM-3-BFG/base/_common.resources (2262 files)
zzz_E3_Alpha_Weapons.resources has a higher priority now regardless of how the other paks are named.
Miscellaneous Changes & Bugfixes
Steven Pridham has resolved the fullscreen FX effects, enhancing the game's visuals.
A classic flashlight option has been added for a nostalgic gameplay experience.
Private multiplayer matches now function flawlessly.
Steven Saunders, has addressed many Linux/macOS related compiler warnings and improved the renderer by minimizing the swapchain latency with DX12 / Vulkan.
The renderer now also supports the Optick profiler using the Vulkan backend. Optick has been enhanced for macOS and Vulkan users.
NVRHI has been updated to the latest version, and a new tool called ShaderMake by Nvidia has been integrated.
VRAM memory usage can be monitored by setting com_showFPS to a value greater than 2.
A critical issue with recursive texture loading during the loading screen has been fixed, resulting in improved performance and optimized texture management.
The bug causing the game to crash when triggering the bathroom mirror horror effect in Vulkan has been resolved.
Blender users can seamlessly integrate Blender lights into their glTF workflow.
For a full list of changes and to download the latest version, visit the GitHub release page.