Doom 3 Bfg Linux Install Program Rating: 5,8/10 3349votes Hi all, To play with Hires texture mods you need to run RBDOOM3 wich is built from the source code id software released. Win users can grab a precompiled exe, but mac and linux users need to compile it themselves. I have only tested this on linux myself, and found no problems at all after about 4 hours play. It also plays the included doom1 and doom2. Ofcoarse no Achievments or steam integration with this.
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Doom 3 Bfg Linux Install. Up to 4 Players can fight over Lan or Internet the Id Software. 3 Doom 3 was re- released as an enhanced edition known as Doom 3 BFG. Wich is built from the source code id software. Common Doom 3 BFG Edition Download the Hires. Common Doom 3 BFG Edition Mac and Linux. Has soft shadows implemented and other improvements.
/ / ) / / / ) / // / / // // / / / // / / ` / = 3.2 Recommended system requirements: CPU: 3 GHz + Intel compatible System Memory: 1024MB+ Graphics card: Geforce 9600 GT, ATI HD 5650 or higher. 2) GENERAL NOTES This release does not contain any game data, the game data is still covered by the original EULA and must be obeyed as usual. You must patch the game to the latest version. Note that Doom 3 BFG Edition is available from the Steam store at Steam: The Doom 3 BFG Edition GPL Source Code release does not include functionality for integrating with Steam.
Doom 3 BFG Edition with cleaned up source, Linux and 64 bit Support.
This includes roaming profiles, achievements, leaderboards, matchmaking, the overlay, or any other Steam features. Bink: The RBDoom3BFG Edition GPL Source Code release includes functionality for rendering Bink Videos through FFmpeg. Back End Rendering of Stencil Shadows: The Doom 3 BFG Edition GPL Source Code release does not include functionality enabling rendering of stencil shadows via the 'depth fail' method, a functionality commonly known as 'Carmack's Reverse'. 3) LICENSE See COPYING.txt for the GNU GENERAL PUBLIC LICENSE ADDITIONAL TERMS: The Doom 3 BFG Edition GPL Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU GPL which accompanied the Doom 3 BFG Edition GPL Source Code. If not, please request a copy in writing from id Software at id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
4) GETTING THE SOURCE CODE This project's GitHub.net Git repository can be checked out through Git with the following instruction set: git clone If you don't want to use git, you can download the source as a zip file at 5) COMPILING ON WIN32 WITH VISUAL C 2013 EXPRESS EDITION. Download and install the Visual C 2013 Express Edition. Download the DirectX SDK (June 2010) here:. Download and install the latest CMake. Generate the VC13 projects using CMake by doubleclicking a matching configuration.bat file in the neo/ folder.
Unfortunately, it seems that I'm not likely to get a version working anytime soon. FFMPEG was written by people like you, so trying to get it working on Windows in Visual Studio is an absolute nightmare.
I tried prebuilt DLLs, but they crash as soon as I call any function. I tried different calling conventions, generating my own lib files, using LoadLibrary and GetProcAddress, but FFMPEG won't allow any of its functions to be called.
On the other hand, getting it to work on Linux should be a piece of cake. I don't have Linux installed though, so I can't get that working myself. I think I'll try getting it to play the RoQ video files from the original Doom 3 first, instead. Is RBDOOM-3-BFG just for Linux, or for Windows too?
I could never work that out. Most of the forks seem to be for other platforms, rather than adding features or fixing bugs.
Features in our version of Doom 3 BFG that may not (I haven't checked though) be in RBDOOM-3-BFG, are:. Oculus Rift support. Hillcrest tracker DIY Rift support. VR920 partial support. Looking around in cutscenes (even with the mouse). pmshowBody to show your body in first person.
Autodetect hardware and use different config files. Config file support (previously it overwrote your settings with settings from the binary file). German, Spanish, French, Italian, Japanese, etc. Awesome job on this!
I have one question though. I feel that my horizontal FOV is cut down because of how the screen is displayed. Not the in game FOV, the actual shape of the screen that is outputted to the Rift. Most games and demos I have played so far have the screen touching the side borders of my monitor and inside the Rift. When I am looking forward it is as if I have blinders on but when I look to the sides it seems fine (but most of the time when you game you're looking forward). I don't notice this in anything else I've tried that uses the whole horizontal space of the screen.
It would be perfect if this effect was gone. Is there a way to have the screen displayed out to the sides of the display?
Sorry to be nit-picky but this mod is my favorite experience so far with my Rift (I just received delivery on May 31). Great job 2eyes! Actually don't do this, as it also offsets the middle of each picture and you start to see double. Tested this with 0.9. Is there a way arround this? It would be nice if there were because if the screen was displayed to the edges of the screen the FOV would be much better.
I think this comes down to how some people can see more of the screen then others. I have noticed Geekmaster has had this same issue, where someone made a mock-up of what your eye can see in the Rift and he (GM) disputed the area the person had circled.
Well now that I have my Rift I would have to agree with GM. It would be great if there were a way to render the entire horizontal area of the screen in DOOM 3 BFG! Mon Jun 03, 2013 10:55 pm. I don't have a Rift yet, and I haven't worked out how to edit the shaders yet, since they are stored in binary files, so I can't really fix rendering or warping issues. And please make sure you are actually running the right exe (the Release one works best) before submitting a bug report.
I just got the original Doom 3 and Resurrection of Evil.RoQ videos working now (but haven't released it yet). But still no luck with the Bink videos.
And I still need to get the RoQ files working from the original pk4 (zip) files, because currently they need to be extracted (I think). It's more fun playing with the videos working. I'll release the new version when I get it working from the pk4 files. Sat Jun 08, 2013 2:59 pm. Sure, I could do that. I'll have a go at implementing the Shared Memory Tracker plugin support. Videos aren't used as much as you think in Doom 3.
The cutscenes are all rendered in real time. Most animated screens and GUIs are rendered in real time too. The sound is always there even if the video is missing. Even most videos have other GUI layers rendered in real time on top.
EDIT: I decided to try out mpitch 0, completely disabled pitch input from the mouse which made playing it considerably better. The only real gripe i have with it now are the cinematics. You've got is so when a cinematic changes camera angle partway through, the view angle adjusts to match the proper starting angle of the new shot, however you dont have this happened with the starting shot.
I'll go into a cinematic with the camera facing to the left, and i have to try and look around to find my focal point, then when it cuts to a new shot it's fine. Thu Jun 13, 2013 2:58 am. Finally got my Rift and was able to try this out. Glad to report it works extremley well! Played it off and on for about an hour so far and am really enjoying it. The biggest issue right now though is that you can't view the PDA in the Rift.
This should be number 1 on the priority list to fix IMO, right now you have to take off the Rift anytime you want to look at the PDA. And playing throgh the game if you want to read the emails and listen to the messages to get codes for the storage lockers and backstory you have to take off the Rift. Other than this, it plays very well with the different config settings found in this thread.
I'd say the best full games to play on the Rift right now are Half-Life 2, Doom 3, Minecraft, and TF2. I think an easy solution for the PDA would just be to enable headtracking to look around it when it's open. Thanks again for this mod, and almost finishing what John Carmack started! I can verify that setting joypitchSpeed to 0 has no effect. I can still pitch up and down using the joystick, quite disorienting. Aside from that this is still a great experience!
What type of controller are you using? I use an Xbox360 controller and 'set joypitchSpeed 0' worked.
Further you can unbind the up and down on your Xbox controller using cvars; bind 'JOYSTICK2UP' ' bind 'JOYSTICK2DOWN' ' Here is a config I copied from somewhere (probably this thread? I don't remember where I got it) and also added in some of my own stuff like key bindings. To use it place the file in C: Users YOUR USERNAME Saved Games id Software DOOM 3 BFG base.
It's set to my IPD of 63.5 but that is easily changed, and has all the settings from Cymatic Bruce's rtvr article. I find it works really well! To use, in game open the console and type exec vr.cfg You do not have the required permissions to view the files attached to this post. Ok Finally tried D O O M 3 Had to tweak everything, cfg files didn't load up automatically but tracking, body awareness and everything else seems to be working great.
Scale is there, 3d is there. Body awareness works fine too.
I too suffer from being able to see the edges of the screen (left, right and bottom). Takes away a lot from the immersion, you can see with your own eyes that what your looking at is nothing but a flat screen with a lot of 3d candy. Another thing is I suffer from VR sickness so it would be great if there was a setting to change to characters speed. I can't seem to be able to set AA to x16, everytime I restart the game to get tje AA running - settings revert to default.
But still it's DOOM3, git it git it Mon Jul 01, 2013 10:20 am. Ok Finally tried D O O M 3 Had to tweak everything, cfg files didn't load up automatically but tracking, body awareness and everything else seems to be working great.
Scale is there, 3d is there. Body awareness works fine too. I too suffer from being able to see the edges of the screen (left, right and bottom). Takes away a lot from the immersion, you can see with your own eyes that what your looking at is nothing but a flat screen with a lot of 3d candy. Another thing is I suffer from VR sickness so it would be great if there was a setting to change to characters speed. I can't seem to be able to set AA to x16, everytime I restart the game to get tje AA running - settings revert to default.
But still it's DOOM3, git it git it So you are saying that the 3D depth in the game is not scaled to 1:1 proportions? Compare it with HL2 official -VR setting, where I feel that the depth is 1:1.
Tue Jul 02, 2013 2:32 am. Firstly I would like to send a huge thanks for all the hard work to get this working. I have it installed and working great at the moment.
Visually and in terms of support looks one of the best Oculus game atm IMO. Anyways I had a quick question about the feasibility of being able to scale the objectives screen down. I didn't know if this was easy within engine of whether there is just no way at all to alter this. At the moment you only see the center of the screen and cant actually read you objectives at all.
You can obviously figure your way around (its quite a linear game), but just wondered if there was an easy command line argument or similar to get this smaller. Thanks in advance! Tue Jul 02, 2013 3:37 pm. Firstly I would like to send a huge thanks for all the hard work to get this working. I have it installed and working great at the moment.
Visually and in terms of support looks one of the best Oculus game atm IMO. Anyways I had a quick question about the feasibility of being able to scale the objectives screen down. I didn't know if this was easy within engine of whether there is just no way at all to alter this. At the moment you only see the center of the screen and cant actually read you objectives at all. You can obviously figure your way around (its quite a linear game), but just wondered if there was an easy command line argument or similar to get this smaller. Thanks in advance! Yea even just adding head tracking to the PDA when you pull it up would work well, and complete the game experience IMO.
I'm doing a full play through and I'm having to skip all the locked doors and containers because I don't want to take off my Rift to activate the voice messages and read the emails. Ok, after all these updates, and I think latest is V4 as of current (correct me if i'm wrong) We need to make this part clear. If anyone could give a quick overview of what needs to be changed/configured per the latest version. Specifically, what console commands do I still need to configure for the headset as of the current version? I'm seeing conflicting info on that, and the only point of reference is the now (possibly) outdated config guide from cymatic bruce. Also, im not sure if it was enabled by default. But if you add 'rlightscale 1' to your startup line, or enable it in the console ingame, you get the original DOOM 3's lighting model and not Doom 3 BFG editions.
Looks a lot better with the original D3 engine lighting. I also recommend leaving vsync at smart, and turning on enemy shadows cast under flashlight, really creates the immersion. I was using Cymatic Bruce's config setup, and after a bit of tweaking, no longer see edges and what not. Oh, and I've set the native resolution to 1920x1200. With will downsample to the rift. Looks 100x better, and just gorgeous. Sharper textures, better view distance, less jaggies (in combination with 16x AA), clearer text, high-res textures.
Try that if you have not already. Doesn't seem to affect anything but greatly improves ingame graphics. Also, how do you turn up the 3d depth effect? Near objects and standing close to objects looks pretty 3D. But things in the distance don't pop-out exactly as they should, and to really give a room a deepere sense of depth?
Sat Jul 06, 2013 2:16 pm. Ok, after all these updates, and I think latest is V4 as of current (correct me if i'm wrong) We need to make this part clear.
If anyone could give a quick overview of what needs to be changed/configured per the latest version. Specifically, what console commands do I still need to configure for the headset as of the current version? I'm seeing conflicting info on that, and the only point of reference is the now (possibly) outdated config guide from cymatic bruce.
Thanks for the tips, can you tell me what convars did you use to get ride of black borders on the sides? Hopefully someone will make a tutorial with all the convars, info how to adjust the depth etc. I also have problem with warping.when I move left to right railings seem to slightly sway and bend along with me.
Not only in the corners but just everywhere. Maybe I've messed with the settings too much? Sun Jul 07, 2013 6:03 am.EDIT: Recommended Settings for 'seta stereoRenderwarpTargetFraction' are for 1920x1080 resolution only //DOOM 3 BFG EDITION CONFIGURATION FILE FOR THE OCULUS RIFT VERSION Doom3BFG-VR4.zip //.NOTE. A line with double forward slashes in front of it will be 'commented out' and not executed in the console.
// Move the center of the individual eye viewports towards the center of the physical screen. This is needed for the 7' devkit screen. //1920x1080 res and 'A' Cups set to 0.86 //1920x1080 res and 'C' Cups set to 0.80 //1920x1080 res and 'B' Cups set to somewhere in between 0.80 and 0.86 //Other resolution settings are unknown, play around with this setting until you have eliminated the black borders. Seta stereoRenderwarpTargetFraction '0.86' // Infinite convergence for HMDs seta stereoRenderconvergence '0' // Set IPD in centimeters. So an IPD of 64mm set to 6.40. Seta stereoRenderinteroccularcentimeters '6.40' // Disable headbob effects to minimize motion sickness. I prefer to keep head bobbing on, if you disable it you feel like you're floating around.
//seta pmbobroll '0' //seta pmbobpitch '0' //seta pmbobup '0' //seta pmrunroll '0' //seta pmrunpitch '0' //seta pmrunbob '0' //seta pmwalkbob '0' //seta pmcrouchbob '0' // Increase pitch range to allow upside down positions. Seta pmmaxviewpitch '989' seta pmminviewpitch '-989' // Set your height in inches. This is important for sense of scale. Seta pmnormalviewheight '73.0' // Disable screen effects. Sometimes screen effects only apply to one eye.
When that happens, it's very uncomfortable. Seta gskipvieweffects '1' seta gdoublevision '0' seta gkickTime '0' // Set the FOV. 99 seems to be the perfect FOV setting, anything higher and you get a looking through a fishbowl effect. Gfov 99 // Disable looking up and down with mouse or controller. Set joypitchSpeed 0 set mpitch 0 // Show your body.
I keep this off, because it doesn't work quite so well yet. PmshowBody 0 - Copy and paste this into a text file with the extension.cfg or download the attachment. Place this file in C: Users USER NAME Saved Games id Software DOOM 3 BFG base When you start the game, bring down the console and type exec rift.cfg to exec all cvars at once. You do not have the required permissions to view the files attached to this post. The above configuration file works really well for me, and you can tweak the game so the experience in Doom3 BFG feels just as good as native HL2! Also I highly recommend playing standing up with an Xbox360 (or other controller) so you really get a good sense of scale and immersion. When you come eye to eye with an imp, there really is a sense of disconnect if you're sitting down, as you should be looking up at it.
I found this really important for my sense of immersion anyway =P I'm doing a full Let's Play of the game with this mod on youtube, and am having a blast! Thanks again to 2EyeGuy for all his hard work on this mod, and Jose for figuring out all the correct cvar settings. I hope 2EyeGuy will continue to polish this mod, it seems like he's lost interest in it, hopefully he is only taking a break!