Doom 3 bfg edition скачать торрент

Алан-э-Дейл       03.09.2023 г.

Differences with Doom 3[edit]

Compared to the original Doom 3, the BFG Edition features:

  • Doom 3: Resurrection of Evil included as a bundle-in expansion.
  • A new campaign, The Lost Mission.
  • A checkpoint save system.
  • PDA UI has been redesigned.
  • Frame rate now capped up to 120 FPS.
  • EAX sound was removed.
  • In menu support for Widescreen and Ultrawide resolutions.
  • FOV can now be changed within the menu (default at 80 instead of 90).
  • Cutscenes are now unskippable.
  • Muzzle flashes no longer create light sources.
  • Zoom function was removed.
  • Rebalanced difficulty, notably with greater amounts of ammunition, health and armor available.
  • An «armor-mounted flashlight» which can be used alongside a weapon.
  • The view position changes position based on view pitch (and roll if that input is enabled), with a primitive head/neck model. This was originally intended to make the planned Occulus Rift support feel more natural in use, but was nevertheless kept despite the removal of Rift support.
  • Flashlight-projected character shadows are disabled but can be turned on.
  • More light sources in the levels.
  • The armor color of the UAC marines is now green, though this is not changed in videos such as in the final cinematic and when Sergeant Kelly contacts the player via video during the game. In the latter case, not only does the character have the old armor color but also his old face texture from the original Doom 3.
  • Some video setting options cannot be turned off anymore, with the rationale that more recent hardware does not need to sacrifice those settings for performance; this includes anisotropic filtering, shadows, specular maps, and bump maps.
  • PK4 archives are not supported, meaning any mods made for the original game cannot be loaded. The game has been modified to store levels and meshes in a compact binary format which the original version of the game cannot read, packed inside a streamed resource file format adapted from id Tech 5 called the «.resources» file, which now contains textures and models in more compact, binary formats.
  • The bespoke RoQ video format has been replaced with the proprietary Bink Video format.
  • The Martian Buddy lockers code website www.martianbuddy.com does not exist any longer, therefore the player gets the locker code in an e-mail.
  • In Level 05 (Alpha Labs — Sector 1) in the Hydrocon Condenser room there is a staircase which in the original Doom 3 is missing one stair and collapses underneath you when you walk over it. In the BFG Edition, this stair is no longer missing and the stairs do not collapse. This prevents the possibility of getting stuck in the area below by jumping back off the stairs as they collapse.
  • Theresa Chasar, the crying NPC in the Enpro Plant, now has tears in her eyes.

Resurrection of Eviledit

  • When using the Artifact, the game doesn’t switch back to the previous weapon like it used to in the original version. Instead the player has to switch back to the previous weapon manually.
  • At the beginning of Level 03 (Erebus — Level 3) after the transmission the Forgotten Ones do not spawn anymore.
  • The Hazmat suit has been removed from Erebus — Level 5: Erebus Research. The player can remain in the toxic waste tunnels indefinitely without running out of air, and the Bio-Suit Zombies do not drop air tanks.
  • The «Sarge’s Big Game Hunt», «Hellanoid», and «Martian Buddy Blaster» arcade games were all removed and replaced with redundant copies of «Super Turbo Turkey Puncher 3,» for no known reason. Playing the game long enough to get a high score still sends an email dated 12-12-2145, the date of the original game, which makes no sense in terms of Resurrection of Evil’s story line.
  • The Hell level is missing the Green Forest part. It has also the biggest changes in monster placement. Some monsters have been removed, some have been added.
  • Maledict doesn’t spawn any Forgotten Ones, instead he only throws fireballs at the player.
  • At the end of the last cinematic the screen fades to black instead of white.

The Lost Missionedit

Main article: The Lost Mission

The Lost Mission, like Resurrection of Evil, features another : a member of Bravo Team, the unit that the hero of the original campaign was meant to rejoin. The primary objective is to shut down a teleporter to Earth to prevent the demons from using it.

Tactical analysis

Without a doubt the most powerful weapon in the game, the BFG9000 is capable of causing damage to a single enemy for more than 1700 hit points.

The effects of the weapon are devastating; a single-charged projectile can obliterate any smaller demon. Even if the shots are not directed towards the target, the powerful rays emitted from the projectile will cause continuous damage over 200 (over 10 points per second), making it deadly for even the most agile demon like the Tentacle Commando. A fully-charged shot will kill any monster up to a Vagary. The most powerful monsters with a lot of hit points such as the Hell Knight or the Mancubus generally require a double or triple-charged shot to kill, and this weapon is ideal for taking out Arch-viles quickly, when the Soul Cube is not available.

The weapon’s destructive capability is unmatched (minus the Soul Cube), but can also act as a double edged sword; firing at a monster up close will severely damage the player due to the weapon’s blast radius. In addition, the weapon is very «fragile» as it can be prone to overheating if charged for too long, killing the user instantly.

As the BFG’s charged shots travel very slowly, this will give enemies more opportunity to attack you, even while they take damage from the rays. Therefore do not stay at one place while waiting for the shots to find their mark, especially when fighting against enemies with high HP like the Hell Knight.

The BFG is recommended for medium to long-range combat. As BFG cells are very rare, its usage should be limited to areas where stronger enemies like the Hell Knight and Arch-viles are present. The Caverns in the later levels serve as the best area where the BFG can come into great use, due to high abundance of these kinds of enemies and BFG Cells.

The BFG in other id Software games

The BFG in Doom 64.

Doom 64’s BFG pickup sprite.

  • Doom 64 includes a slightly revamped version of the BFG. Upon being fired, it will make a computerized whirring sound increasing in pitch until the projectile is shot out. When the projectile hits an enemy or wall, it will create a cone-shaped field of damage from its detonation point back to the player, killing or hurting any monsters in its path.
  • Quake II features the BFG 10K. This was the first attempt to rework the BFG mechanics, and set the standard for future BFGs. Rather than the complicated system of firing traces out of the player after the projectile explodes, the traces are fired out of the projectile as it moves, dealing damage-over-time to nearby enemies. The projectile sprites are exactly the same as Doom’s. Unlike Doom’s BFG, however, a point-blank blast will kill the player as well as their intended target.
  • Quake 3 Arena included a new version of the BFG 10K that works considerably different then its previous incarnations. It fires explosive plasma projectiles at a high rate of fire and has a more streamlined shape.
  • Doom 3 includes a redesigned version, see BFG 9000 (Doom 3). It can be charged up for a more powerful shot, but if charged for too long it will «overload,» failing to fire and dealing a large amount of damage to the player. It is otherwise mechanically similar to the Quake II variant.
  • The BFG also appears in Doom RPG, where it is named BFG-9000.
  • Rage includes a weapon called the Authority Pulse Cannon, which normally acts as a sort of energy-based minigun, but also features the ability to fire an alternate ammo type called «BFG Rounds», which do devastating damage to targets within range.
  • The BFG appears in Bethesda Pinball’s Doom table as a collectible weapon that is the most powerful of 8 possible weapons. One shot from the BFG instantly annihilates a demon wave, and an extra ball is granted when it is first obtained.

Кодекс[]

Расшифрованная запись 001/003

При правильном заряде, ионизации и сжатии можно испускать смертоносные, полностью управляемые порции аргент-энергии с такими скоростью и потенциалом, которые не достижимы для любого другого оружия. Применение аргент-энергии в военных целях привело к разработке и массовому производству плазменных ружей, но ОАК поняла, что способна на большее.

BFG-9000 стал кульминацией её усилий. Существует лишь один прототип финальной версии такого оружия; он хранится в отделе BFG Комплекса передовых исследований. Это оружие выпускает по нескольким целям потоки возбуждённой аргент-плазмы, обладающей некоторой способностью к самонаведению. Аргент-потоки наводятся на любые скопления аргент-энергии — обычно ими оказываются демоны, но иногда и подопытные-люди, которым были хирургическим путём имплантированы аргент-маяки. Когда потоки находят цель, они за долю секунды высвобождают огромное количество энергии — из-за этого кровь и жировая ткань жертвы в буквальном смысле вскипают. При этом цель зачастую взрывается.

Расшифрованная запись 002/003

Проект BFG-9000 был впервые предложен отделом разработок Особого исследовательского комплекса. Концепт быстро получил отдельную программу финансирования. Был создан отдел BFG для разработки рабочего прототипа. После этого было произведено несколько прототипов оружия. Затем производство было приостановлено из-за многочисленных несчастных случаев со смертельными выбросами радиации при испытаниях. Предыдущие версии оружия несколько отличаются от BFG нового поколения схемой выброса энергии. Некоторые разновидности выпускают одиночные аргент-сферы, при ударе выпускающие смертоносную волну, другие создают аргент-луч, разрезающий всё на своём пути. Последний прототип, BFG-9000, стреляет аргент-потоками, которые наводятся на цели и варят их заживо.

Расшифрованная запись 003/003

Приверженцы!

Узрите BFG-9000! Что может послужить торжеству Вознесения лучше, чем абсолютно новый вид оружия, созданный не только традиционными средствами ОАК, но также вашей верой и приверженностью великому делу? Именно к этому мы и стремимся: обрести познание за пределами привычной науки, освободить разум, стеснённый оковами стандартного пространственного мышления. Только с помощью ЕДТП мы смогли создать столь мощное оружие. Это потребовало не только знаний, но также ВЕРЫ.

Несмотря на то, что правом доступа к BFG-9000 обладают только приверженцы 3-й ступени — вообразите день, когда и вы узрите его величие! А если вам повезёт, вы лично испытаете живительное прикосновение этой чудесной формы аргент-энергии.

Trivia

  • A glitch exists that allows the player to vastly increase the damage of traces from the BFG: to perform it, the player must aim the BFG to miss, then pull up the radial weapon menu. While this slows down all action on-screen including the BFG’s projectile, the trace continues to deal damage in real-time. Increasing the frame rate (by turning down visual settings and disabling Vsync) can increase this still further: this is often used in speedruns to quickly kill the Cyberdemon boss.
  • The overall appearance and function of the BFG 9000 appears to combine many features of previous BFG iterations; its overall design appears to be based on the movie incarnation (the Bio Force Gun 3.14) as the bottom half of the gun with the classic design being attached to the top and providing the color scheme. Its projectile behaves similarly to the Doom 3 incarnation (but with a faster flying speed).
  • Some of the descriptions given for the BFG test rooms seem to describe how the BFG functioned in earlier Doom games.
  • The UAC labs seem to treat the BFG as an object of worship in and of itself, demanding all bow to the weapon’s inherent majesty. Indeed, it’s one of the most heavily-guarded objects in the entire complex; even the Doom Slayer’s sarcophagus wasn’t as heavily guarded.
  • BFG cells vary widely in how common they are. While very rare in the part of Hell the player explores to get the Crucible, they are plentiful in the other four levels that contain it, and use of the BFG is in fact encouraged in the last level. This may be intended as a compensation for the BFG in Doom 3, which suffered from being sidelined by the Soul Cube as that game’s most powerful weapon. Furthermore, this game’s BFG will not splash-damage the player, unlike the BFGs in classic Doom and Doom 3.

TrenchBroom Mapping Support

The goal of the TrenchBroom support is to make mapping for RBDOOM-3-BFG as easy as for Quake 1.

  • idMapFile and dmap were changed to support the Valve 220 .map format to aid mapping with TrenchBroom
  • Support angles keyword again for TrenchBroom like in Quake 3

«.plan»

If you want to see what is planned or in progress in a Trello/Kanban style manner look here: RBDOOM-3-BFG projects

Very certain short term goals are to port and extend some improvements from Justin Marshall’s Iced-Hellfire-Dev branch:

  • Assimp -> MD5 converter pipeline to generate .md5mesh/.md5anim files from any FBX, DAE, glTF2 files
  • Improve MD5 files with a new Version 11 that allows to store normals for better control of smoothing groups
  • Native C++ weapons code
  • Native C++ AI & monsters code
  • Quake 3 gladiator multiplayer bot

May or may not «.plan»

  • Scrap expensive multipass forward shading with a faster forward+ solution
  • Add a DX12 Ultimate renderer backend
  • Explore Screen Space Global Illumination with Christoph Schieds’ A-SVGF realtime denoising because A-SVGF works really well in Q2RTX
  • Update texture compression based on Basis Universal GPU Texture and Texture Video Compression Codec
  • Rip & Tear renderer backend with modern approaches by The-Forge
  • Replace collision detection and physics with PhysX 4.1

From DoomWiki.org


The BFG-9000.

This article is about the weapon in Doom (2016). For other versions of this weapon, see:

BFG9000
BFG 9000 (Doom 3)
BFG-9000 (Doom Eternal)

The BFG-9000 returns as a weapon in the Doom game. It appears as a handheld plasma cannon that launches blasts of green plasma. Like other energy weapons in this game, it is based on Argent energy, in this case supercharged via ionization and compression. It is by far the largest version of the weapon to appear in-game so far, with the upper edge of the weapon nearly spanning the entire screen.

The BFG-9000 is found in Mission 08: A Brighter Tomorrow. Cells for the weapon can then be found in all following levels.

«The BFG-9000 is a weapon with massive power that is accessed by pressing — use it to devastate your enemies.»
― Introduction description

Research and developmentedit

The BFG-9000 was developed in the Advanced Research Complex’s BFG Division, with a single initial prototype being produced. It was evolved from the first successful Argent weapon design, the plasma rifle, and is distinguished by making the most efficient use of the energy form yet known. The streams of Argent energy released by the weapon are attracted by other sources of the energy, which are typically demons or humans with Argent beacon implants, and thus behave in a guided manner. Upon contact, the streams release all their stored energy in a fraction of a second. This boils the fat and bodily fluids of such targets, which usually results in a subsequent full-body explosion.

Subsequent prototype versions of the weapon behaved unpredictably and were prone to releasing lethal radiation, resulting in disasters during testing. These included the generation of Argent spheres that released energy waves on impact and lasers that could cut through virtually anything, each with potentially useful but misdirected effects.

After being deployed into production, it was declared the «greatest triumph of the Ascension» by the UAC cult on the Mars base, practically being worshipped as a representation of the twisted philosophy being espoused in the period before the demonic invasion was unleashed by Olivia Pierce. Its use was restricted to Tier 3 advocates, and those who could not yet use it were suggested to either envision the day they would gain access, or, most unbelievably, that they might get the chance to be killed by its «majestic» and «invigorating» touch.

Tactical analysisedit

The BFG is one of the game’s «power weapons» (alongside the Gauss cannon), capable of destroying a baron of Hell in a single shot. It also fires much faster than its original counterpart, with much shorter charge-up time. After firing, the BFG ejects a big green Argent energy ball that emits Argent rays at any non-boss demon in the vicinity, paralyzing them. When the ball hits a solid object, it explodes violently and causes all demons it «tagged» with its rays to explode as well. Despite its power, BFG is safe to use for the wielder at any distance. While it cannot outright kill bosses on its own, the BFG’s shots will leave them stunned long enough for further attacks to be made and will interrupt any of their own attacks when it stuns them.

Unlike most weapons, the BFG cannot accept any modifications and cannot be upgraded. It also uses its own unique ammo type instead of being refilled by standard ammo pickups.

Multiplayeredit

The BFG-9000 is one of the three power weapons available in multiplayer. Like the Gauss cannon, it is geared as a counter to the demon rune, and comes with the x-ray sight that allows the user to see enemies behind obstacles as an alternate firing mode. The BFG comes with four shots that cannot be replenished, and works in a manner similar to the single-player BFG.

The BFG-9000 is available in Boneyard, Excavation, Heatwave, Molten, Orbital, Outbreak, Perdition and Ritual.

SnapMapedit

In SnapMap, the BFG is given the following description:

«Most research regarding the BFG-9000 remains classified. The design was first by and .»
― SnapMap description

This weapon is similar to the multiplayer counterpart as it has the ability to use the X-ray sight to see hellspawn behind obstacles.

Bugsedit

The rays of the BFG will continue to inflict damage at a normal rate while the game has been slowed down by use of the weapon wheel interface. This is exploitable in order to kill the game’s bosses in only one shot of the weapon, and is used in world-record speed runs.

References

  1. https://gamerant.com/doom-sequel-id-software/
  2. ↑ DOOM GAMEPLAY UNVEILED AT QUAKECON 2014 on July 17, 2014
  3. Nintendo’s official page for Doom on September 14, 2017
  4. ↑ Bertz, Matt. «A Legend Reborn.» Game Informer #74 2016: 31-41. Print.
  5. Game Informer: John Carmack Talks Rage, id Tech 5 And More on August 3, 2007
  6. Shacknews: Doom 4 announced on May 7, 2008
  7. Doom 4: Brad Hawkins Motion Capture Interview on February 11, 2009
  8. Shacknews: id Promises Doom 4 News at QuakeCon 2010 on August 13, 2009
  9. McElroy, Griffin. ‘Doom 4’ will incorporate Oculus Rift VR tech The Verge, August 3, 2012.
  10. Shacknews: Doom 4 Sports Better Graphics Than Rage; Uses id Tech 5, Lower Frame Rate on July 16, 2008
  11. Shacknews: Doom 4 Multiplayer to Beat Doom 3’s Modes on July 31, 2008
  12. Doomworld: Doom 4 Writer Revealed on January 16, 2009
  13. http://www.joystiq.com/2014/02/19/wolfenstein-the-new-order-bundled-with-doom-beta-access-this-ma/
  14. Doom (2016) announcement and footage shown at E3
  15. PSA: Doom Open Beta Starts Today on PS4, Xbox One, PC on April 16, 2016
  16. ↑ Tweets from QuakeCon 2014 on July 18, 2014
  17. E3 2015 Bethesda press kit info
  18. http://www.gameinformer.com/b/features/archive/2016/01/13/a-legend-reborn-hands-on-with-doom-39-s-single-player.aspx?PostPageIndex=2
  19. ↑ Cite error: Invalid tag;
    no text was provided for refs named
  20. ↑ http://www.gameinformer.com/b/features/archive/2016/01/15/doom-a-new-vision-of-hell.aspx?PostPageIndex=2
  21. Doom: Collector’s Edition — PC, Amazon.com. Accessed on 2016-03-19
  22. Metascore for DOOM on PC, Metacritic, Retrieved March 4, 2020
  23. Metascore for DOOM on PS4, Metacritic, Retrieved March 4, 2020
  24. Metascore for DOOM on Nintendo Switch, Metacritic, Retrieved March 4, 2020
  25. Metascore for DOOM on Xbox One, Metacritic, Retrieved March 4, 2020

Советы:[]

  • Вас не может убить это оружие.
  • Сохраняйте боезапас BFG, 1-2 патронов. Вы наверняка найдете одну плазму, которая как раз заполнит ваше оружие.
  • Не стоит стрелять ПРЯМО в демона (Если это не босс). Плазма уничтожит все поблизости, включая Барона Ада позади вас.
  • Если у вас есть руна на получение патронов с зверского убийства, тогда руна во втором уровне имеет некий шанс получить один боезапас BFG. Патрон выглядит в отличие от остальных, зеленым цветом.
  • При попадании в босса, он не может двигаться и получает намного больше урона, а по окончанию дает патроны и здоровье (Если включена руна на получение брони от зверского убийства, вы получите так же и броню).

Использовать BFG надо в критической ситуации: Мало здоровья, слишком много демонов, против 4 Пинки или если есть рядом 1-2 патрона (При условии, что боезапас у вас полон.)

Game data[edit]


In-game general settings.


In-game options menu (for Doom/Doom II).

Configuration file(s) locationedit

System Location
Windows \Saved Games\id Software\DOOM 3 BFG\base\\Saved Games\id Software\DOOM 3\base\
Steam Play (Linux) /steamapps/compatdata/208200/pfx/
is for the BFG Edition and is for Doom 3 (2019). uses the folder.
Some settings are stored in where the save data folder is located.

Save game data locationedit

System Location
Windows \Saved Games\id Software\DOOM 3 BFG\base\\Saved Games\id Software\DOOM 3\base\
Steam Play (Linux) /steamapps/compatdata/208200/pfx/
Doom 3: BFG Edition and Doom 3 (2019) are limited to only 14 manual save slots, which are shared across all 3 campaigns. Doom and Doom II are limited to 6 save slots.

Back End Rendering of Stencil Shadows

The RBOOM-3-BFG Edition GPL Source Code release includes functionality enabling rendering
of stencil shadows via the «depth fail» method, a functionality commonly known as «Carmack’s Reverse».

License

See LICENSE.md for the GNU GENERAL PUBLIC LICENSE Version 3, 29 June 2007

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.

See LICENSE_EXCEPTIONS.md for all parts of the code that are not covered by the GPL.

Getting the Source Code

This project’s GitHub.net Git repository can be checked out through Git with the following instruction set:

The parameter —recursive is only required if you want to build RBDOOM-3-BFG with Vulkan support.

Existing repositories can be updated manually:

Compiling on Windows

  1. Download and install the Visual Studio 2017 Community Edition.

  2. Download and install the latest CMake.

  3. Generate the VS2017 projects using CMake by doubleclicking a matching configuration .bat file in the neo/ folder.
    Recommended in this case is

  4. Use the VS2017 solution to compile what you need:
    RBDOOM-3-BFG/build/RBDoom3BFG.sln

Levels

Classic Doom games have two major themes for their maps: «techbase» (occurring in a UAC-constructed building) and «hellish» (occurring in Hell), and Doom (2016) operates the same way, for example by re-introducing keycards in the UAC levels and skull keys in the Hell levels. Doors, gates, switches, teleports, anti-gravity pads, data logs, Automaps, explosive barrels, and the game loading screens also each have techbase and hellish versions. Interestingly, however, instead of having all the techbase levels in the first half of the game and the Hell levels in the second half, there are a couple of exceptions either way, as the player goes to and from Hell a few times over the course of the game.

  1. The UAC (Rip & Tear)
  2. Resource Operations (Know Your Enemy)
  3. Foundry (Meltdown)
  4. Argent Facility (Beginning of the End)
  5. Argent Energy Tower (Argent Tower)
  6. Kadingir Sanctum (Into the Fire)
  7. Argent Facility (Destroyed) (Hell on Mars)
  8. Advanced Research Complex (A Brighter Tomorrow)
  9. Lazarus Labs (Lazarus)
  10. Titan’s Realm (Titan’s Realm)
  11. The Necropolis (The Crucible)
  12. VEGA Central Processing (I Am VEGA)
  13. Argent D’Nur (The Well)

Classic levels

Every level contains a hidden lever, which when activated will reveal a secret zone, and a ‘classic level’ will be unlocked for play in the main menu.

  1. Entryway
  2. Hangar
  3. Nuclear Plant
  4. Toxin Refinery
  5. Halls of the Damned
  6. Slough of Despair
  7. Underhalls
  8. Phobos Lab
  9. Tower of Babel
  10. Phobos Anomaly
  11. House of Pain
  12. Command Control
  13. Pandemonium

Physically Based Rendering

Implementing Physically Based Rendering (PBR) in Doom 3 is a challenge and comes with a few compromises because the Doom 3 content was designed to work with the hardware constraints in 2004 and that even meant to run on a Geforce 3.

The light rigs aren’t made for PBR but it is possible to achieve good PBR lighting even with the old content by tweaking the light formulars with a few good magic constants. However I also want to support the modding scene to allow them to create brand new PBR materials made with Substance Designer/Painter or other modern tools so multiple rendering paths have been implemented.

PBR allows artists to create textures that are based on real world measured color values and they look more or less the same in any renderer that follows the PBR guidelines and formulars.

RBDOOM-3-BFG only supports the standard PBR Roughness/Metallic workflow.

Adding PBR is a requirement to make the new content look the same in RBDOOM-3-BFG as in Blender 2.9x with Cycles or Eevee and Substance Designer. PBR became the standard material authoring since 2014. With RBDOOM-3-BFG modders can work with modern tools and expect that their content looks as expected.

The PBR implementation is restricted to standard PBR using the Roughness/Metallic workflow for now. Specialized rendering paths for skin, clothes and vegetation will be in future releases.

Tactical analysis

The BFG 9000 fires a green burst of plasma, damaging enemies near the projectile during flight and vaporising targets upon impact, as well as causing significant splash damage to enemies standing in the vicinity of the projectile’s explosion. The damaging bolts do anywhere from 120 to 1 damage a shot at 100ms, doing 1200/1 dps. Because of the projectiles slow speed and large radius it will do major damage before the enemy leaves the area. A direct hit does 6000 damage. Thus, the BFG 9000 is the most powerful weapon in the game, as it is able to kill any non-boss creature in a single direct hit.

However, bosses can be stunned with one direct hit for a few seconds, which can be used to break up an attack. The weapon is very useful in dangerous situations or against a large group of powerful creatures.

Unlike most weapons, no modifications can be added to the BFG 9000, nor can any improvements be made. It also holds up to 3 shots, however there is an upgrade that can be made for enemies to have a small chance of dropping BFG ammo. If the player fully upgrades all weapons, the Praetor Suit, and has fully upgraded the health, armor, and ammo subsystems, a 4th shot for the BFG 9000 will be unlocked. It is unknown if this is true.

BFG ammunition takes the form of green ringed orbs that give off a low whirring noise. They are actually not particularly rare in most levels.

The BFG is one of the 3 power weapons available in Multiplayer, where it is an excellent way to kill demons or clear large areas of enemies. As with the Chainsaw and the Gauss Cannon, the Weapon Mod allows the user to see enemies through walls. The damage is 15/1 per bolt with 100ms, so it does 150/10 dps. A direct hit does 275 damage.

Video[edit]


In-game video settings.

Graphics feature State WSGF Notes
Widescreen resolution
Multi-monitor
Ultra-widescreen
4K Ultra HD
Field of view (FOV) 80-100°. Default is 80°. See .
Windowed Can be toggled with Alt+↵ Enter.
Borderless fullscreen windowed See the glossary page for potential workarounds.
Anisotropic filtering (AF) 8x only. Use parameter.
Anti-aliasing (AA) Up to 16x MSAA (Nvidia) or 8x (AMD/Intel). For SMAA, use .
Vertical sync (Vsync) Vsync and Smart Vsync.
60 FPS and 120+ FPS Frame rate can be set to 60 FPS or 120 FPS. See . Doom and Doom 2 are capped at 35FPS.

Field of view (FOV)edit

Custom world FOV

Use the parameter to adjust the world FOV.

Custom view model FOV[citation needed]
  1. Install .
  2. Use the console command to adjust the view model FOV.

High frame rateedit

Frame rate can be set to 60 FPS or 120 FPS.
Set custom frame rate cap[citation needed]
  1. Go to the .
  2. Create and open .
  3. Add and adjust as necessary.

Notes

.
See to set the fullscreen refresh rate manually.

PBR Texture format

In Doom 3 a classic simple materials looks like this:

It’s usually rendered with Blinn-Phong specular with a fixed specular exponent.
Specularmaps are more or less Gloss maps.

In RBDOOM-3-BFG it uses the PBR GGX Cook-Torrence formular and you can vary the roughness along the material like in other modern engines and you usually define a texture with the _rmao suffix.

RMAO Image Channels Description
Red Roughness
Green Metalness
Blue Ambient Occlusion

Example material:

The engine will also look for _rmao.[png/tga] overrides for old materials and if it finds those it will render them using a better PBR path. Old school specularmaps also go through a GGX pipeline but the roughness is estimated from the glossmap.

The Ambient Occlusion will be mixed with the Screen Space Ambient Occlusion and will only affect indirect lighting contributed by the environment probes.

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