KozGit / DOOM-3-BFG-VR

Doom 3 BFG VR: Fully Possessed. Doom 3 BFG with native Oculus Rift/Touch or OpenVR support
GNU General Public License v3.0
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Is it possible to make content mods for this fork ? #178

Closed motorsep closed 7 years ago

motorsep commented 7 years ago

Is it possible to make content mods for this Doom 3 BFG fork? (stuff like new maps with new textures; new models; update AI scripts; etc.)

KozGit commented 7 years ago

Just to make sure I understand the question, are you asking if it's ok to make content mods, or are you asking if its technically possible? ( The answer to both questions is yes, but I'd like to answer more fully if you can tell me what you're trying to do. )

Thx!

motorsep commented 7 years ago

@KozGit It's the latter. I've worked with Doom 3 BFG engine for a long while and I know that out of the box it doesn't work with mods (content mods, since the architecture is different from old Doom 3 and DLL mods aren't compatible with new engine). RBDoom 3 BFG doesn't quite work with mods either, despite its authors claims (I couldn't really get it to load any content mods, even basic ones).

Btw, our Doom 3 BFG fork has some goodies, in case you want to port them over into your VR branch :)

https://github.com/motorsep/StormEngine2

KozGit commented 7 years ago

This mod is built off of an older version of RBDoom3, and nothing was really changed to allow additional modding. You can add new textures and models ( I had to change some for this mod ). Also, some of the hi-def texture packs work ( with some bugs ) with this and RBDoom, which include new models and textures. Obviously, original doom 3 mods that included a modded .dll wont work with with BFG as you mentioned.

I haven't tested using new maps with BFG yet. It's something I want to look at, but I'm still trying to implement all the VR specific features so I haven't really had much time to look at it. Off of the top of my head, I can't think of a specific reason why it wouldn't be possible, but again, a mod from vanilla D3 isn't going to work as you know.

Gloss map support huh? Sweet! I didn't have time to go thru the code, how did you wind up implementing them?

motorsep commented 7 years ago

@KozGit I didn't - I had 2 ex-ID guys contracted to implement vast amount of new features and bug fixes. Eventually ran out of money and they ran out of enthusiasm, and the project died.

KozGit commented 7 years ago

Closing issue as question was addressed.