Two years after the incident on Mars, research has resumed, led by Dr. Elizabeth McNeil. Once more, strange occurrences haunt the facility. A search team breaks into a chamber deep within Mars, finding the Artifact — a weapon from Hell that the Ancients sealed away long ago. The lead Marine, upon touching the Artifact, awakens it, the blast wave killing his team and reaching into Hell, alerting the Maledict (Dr. Betruger’s new form). The Maledict sends the three Hunters to retrieve the Artifact. Meanwhile, Hell begins to invade Mars once again.

Filename
1.3.zip
Category
Effects GFX
Licence
MIT
Uploader
Phrozo
Date
Size
8.35mb (8,760,726 bytes)
Downloads
1,531 (1 today)
MD5 Hash
f70567f0b5f18cabe1bf306f615c09ed
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Description

This mod modifies and enhances all the particle effects for the weapons in Doom 3 and Resurrection of Evil. Changes also include new decals, model textures, sounds, and added lighting effects to weapons. Weapon effects now look much more realistic than the original effects with much more detail. New particle effects include new muzzlesmokes, particle trails, impacts and explosions, wounds, ricochets, strikes, and various other effects for all weapons. Enemies with weapons also share these new effects, with added extras to some of the other monsters. Note: While previous versions where effectively "pure" gameplay wise, some of the weapons have been modified to attack faster. This includes the pistol, fists, and flashlight. Other than that, no changes have been made to make the weapons operate differently.

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Phrozo
Comments
Phrozo Author
Phrozo

I hope you enjoy this mod :)

Reply Good karma+2 votes
ice_trey
ice_trey

screener looks nice (:

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Dafama2k7
Dafama2k7

Great !

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iSPY
iSPY

Hi,

Great mod!! Love every fx, but I have one urgent question, how can I remove blood particles (when I shoot at walking zombies), idk it looks very demanding..

I already removed chaingun sparks, and lowered plasma gun trail and light size to maintain 60fps, but now I need to remove this blood as well..

I went ahead and manually deleted some stuff and it worked, but now i can see some black squares by certain animations - mostly when i kill the zombie and he's on the ground..

Thanks :)

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iSPY
iSPY

Ok i added back chaingun its nicer compared to default sikkmod, i also lowered its light detail so now its ok too :)

But Im still bugged by those blood particles though.. Where are they located? and how to lower or remove them?

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Phrozo Author
Phrozo

Hi there. Sorry it has been a long time since I've logged on here or done any modding. The blood particle effects are weapon defined, so you'll have to edit each weapon "def" file to choose which particle effect to use when you wound an enemy. You'll find it under "smoke_wound_flesh".

As for the particle effect themselves, all wound effects are in "Phrozo_blood.prt" and in the particle editor (type "editparticles" in the console) all my particles are listed with the beginning prefix "Phrozo_". The particle you are probably talking about is "Phrozo_wound".

Removing some of the stages or reducing the particle count will help with performance. Good luck.

Lastly, thank you for appreciating my mod. Performance was a concern for my mod and I wish it was more optimized. Someday when I work on 1.4 I will hopefully fix some of those issues.

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iSPY
iSPY

Hi, great thanks for the info. :)

Im gonna have a look at those files ^^

Btw, your particles are ok until i enable Sikkmod's DOF then both take a big hit :D

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Phrozo Author
Phrozo

Ha, figures. The mod was made for vanilla Doom, but since Sikkmod is so popular I'll consider making a version specific to it.

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iSPY
iSPY

Ok cool, looking forward to it :)

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Guest
Guest

Can you make this for Quake4?

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Phrozo Author
Phrozo

Well, that's a different game. New particle effects for Quake 4? Possibly, if time permits.

Reply Good karma+1 vote
-TheJanitor-
-TheJanitor-

The particles and effects are awesome, but the visual recoil effect when shooting looks really weird. The screen shakes way too fast.

I think it's these values in the .def files:

"recoilTime" "25" //"50"
"recoilAngles" "-200 0 0" //"-5 0 0"

"muzzle_kick_time" "0.2"
"muzzle_kick_maxtime" "0.6"
"muzzle_kick_angles" "-10 0 0" //[+Point Down/Point Up-][+/-][+/-]

If I remove it I get no recoil at all. I want it be like vanilla Doom 3 where the screen shakes a little slower. Any ideas how?

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-TheJanitor-
-TheJanitor-

^Nevermind I figured out it's these two values:

"recoilTime"
"recoilAngles"

I just changed them back to default doom 3 value and it's much better.

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abi008
abi008

Phrozo can you please make this mod compatible with Sikkmod 1.2 without loosing some of its effect? Please :D

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Doom III: Resurrection of Evil
Platforms
Windows, X360
Developer
id Software
Publisher
Activision
Engine
id Tech 4
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Homepage
Idsoftware.com
Release date
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Related Games
Doom III: Resurrection of Evil
Doom III: Resurrection of Evil First Person Shooter
Related Engines
id Tech 4
id Tech 4 Commercial
Related Groups
Activision
Activision Developer & Publisher
id Software
id Software Developer & Publisher