| Currents projects |
Stalker Reloaded project for the Stalker series (WIP)
Redux mod for Doom 3 (WIP)
It doesn't matter, really, as long as the redux folder is installed in the game directory.
Have you extracted the "redux" folder (Not the files contained in it but folder itself) into the Doom 3 Directory ?
Probably not, since Sikkmod has its own modified version of the source code, but if you can name interesting source ports to merge with sikkmod, I'll look into it.
Not for the moment, but I'll look into it and if the author of Dhwem3 agrees this could be the case.
I'm not sure I understand your problem. Winrar doesn't need you to pay for it and that's the same for ModDB's downloads.
Yep, right now you can only disable Catalyst AI manually, but the duplicated Exe method is far better ans simpler.
Well the main reason is that I haven't heard of dhewm3 until quite recently, so right now Redux's code only includes Sikkmod changes to the vanilla source code. This will be different for the 1.0 version though !
Sikkmod had disabled the ability to cast shadows for most of the projectiles and gunshots light effects by default. (Probably in order to keep reasonable performances as the mod came out a long time ago) I have re-enabled shadows casting for the majority of these effects, including the explosion of the Imp fireball, but I have indeed kept it disabled for the fireball in itself as it causes glitches with the updated imp model.
Yeah, sorry about that, I have been quite busy lately but there are great news incoming !
This one: Moddb.com
The mod in itself is incompatible with Redux, but you can use the "hellhole" map folder from the Strelok mod in order to have a much harder final boss.
Yep, the version of the Alpha Shotgun mod that I have included in the pre-release was unfinished, instead I would advise to use the final version that you can download here: Moddb.com
Please note that there will be some minor visual glitches.
Of course, I'll see what I can do about it for the next version.
It's based on Vanilla.
Yeah, he should totally challenge one of the biggest players in the video game industry for your good pleasure. What an ******* for not risking to have legal actions taken against him.
That's a tough one: The shape is complex and with no tools or knowledge to do some modelling first, I'll have a hard time drawing the normal map. But I'll give it a try !
I'm considering making a compatibility patch with the realistic weapons mod if Killatomate agrees; Moddb.com This won't happen until after the release of the version 1.0, though.
Hey, never noticed that error, thanks !
I'm making a quick compatibility patch, will send it to you soon.
Nope, but a separated version for Resurrection of evil is planned.
This will be fixed in 1.0 version, thanks for the bug report. (The vanilla volume for the maggot "idle" sounds was indeed set to 40, which is absurdly high)
I'm a bit late, but here's some background about your issue: As you have read, vanilla Doom 3 had some issues with the ATI drivers for quite some time, and it gets even worse with the improved rendering of the Sikkmod, but since the problem is only related to the Catalyst AI, it's relatively simple to fix.
The method which I am using myself and have recommended here is to make a copy of your Doom3.exe and, rename it "Doom_3.exe" before using it to make a new shortcut. This way, the Catalyst AI does not recognise the .exe you're using and cannot apply it's settings to your game.
This has been proved to work and there are no known reasons for it to fail on any system since we AMD users are all using the same drivers. But I just saw your screenshots and you have done everything properly so there are only two solutions left:
• Have you set a custom profile for this .exe in your radeon settings in order to force AA, Vsync or anything else ? If you did not, can you see if one was automaticaly created and delete it if that was the case ?
• If none of it worked, you may try the alternative method of simply disabling the Catalyst AI: Community.bethesda.net
Now why the first method didn't worked for you I simply cannot explain, the only people who reported still having issues haven't followed all the steps properly and that is not your case as seen in the screenshots you have provided. That method worked for everyone, including me so you're case is actually a first.
Now for the rest, I'm not sure I get what Reddit has to do with anything. It was indeed quite a boost for the visibility of the mod when it was featured there and on Dark Side of Gaming but it wasn't exactly something I've asked for so I can't really see what is your point.
Also, I am not upset about your rating and I actually wouldn't have minded it at all if it wasn't for this:
"/u/Clear_Strelok, I left a low rating until this is fixed. Sorry for the **** move."
That I'm not very fond of. That was both unfriendly and unnecessary since it would have been difficult to miss the fact that I was quite active both on Reddit and on ModDB, which means that you would have got a quick answer to your problem anyway.
It very well may be, but I assume that this is not for me to judge.
From what you're saying, it seems you have extracted the mod folder into "base" instead of the main Doom 3 directory. Here's a screenshot of the correct setup:
And indeed, "Redux 0.95 + Sikkmod 1.2" should be listed in the mods tab and it allows you to select a resolution of 1920x1080 once it has been loaded.
The mod used to bore the name of "Doomed Duck" though !
As to whether you should get the original or not, Doom 4 will be released in less than a month now so I expect previous ID's titles will be on sales in the near future, including the original Doom 3 which already is pretty cheap.
The original really is the best version right now. The BFG Edition does have the advantage of having a 120FPS cap and a better widescreen support (The hud is not stretched in 16:9 unlike the original) but it's also a downgrade on many aspects.
It's not completely out of the question that I may one day make a version of the mod for the BFG edition, but I currently don't own it, the modding is said to be far more difficult on this version and the Sikkmod (Which is the absolute base for my mod thanks to the bugfixes and reorganized files it provide) is not compatible with it.
You can read about it here: Moddb.com
In short and while it looks nice in SOME places, this option was not retained for the main version of the mod due to the following reasons:
• The framerate drop is considerable when it's activated.
• The visual improvement is pretty minimal in most cases.
• It may cause several visual issues.
I've just tried it and the Alpha Shotgun Mod is indeed fully compatible with Redux. (Although some files are a bit different, but that won't be an issue)