Doom 3 BFG: UltimateHD is a modification for the Doom 3 BFG Edition with better visuals, sounds, monster AI and weaponhandling.

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This is the UltimateHD changelog...

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UltimateHD v2.1.1 changes [20170910]

  • fixed missing arm-skin for black character soldiers

UltimateHD v2.1.0 changes [20170716]
(clean install needed => remove any old @UltimateHD directory before installation!!!)

  • RBDoom3BFG Engine Update (forked from HiDef Mod):
    • implemented Codes4Fun's Stereoscopic 3D Fix to work proper with HDR and SMAA and y2keeth settings refresh fix to solve problems when changing between HDR on and off
      (renderer/Framebuffer.cpp; Image_intrinsic.cpp; RenderSystem.cpp; RenderSystem_init.cpp; tr_backend_draw.cpp; tr_local.h )
    • further increased decal limit (renderer/ModelDecal.h)
    • tweaked Filmic Postprocess Shader for less bluish tint, better contrast and glare (renderer/RenderProgs_embedded.h <HDR_Glare, Technicolor>)
  • fixed crash after changing controller settings
  • fixed issue that Doom 1 and 2 couldn't be started proper
  • got rid of some "worse than original BFG Edition" character textures
  • implemented shotgun reload loop script
  • reworked various particle effects to look better with HDR settings (BFG, plasmagun, rocketlauncher, explosions, hell-teleportbeam...)
  • tweaked HDR_on and HDR_off cfg presets
  • added safemode cfg preset (for those who have grafic glitches with shadow mapping)
  • replaced machinegun texture with a cleaner looking one
  • doubled stamina and stamina regeneration rate
  • changed "Boney" zombie skin to look more scary
  • implemented some of Arl's Doom3 improvements
  • increased overall weapon damage
  • reduced damage resistance for some zombie bodyzones
  • rebalanced monster health
  • improved monster_demon_d3xp_bruiser fire animation timings
  • reworked chaingun:
    • changed firerate to 900 rpm
    • changed magazine size to 200
    • reverted shooting sound to original
    • adapted damageoutput
  • reworked supershotgun (doublebarrel):
    • shooting both rounds at the same time
    • implemented new reload animation from perfected doom 3 mod
  • added options for difficulty in autoexec.cfg
    • armor damage absorbtion 30% (changeable in autoexec.cfg)
    • balanced nightmare difficulty (health drains down to 60%, 1HP drainsteps every 2sec, disabled healthtake sound)
  • changed shooting sounds for pistol and machinegun
  • changed menu theme music
  • changed Doom3 credits theme to a high definition cover by YT User SixteenInMono (https://www.youtube.com/user/badoosh12)

UltimateHD v2.0.3 changes [20170111]

  • Engineupdate: (new RBDOOM3BFG.exe from Hi Def)
    • Improved HDR Support
    • Increased decal limit (all bulletimpact decals from shotgun will be drawn on walls)
  • Added GFX presets
    • you can choose between 2 grafic presets: HDR ON or HDR OFF
      (read the chapter "Optional Configuration" in the UltimateHD readme.txt for details)
  • New VisualC compiled UltimateHD Launcher (Doom3 BFG UltimateHD.exe)

UltimateHD v2.0 changes in comparison to the base game [20160624]

  • added highres textures from: wulfen texturepack, Doom3 Redux Mod, own created ones
  • added particle effects from: Phrozo Mod 2.0, Perfected Doom3, own created or modified ones
  • added realistic weapon animation from CED's Assets Pack (S.T.A.R. 1088 Mod)
  • sped up some monster and weapons animations
  • added new sounds for weapons (pistol, shotguns, machinegun, chaingun, plasmagun)
  • fixed missing sounds and black textures from maingame
  • improved weapons and monster AI scripts
  • player can carry less ammo but will find full ammoboxes/magazines on pickup
  • weapon changes:
    • Pistol: semi fire, higher firerate, new animation and sound, more damage, added deviation system
    • Shotgun: semi fire, higher firerate, less spread, new animation and sound, single bullet reload
    • Doublebarrel Shotgun: semi fire for each bullet, high firerate, less spread, new sound
    • Machinegun: higher firerate, 50 rounds magazin, new sound, added deviation system
    • chaingun: higher firerate, 300 rounds magazin, glowing barrel, new sound, less damage due to higher firerate, added deviation system
    • Handgrenade: more damage, improved damage radius
    • Plasmagun: higher firerate, added splashdamage, new sound
    • Rocketlauncher: higher rocket velocity
    • BFG: more damage due to more monster health
  • monsters changes:
    • general: faster movingspeed, more dodge, more health, more agressive
    • wraith: added shadow-wraith and improved the fade transitions (sneaky little bastard)




UltimateHD v2.0 changes in comparison to my ImmersiveHD v1.11 Mod for Hi Def:

  • Fixes: removed modified lwo models in mapobjects that caused corrupted collision data and made the game crash between some levels (still testing and waiting for confirmation)
  • UltimateHD doesn't need any other mods installed, doesn't change or overwrite any original base files nor changes the structure of original folders in \base
  • added highres textures from: Doom3 Redux Mod, own created ones (for example: glass impact, some bloodsplats, burnt floor/wall decals, spider webs, spider cocoons, glowing monster effects for mancubus, hell imp, cyberdemon, and lot more textures i can't mention all...)
  • added more particle effects from: Phrozo Mod 2.0, Perfected Doom3, own created or modified ones
  • added realistic weapon animation for shotgun
  • tweaked some monster and weapons animations (animation speeds)
  • added new sounds for weapons (pistol, shotguns, machinegun, chaingun)
  • fixed missing sounds and black textures from maingame
  • further improved weapons and monster AI scripts
  • weapon changes (only underlined ones are valid for weapons):
    • Pistol: semi fire, higher firerate, new animation and sound, more damage, added deviation system
    • Shotgun: semi fire, higher firerate, less spread, new realistic animation and sound, single bullet reload (no loop)
    • Doublebarrel Shotgun: semi fire for each bullet, high firerate, less spread, new sound
    • Machinegun: higher firerate, 50 rounds magazin, new sound, added deviation system
    • chaingun: higher firerate, 300 rounds magazin, glowing barrel, new sound, less damage due to higher firerate, added deviation system
    • Handgrenade: more damage, improved damage radius
    • Plasmagun: higher firerate, added splashdamage, new sound
    • Rocketlauncher: higher rocket velocity
    • BFG: more damage due to more monster health
  • monsters changes:
    • vulgar: faster movingspeed, more dodge, more health, more agressive
    • wraith: added shadow-wraith and improved the fade transitions (sneaky little bastard)
Comments
Daevus
Daevus

Hi, is necessary start a new game if i have your mod v. 2.0.3 and update to 2.1? Or simply remove old UltimateHD directory and copy new UltimateHD and files from 2.1 and continue in current game? Thank for your work - perfect mod.

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Daevus
Daevus

Bug report: Please fix new version 2.1 on Windows 7 64 bit. After updating to the newest version mod from 2.0.3 i get error with missing XINPUT1_4.dll. If i dowload and put this file to the correct folder, still get another error and game not started. I tried on clean instalation Doom 3 BFG edition of course. Sorry for my bad english. Thanks.

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Daevus
Daevus

Specification: second error is: 0xc000007b Application Error. V. 2.0.3. work fine and correctly, donť understand why not 2.1 :(

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THEV00D00 Author
THEV00D00

Hmm, XInput seems to be an OS API for the XBox Controller. I would guess that this is an system issue but otherwise you mentioned that 2.0.3 worked fine. I dont have Win7 anymore so i can't check it (at least it runs fine on Win10 x64). For testing purpose please start the RBDOOM3BFG.EXE without any parameter and check if you get the same error.

If you still have the v2.0.3 7z Package you can also extract the old RBDOOM3BFG.EXE and replace the v2.1.0 one as workaround. ATM you're the only one reporting this problem.

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Daevus
Daevus

Thanks, with old RBDOOM3BFG.exe from 2.0.3 game works fine without any errors.

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naryanrobinson
naryanrobinson

"Armor damage absorption 50%"
What does this mean?
Please tell me it doesn't mean you made it twice as useless, cause it already did almost nothing.
I would never die with less than 80 armor.

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THEV00D00 Author
THEV00D00

for unknown reason the default armor protection in the base game was 0.2 => 20%.
The cvar game defaults should be 0.3 => 30%
The 50% in the changelog was a mistake (i tied around with 50% but it was a bit to high for my likings so i decided to change it back to 0.3 for ultimate)
Anyway, you can set your prefered amount in the autoexec.cfg in @UltimateHD
I corrected the changelog now.

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naryanrobinson
naryanrobinson

From the very first time I played Doom 3 I was shocked at how little the armour did to protect you.
For me personally 30% is the absolute minimum it could be to have any point at all in the game.
I mean what's the point in having 125 armour if you can never realistically drop below 70? Strange...
So just to clarify, the armour behaves the same now as it did in v2.0.3, right?

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THEV00D00 Author
THEV00D00

yes, should be the same as in 2.0.3 if you didn't change it with the cvar g_armorProtection.
However, i wanted an easy accessible option to change the armor behavior. So if you prefer more armor protection, you can change it in the config file at ..\@UltimateHD\autoexec.cfg
Those settings will always be forced at startup.

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naryanrobinson
naryanrobinson

I do think it could be a little higher than 30% if I'm being honest,
given that there's even more armour than health in the game, *and* you have a higher maximum, and it never really gets used.
Even on the higher difficulties, you're just drowning in armour at all times, you're never really getting more than 10 from any armour vest, if you can pick it up at all.
I know I could just tweak it myself in the autoexec, buuut, when I start messing with it myself, it feels a little too much like cheating. I know it's being picky.
Maybe if you think it'd be too easy or something, you could bump up enemy damage a bit to balance out the 40-50% absorption.
Another thing I wanted to mention, was that with the faster speed of the imps, etc., the way they walk is kinda ridiculous. They should speed pretty much directly towards you, not weave at you from side to side like a drunk on fast-forward :)

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Daevus
Daevus

Can´t load lab alfa sector 2 :(

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THEV00D00 Author
THEV00D00

run "_remove generated files.bat" in @UltimateHD, i guess it's a collision data error in the generated files. Don't know why this never happens to me, i ran the whole campaign without any errors :-/

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