Phrozo Mod 2 is a graphical enhancement mod, and more specifically, a particle enhancement mod that is the successor to Phrozo's GFX mod and has vastly improved new particle effects for Doom 3. All of the weapons, monsters, projectiles, and many more things have entirely new particle effects that are much more detailed and polished than in previous work seen in Phrozo Mod. There are new features and systems like surface type based particle effects ( shooting sand produces a sandy particle effect, shooting metal produces sparks etc. ) inspired by Denton mod, weapon flash lights for all the firing weapons inspired by various other Doom 3 mods, and a moveable FX system inspired by Half-Life 2. Phrozo Mod 2 also includes gameplay changes to make Doom 3 less sluggish and much more fast paced. This mod includes all new assets such as new particle, decal, and skin textures, sound and GUI assets, script, and code.

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Phrozo Mod 2

Phrozo Mod 2

Full Version 7 comments

Phrozo Mod 2.0 is a visual enhancement modification for Doom 3 that primarily focuses on new particle effects. It is the successor to Phrozo GFX or Weapon...

Comments  (0 - 10 of 27)
abi008
abi008

Thank you, looks much better! Will you please release sikkmod compatible version?

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Phrozo Creator
Phrozo

Sorry for the late replay but I now have a mod for Sikkmod 1.2 if you are still interested.

Link: Moddb.com

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abi008
abi008

Yesss :D, thank you very much! I've tried porting it myself but it was so difficult.

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belmar
belmar

Hello, I have learned a lot about the "id tech 4" engine, and i continue to learn more, but when i compile your code, the compilation fails.

the error is:
3> game \ Weapon.cpp (575): error C2065: 'SHADERPARM_INDICATOR': undeclared identifier
3> game \ Weapon.cpp (1586): error C2065: 'SHADERPARM_INDICATOR': undeclared identifier
3> game \ Weapon.cpp (1650): error C2065: 'SHADERPARM_INDICATOR': undeclared identifier
3> game \ Weapon.cpp (1651): error C2065: 'SHADERPARM_INDICATOR': undeclared identifier
3> game \ Weapon.cpp (1652): error C2065: 'SHADERPARM_INDICATOR': undeclared identifier
.
I do not know if this is some "error of the code" but I can compile any other code.
but when I compile your code the compilation fails.
i dont know if you can help me. I'm using the "doom3.gpl-master" from "github" also i prove the sdk1.3.1doom3, but nothing.

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Phrozo Creator
Phrozo

SHADERPARM_INDICATOR is a script macro, not code. You cannot insert script into code and expect it to compile.

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belmar
belmar

in my new code i want add surface specific damage ( like quake 4 ), player interaction with objects ( like doom 3 silent shout mod ) and weapon limit.

but i dont understand why this compilation fails, i dont change the code.

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Guest
Guest

Sorry if this is not the right place to post, but does doom 3 need to be compiled in visula studio 2010? Can I use Visual Studio Code? I can't seem to compile in later versions of VS, any help?

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Phrozo Creator
Phrozo

I have always compiled the Doom 3 SDK in Visual C++ 2008 Express, but it should compile in Visual Studio 2010 as well. You will get a lot of warnings but you can set them to be ignored. As for later versions like 2013/Code, I assume it should compile but I haven't tested it.

Can you post the compiler errors you are getting?

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lt.fiend
lt.fiend

Is there any chance of having Vanilla gameplay? (as an optional addon) I really do love the new effects. they are very pretty just having the changes to the chaingun / Projectile speed kind of throws me off a bit.

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Phrozo Creator
Phrozo

I'll see what I can do about making a pure gameplay version. I can't guarantee anything at the moment because of work but I'll try.

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