Post news Report RSS ROE Version 7 Completed Features 5-13-16

OK so I figured while I wait on the Spider Mastermind to get done for PD3 v7 I'd go ahead and show some features added to PD3 for ROE. Some of these features you've seen already in the previous news post so pay attention to stuff regarding enemies and weapons specific to ROE. All these features are in ROE so I wanted to include them. Plus it makes the list look bigger.

Posted by on

= WEAPONS/ITEMS =

-General-
Chainsaw has been added back into the game.
All weapons make blood splatter on the screen when attacking monsters at close range.
Completely removed the Flashlight from the game.
All weapons have a melee attack for close quarters combat.
Added more push to several of the player weapons.
Adrenaline Powerups and Berserk Powerups will both give you the Berserk Powerup abilities but you decide when to use them and you can only hold one at a time in your inventory.
Adrenaline/Berserk Powerups no longer switch your current weapon to the Fists upon usage.
The Fists, Grabber, Chainsaw, Machinegun, Chaingun, Plasmagun, Rocket Launcher, BFG, and Artifact no longer zoom in when the zoom key is pressed.
Reduced the volume for some of the weapon gunfire sounds.

-Fists-
Increased Fist punching damage for player.
When using the Fists in Combat Mode 1 the primary fire will throw quick jabs while secondary fire will throw slower heavier punches that deal more damage.
When using the Fists the "Melee" button will make the player do an overhead double fisted hammer attack that is slower but does heavier damage then the secondary attack punches.
When in Combat Mode 2 the primary fire mode will allow you to pick up and hold objects and bodies in front of you as long as it's held down.
When in Combat Mode 2 the secondary fire mode will throw the object being held with the primary fire mode causing damage to whatever it collides with.
The "Weapon Special" button will throw rapid left and right punches delivering the same damage as the left jab attack but at a higher rate of fire.

-Grabber-
The Grabber can now hold objects for 30 seconds.
The Grabber can now store up to 12 non living objects, except for exploding or burning barrels, when tapping the primary fire button in CM2 and then launching them out when pressing the secondary fire mode button in CM2.
The Grabber will launch all stored items extremely fast when pressing the Reload button while in CM2. When pressing the Weapon Special button in either CM1 or CM2 the Grabber will create an energy shield in front of player that can be used to block all projectile types but disables all grabbing abilities while in use.

-Chainsaw-
Made the marks left on walls and objects by the chainsaw glow for a short time.
Removed Chainsaw cutting feature where you were pulled into your enemy.
Headlight can now be used when the Chainsaw is equipped.
The Chainsaw is swung in different directions when using the "Melee" or "Weapon Special" buttons and will do 3 times more damage then when using primary or secondary fire.

-Pistol-
Added synthetic polymer grips to the Pistol.
Reduced the kickback on pistol ADS fire animation.

-Pumpshotgun-
Removed the Pumpshotgun's wooden stock.
Added the ability for the Pumpshotgun to slam fire its rounds using the secondary fire mode while in Combat Mode 1 or 2 but at the cost of less accuracy.
If not reloading the Pumpshotgun can now fire off all rounds in its magazine quickly without having to pump using the "Weapon Special" button while in Combat Mode 1 or 2 but at the cost of less accuracy.
While reloading pressing and holding the "Weapon Special" button will make the Pumpshotgun reload twice as fast

-Double Barrel Shotgun-
Added the ability to dual wield the Double Barrel Shotgun.
Increased the Double Barrel Shotgun's damage rate significantly.
Added a synthetic polymer stock to the Double Barrel Shotgun.
Reduced weapon spread.

-Machinegun-
In Combat Mode 1 the "Weapon Special" key now activates a telescopic scope that can be zoomed in and out with the "Secondary Fire" key and a highly accurate very powerful bullet can be fired with the "Primary Fire" key.
In Combat Mode 2 the primary fire will shoot in 3 round bursts.
In Combat Mode 2 the secondary fire will shoot every round left in the magazine at an extremely high rate of fire.
Reduced weapon damage a little.

-Chaingun-
Increased firing rate for the Chaingun while in Combat Mode 2 and using the primary fire mode, barrels will start to glow and the spread will increase after using this firing mode for a little while.
Increased firing rate for the Chaingun while in Combat Mode 2 and using the secondary fire mode, barrels will start to glow after using this firing mode for a little while.
While being held down the "Weapon Special" button will keep your barrels constantly spinning eliminating the spin up time while in Combat Mode 1 or 2.
Reduced Chaingun Combat Mode 1 alt fire damage.
Increased ammo usage for Chaingun Combat Mode 1 alt fire.

-Handgrenades-
When in Combat Mode 2 primary fire mode will throw a proximity grenade that will explode when demons or zombies get within range. These proximity grenades can also be detonated manually when the secondary fire mode is used while in Combat Mode 2.
The "Weapon Special" button will throw a Vortex Handgrenade that will suck in smaller enemies into a Singularity Hole or cause damage to bigger enemies.

-Plasmagun-
Added skin FX to the Plasmagun when it's active.
Increased the hit detection size of the Plasmagun's secondary projectile.
Increased the recoil push amount for the Plasmagun's secondary attack.
Fixed a small glitch on the Plasmagun's guis when ammo was empty.
Smaller enemy types can now be gibbed by the Plasmagun's secondary projectile.
Enemy Radar is now activated with the "Weapon Special" key when in Combat Mode 1 or 2.
When on the radar screen is red.
Removed the ADS feature when in Combat Mode 2.
Increased the number of shots to 5 per trigger pull for the primary fire mode when in Combat Mode 2.
Added a flamethrower like liquified plasma attack for the secondary fire mode when in Combat Mode 2.
Reduced Plasmagun Combat Mode 1 alt fire damage and blast radius.

-Rocket Launcher-
Increased the Rocket Launcher's damage rate by 200 points for direct hits and 100 points for splash damage.
Homing rockets fired by the player's rocket launcher release clusterbombs upon impact.
Decreased the recoil push amount for both of the Rocket Launcher's fire modes.
Reduced the spread for the Rocket Launcher's secondary attack.
Increased the firing speed for the Rocket Launcher's secondary attack.
In Combat Mode 1 the secondary fire mode will fire off all remaining rockets in the magazine rapidly as long as the scope mode is not active.
In Combat Mode 1 the "Weapon Special" key now activates a telescopic scope that can be zoomed in and out with the "Secondary Fire" key and a homing clusterbomb missile can be fired with the "Primary Fire" key.
In Combat Mode 2 the primary fire mode launches a clusterbomb that will bounce around like a grenade for 3 seconds before detonating and unleashing smaller bomblets.
In Combat Mode 2 the secondary fire mode will fire off all remaining rockets in the magazine rapidly but will cause them to act like clusterbombs instead of the standard flying missile.
Made Rocket Launcher wait a few seconds before firing either of the alt fire modes.

-BFG-
Added a railgun like attack for the BFG's secondary fire mode while in Combat Mode 1.
Added a full auto guided plasma cannon for the BFG's primary fire mode when in Combat Mode 2.
Added an Orb turret that is released by the BFG to kill nearby enemies for 15 seconds with the secondary fire mode when in Combat Mode 2.
Added skin FX to the BFG when it's active.
Decreased the recoil push amount for the BFG's secondary attack.
Smaller enemy types can now be gibbed by the BFG's primary projectile.
The "Weapon Special" button will fire a Vortex projectile that will suck in smaller enemies to it eventually sucking them into a Singularity Hole. Larger enemies who cannot be sucked into the Vortex before it detonates can be sucked into the SIngularity Hole if they are close enough to it when its detonates.

-Artifact-
The Artifact can now spawn a bloody variant of the Forgotten Lost Soul called a Blood Soul with the secondary fire mode when in Combat Mode 1 if the weapon has been upgraded to level 1, requires 1 soul. Blood Souls will only stay around for a short time.
The Artifact can now spawn a bloody variant of the Pinky Demon called a Blood Hound with the secondary fire mode when in Combat Mode 2 if the weapon has been upgraded to level 2, requires 2 souls.
The Artifact can now spawn a bloody variant of the Baron of Hell called a Blood Knight with the Weapon Special button when in Combat Mode 1 or 2 if the weapon has been upgraded to level 3, but only 1 at a time can be present, requires 3 souls.
The Artifact has a new melee attack that sprays a deadly jet stream of blood that does a good amount of damage with a limited amount of distance if the weapon has been upgraded to level 1.

-Shoulder Lamp-
Replaced Shoulder Lamp light shader with a much brighter one.
Doubled the size of the Shoulder Lamp.
Shoulder Lamp light is much brighter.


= ENEMIES/NPC'S =

-Skins-
Added orange glowing symbols to the branded Hellknights' bodies.
Added glowing demonic symbols to the Forgotten.
Removed the drool from the Pink Demon's mouth.
Added blood to all Zombie skins to make them a little more realistic and much more gruesome.
All bosses have been given much more terrifying looking skin effects.
All demons and zombies in the Hell maps now have their own hellish skins.
Added green lights to Sentry bot bodies.

-Particles/Lighting-
Dynamic lighting effects added to all 3 Hunter Demons.
Added dynamic lighting effects to the Baron of Hell's flaming hands.
Added dynamic lighting effects to the Blood Knight's flaming hands.
Added dynamic lighting effects to the Lost Soul's flaming head.
Added dynamic lighting effects to the Forgotten's flaming head.
Added dynamic lighting effects to the Archvile's flaming hands.
Lost Souls will now produce streams of fire when killed.
Forgotten will now produce streams of fire when killed.
Lost Souls have an explosion effect when killed.
Forgotten have an explosion effect when killed.
Added dynamic lighting effects to Bernie the flaming zombie.
Added a pair of red lights to the Revenant's shoulder cannons.
Added a pair of blue lights to the Bruiser's cannons.

-Gameplay-
Sawyer zombie added to a couple maps to get the chainsaw back into the game.
Helltime Hunter takes half the time he originally did to recover from feeling pain and attacks twice as much.
Berserk Hunter stays in berzerk mode twice as long.
Invulnerability Hunter has had his health values for each stage of his boss battle increased.
Added Painelementals and Barons of Hell to the Hell map.
All harvest bodies no longer gib.
All bodies or gibs thrown with the Grabber no longer disintegrate.
Damage rates for monster attacks have been rebalanced.
Blast Radiuses for monster attacks have been rebalanced.
Friendly Characters and Monsters have been rebalanced.
All spawned Blood Demons will now explode upon death causing damage to nearby entities.
Barons of Hell will now explode upon death causing damage to nearby entities.
Reduced Forgotten spawn rate from Pain Elementals.
Pain Elementals now explode into chunks and release 3 Forgotten when killed.
Cacodemons now explode into chunks and release 10 of their electrical projectiles in random directions when killed.
Lost Souls when killed will sometimes turn into a Forgotten.
Lost Soul kick and knockback amounts caused by attacks have been reduced.
Forgotten kick and knockback amounts caused by attacks have been reduced.
Increased the hit detection size of the Revenant's homing missiles to equal the same size as the Rocket Launcher's missiles.
Doubled the Archvile's max health.


= MENU =

Added more screen resolutions to the options menu.
Added the Sikkmod menu for better optimizing of individual hardware setups.
Added new Sikkmod key commands to the standard controls options menu.
All maps loaded from the New Game Menu except for the Erebus 1 map will not start a new game and will load the player inventory correctly.
Set camera perspective toggle to a key press instead of an on/off option.
Added on/off crosshair option to the options menu in place of the on/off HUD option.
**( On/Off HUD Option was removed to make sure the new Rocket Launcher and Machinegun Scope Overlays worked correctly )**


= MISCELLANEOUS =

HD skins for all characters, monsters, weapons, and items have been added to the Texture Pack and fixed textures that had sliding issues when using any kind of parallax mapping.
HD variants of map load screen pictures have been added to the Texture Pack.
Blood spraying on screen from close range gunfire or melee attacks and monsters hitting you now look the same and now have normal mapping effects.
Went through every single height map setting for every single skin and texture and set them back to their original settings and then doubled them.
Added all singleplayer and multiplayer maps from the awesome mod In Hell and reset several of its textures to use better ones.
High Poly models have been added for all characters, monsters, items, and some of the weapon view models.
Self-shadowing has been removed on all character, monster, weapon, item, and map object models.
Increased player jump height a bit.
Increased player run speed a bit.
Ammo casings and general debris stay on the floor for 5 minutes before disappearing.
Adjusted the camera in third person to be more like Gears of War.
The Grab Command has been disabled.
Armor Protection Ratio increased.
New gibbing system added to the game that will cause cause some of the smaller enemies to get blown to bits by the rocket launcher and handgrenade or have their flesh vaporized by the Plasmagun, BFG, and Artifact.


= BUGS FIXED =
Spawned Sentry Bots via console commands now move around as they should.
Fixed an inverted controls glitch caused by aiming all the way up or down.

Post comment Comments
zanettii
zanettii - - 12 comments

kick ***

Reply Good karma Bad karma+6 votes
CyborgParrot
CyborgParrot - - 1,733 comments

Goddammit reading this List makes me wan't this more.

Reply Good karma Bad karma0 votes
asplendidchaos
asplendidchaos - - 70 comments

I can taste it...
So...Close....

Reply Good karma Bad karma+1 vote
Emperors_Fist
Emperors_Fist - - 1,092 comments

Excellent! More DOOM!

Reply Good karma Bad karma+2 votes
maggotknees
maggotknees - - 37 comments

do you have an eta bro? great job by the way look fantastic!

Reply Good karma Bad karma+1 vote
VGames AuthorOnline
VGames - - 3,963 comments

No I'm sorry I don't. My mapper is healing after a sudden death of his 12 year old son and so he's working on the boss fight when he can. But work is being done. I'm in no rush.

Reply Good karma+5 votes
DEMONDEATHOMEN
DEMONDEATHOMEN - - 3 comments

Alright thanks Vgames I figured that might of been the reason why, most functions are done in the source code and then to scripts to get to work I guess.

Reply Good karma Bad karma+1 vote
VGames AuthorOnline
VGames - - 3,963 comments

All functions are in the source. Not all make it to the scripts.

Reply Good karma+1 vote
DEMONDEATHOMEN
DEMONDEATHOMEN - - 3 comments

Yeah CEDS mods was cool though, I have no idea how he pulled off secondary fire modes and other functions without putting it into the source, I'll check it out and learn. How's pd3 coming along?

Reply Good karma Bad karma+1 vote
VGames AuthorOnline
VGames - - 3,963 comments

Coming along great.

Reply Good karma+1 vote
Danny14
Danny14 - - 5 comments

I have some questions about the spider mastermind.
I know some mods include this cool enemy and in each mod he is using the same animations(sounds actually too :V)
Will the spider mastermind in this mod have some completely new animations,sounds ?

Reply Good karma Bad karma+1 vote
VGames AuthorOnline
VGames - - 3,963 comments

He'll probably use the same walking and roaring sounds that you've heard but he has a new chaingun firing sound and his death will be much different too. He will hàve a new walking animation.

Reply Good karma+1 vote
Danny14
Danny14 - - 5 comments

Arachnotron - Is there a chance that this enemy will appear in this mod ?

Reply Good karma Bad karma+1 vote
VGames AuthorOnline
VGames - - 3,963 comments

Sorry no.

Reply Good karma+1 vote
H1TM4N82
H1TM4N82 - - 3 comments

@VGames

Can you tell us something about a release of V.7?
When can we play ROE with this great mod?

Reply Good karma Bad karma+1 vote
VGames AuthorOnline
VGames - - 3,963 comments

@ H1TM4N82
You'll be able to play the ROE version of PD3 v7 the same day the non ROE version is released. I'm releasing everything at the end of this month or very early next month for sure. The Spider Mastermind boss addon will be released at a later time if it's not complete by then. I'm ready for U guys to play PD3 v7.

Reply Good karma+1 vote
H1TM4N82
H1TM4N82 - - 3 comments

Great news XD.
Thanks for answer.

Reply Good karma Bad karma+1 vote
Executor-64-
Executor-64- - - 1,288 comments

its great, prefer the perfected doom 3 run speed though. the weaker flashlight is ok

Reply Good karma Bad karma+1 vote
sindragoon
sindragoon - - 66 comments

The creators of this mod should be given an award or hired by id or both. I cannot tell you how much I am enjoying this mod right now. I played it before couple years ago but I am still amazed of how good this mod is.

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: