This mod from HaVoK3 and now updated by Dafama makes many improvements to Doom III. New shaders, tweaked weapons and sounds and much more. See File Details.
Tweakedoom 4.5 by HaVoK3
- Now updated by Dafama -
To install the mod, just extract the pk4 file in your Doom 3 "base" folder OR create a new folder in your Doom 3 (game, not the "base" folder) and put the file inside. By doing the second technique, you should be able to select or deselect the mod in the Doom 3 menu.
v4.5 - by Dafama. (12-10-2k9)
-Fixed materials, particles and fx.
-Fixed sounds and shakes.
-Enhanced and fixed weapons.
-Auto Grenade with the press of a key, thanks to TRSGM for the idea.
-Auto Fists, also inspired by TRSGM DentonMod3 auto-grenade weapon.
-Fixed & Enhanced optional patches.
-Player starts with the pistol because Fists are auto.
-Increased Cacodemon turn rate a little from 150 to 180, much better now.
-Removed unused Radar code (yet) from Plasmagun weapon.
-There may be Monsters and Zombies per level, now !
v4.4 - by Dafama. (6-8-2k9)
-Optional NEW latest zBloom .dll library coming in both v1.3.0 and v1.3.1 patched form.
-Fixed optional .pk4s packs of weapons on Patches folder into the tweakedoom folder mod.
-Fixed Id software small bugs on BFG & CGUN weapons related to .ptr that it should be .prt
and that it is by now.
-Removed old glprogs folder and replaced by my newest Cool shaders, also they are placed in an optional way, so it can be enabled or disabled just by renaming or moving its .pk4 file.
-Fixed muzzleflashes and bettered them to look more spectacular (F.E.A.R. style), also they cast shadows from now.
-Fixed lights/flashlight.tga small artifacts.
-Decreased and quicked up all bullet explosion effects lights on all weapons for optimization reasons.
-Added more smoke effects attached to big projectiles like BFG, Plasmagun, Rocketlauncher, Handgrenade and Soulcube.
-Small optimization to Rocketlauncher script.
-Added better cursor GUI.
-Bettered sounds on Hell1 level.
-Added a couple of good sounds from various mods to an already good ones on this mod, anyway, no one have been replaced.
-Increased Mancubus turn rate a little bit from 120 to 160, more efficient.
-Increased flashlight radius a little.
-Increased melee distance on fists, flashlight and chainsaw to be more realistic respectively to each one.
-Added optimized faster version of doom_util.script.
-Now, all extra custom weapons added by this mod (Railgun, Smc300, Protonyde) and optionally Vulcan weapon are loaded and active.
-Zombie Fat & Fat2 drops all this new custom weapons when he dies, so the player will have access to all them from the first levels (that allow weapons) of Doom 3 !
-Fixed Armor Security small bug, now it only gives armor, not also health !
-Fixed Zsec_Machinegun and specially ZCommando_CGun muzzleflashes being too low, they both have its light radius increased as it should be.
-No Soulcube on Nightmare, Machinegun available on it instead.
-Now Fists, Flashlight, Chainsaw, Soulcube and PDA items, all can be toggled by now.
v4.2 <--> v4.3 - by Dafama.
-This was an internal version/revision with mostly fixes many bugs.
-And take contact with the feel & style of this mod, so i do not break it later on.
v4.1 - by HaVoK3.
-This is the first update from v4.0 to v4.1 by HaVok3.
-The Railgun Returns... tweaked.
-New graphicals tweaks.
-More Difficult Game.
-More Weapon Equilibration to preserve Gameplay.
-Corrected Many Bugs.
-Sorry to be so late !
v4.0 - by HaVoK3.
-Full latest v4.0 of this great mod.
-Lighter Def Files (Deleted useless things like lines or spaces).
By doing this, I've noticed a little Loading time boost. Maybe Useless on some computers, but it works on mine and on few other computers I've tested.
-The Pistol deals a little bit more damage and have a 18 bullets clip
-The Shotgun spread cone is bigger (to be more realistic, more Spas12...) and a bit stronger
-The Machinegun is a little bit faster
-The Chaingun spread cone is a little bit bigger and stronger
-The Grenade explosion radius is smaller
-The PlasmaGun is a little bit faster but weaker
-The Rocket Launcher explosion radius is smaller but it's stronger
-The BFG explosion radius a little bit smaller
-The SMC300 is a bit faster but weaker and have a 50 bullets clip
-The Protonyde is a lot stronger, have a bigger spread cone and uses 16 Belt Ammo per shot
-The Railgun is stronger but slower (between the 2 shots) and uses 16 Plasma Cells per shot
-The Weapons that uses bullets displays short lights effects when hitting any surfaces (wall, ceiling, enemies, actors...):
The Shotgun (I know, this weapons doesn't use bullets but shells. It does the effect too.)
The Chaingun (I've put a patch that removes this effect which needs strong Graphics Cards)
The SMC300 (There's a patch too, the SMC300 eats more resources than any weapon in this MOD, so...)
The Protonyde (The light is displayed in a short time, so it doesn't affects too much the performance)
-The Grenade and Rocket Launcher have a bigger Light effect (proper to them)
-The BFG exploding light effect is a lot bigger and tweaked to display a White Light on the Corpses (near to the explosion)
-The Railgun explosion effect is a lot bigger and have a Rocket Launcher mtr (I've forgot the real name, sorry) explosion effect and the gun's head smokes a little bit after a shot. (See by yourself if you didn't understand... I'm proud of myself)
-The Weapons that uses bullets makes sparks when hitting a surface (and not an actor)
The Weapons (BFG) or Things (like lava, fire) that uses the Heat Hazes are Tweaked to be a little bit more Realistic (bigger, more hazes)
-A better light render (the light are optimized, in glprogs files and in a autoexec.cfg file)
-New Pistol Shoot Sound
-The Railgun's Hum Sound Volume has been Raised
-The SMC300, Protonyde and Railgun have new sounds
-The Monsters Melee Attacks are tougher
-The Monsters are stronger (hits harder, deals more damage, more resistant)
-The Pinky is a lot more resistant and headhsots are less effective (his head is very big)
-The Wraith is now harder to kill (silent teleport, moving more)
-The Cyberdemon is now vulnerable to other weapons (like the "real" cyberdemon) and have a bigger health 12000 (6 Soul Cube attacks)
-The Bosses Health are a lot bigger
-Headshots are more effective (some Bosses included)
-Re-Ajusted Mass for monsters (For a better Physics Animation)
New FX :
-Added Screen Shakes when fire a weapon (the punch, flashlight, soulcube and pistol aren't concerned)
-Added new effects on few weapon :
The Grenade's Explosion Effect have been tweaked since Tweakedoom 3
The Plasmagun's Plasma Balls Impacts have now image distorsions (rounded)
The BFG fire effect have a complete image distorsion
The Railgun Explosion Effects have modified (Fire-Plasma Like) and a image Distorsion (Heat Effect)
There is a Second Pack, for those who finds that the Protonyde is not very fun to play. In the Second Pack, you'll find a replacement for the Protonyde, the Vulcan.
To Get the new weapons, you'll have to type some commands in the console (better bind them no ?) :
-The New Textures only works on Doom3 High Settings (Option Menu)
-When I've added the screen shakes at fire (sndshd files), the game estimates them as bugs but aren't. Don't worry, the console display them only once.
To Apply the Second Pack, just extract it in the same place you installed Tweakedoom4.
For the Dynamic Lights Disabler Patch, just extract the .pk4 files you want to use in the same folder where you installed Tweakedoom4.
PS : I'm sorry to make this MOD so late, I had some... Hard Disk Problem's (For those who really cares *again*, I had to throw away my old HD, and to rebuild a new Tweakedoom MOD).
By doing this mod, I wanted to include many weapons. But everytime that I try a new one, I think that it won't be fun, or it's useless or... well, I only keeped one "new-new" weapon, the Vulcan.
List of weapon I did, but didn't include (if someone wan't me to make Weapon Packs, I can, just ask for it) :
-Tripod Launcher :
some kind of multi-rocket launcher, use like mines because the rocket are slow
Big F*cking RailGun... the name said everything
-Berserk Hands :
One punch, one dead.. not really funny.
-Sniper Rifle :
A ballistic copy of the Railgun
A gun that propulses the enemy. Uses the Mass props and does not damage. Wanated to include a big wave (image distorsion) on impact... a Candy-Eye Weapon
Already created by other Modders but I found it useless for this Mod. I included light explosions when a bullet hits a surface. Just spare some ammo for a little bit light...
-Rocket Jump :
The Rocket Explosion Damage was set to 0 and whan the players "shoots his feet", he was propulsed very high... Useless in Doom3 Levels.
I used the Grenade Model to make some kind of High-Speed ball that travels straight, and explodes only after 3 seconds and not by contact. The Doom Marine throws it like a Normal Hand Grenade but the UltraBall Acts like a rocket.
-Grenade Launcher :
The name means all. Rocket Launcher Model and Grenades as Projectiles... Useless because the Hand Grenade is a equivalent of this weapon.
Thanks to Maha-X for his amazing BLOOM .dll library that adds BLOOM and (kind of) HDR to Doom 3 !
If someone wants to contact me, there's my E-mail : Xaero007@free.fr (yup, stills Xaero007 for my mail...)
(For those who really care, I'm just Xaero007... changed the nickname)
Also i am Dafama and because now i work on this updates for this great mod, i want to share my email to everyone...: