The Lost Mission campaing for the original 2004 Doom 3 release.
(You need Resurrection of Evil expansion pack).
You should put in the description it requires ROE
Yes the mod requires both Doom3 vanilla patch 1.3.1 & RoE,
the mod runs with the following parameters:
doom3 +set fs_game d3le +set fs_game_base d3xp
Windows & Linux platforms are supported
sounds like that monsters 'aas navigation' it is not working properly from the last four maps and monsters standing in place and not moving...
some sounds are missing or broken from exislabs levels and hell..
i see people having this kind of problems in the bfg edition probably the campaign itself it buggy
The mod was widely tested before the release, we ensure no AAS issues were presented, even so some issues need to be addressed as usual for software/mod projects. Thanks for your feedback!
I have made a fix for many of some bugs on The Lost Mission mod for Doom 3, download it here...: Dropbox.com i fixed some of the maps also...
say,can you do one for sikkmod. The archive contained the source code for it
v1.0 - This version fixes the next...:
- Moveable PowerUp Adrenaline are not moveable anymore, but items that can be consummed by the player.
- d3le player fixed some bugs and added the Chainsaw weapon !
- Bettered the projectile_plasma.
- Fixed weapon machinegun spawning black boxes when firing.
- Added some things to making it more compatible with RoE.
- Changed the model for planet2.lwo to a better highres version.
- Bettered doom_main.script and added a bettered d3xp_main.script.
- Made the English strings to work correct.
- Fixed moveable_moveable renamed to moveable on some maps.
- Fixed moveable_weapon renamed to moveable_item on some maps.
- Fixed le_exis1.map and le_exis1.script so the not operational AAS do not make the Archvile 1 to not appear when it should, so the door is set to open state.
- Added the materials that may be enhanced on later versions.
I don't see the errors in the English strings, what is the pattern to look for?, could you tell more details?
Nice Dafama, although I'm having problems in finding some of those issues.
The Arch-vile sequence in exis labs works fine on my end, and I haven't recieved any reports on that.
Also the machinegun have no problem that I can reproduce, nor I recieved any report on that too.
Are you using D3/ROE with any kind of modifications?
You are right, thanks Arl, i may have this errors you comment on my custom modded base or d3xp only, sorry for that.
But, the Archvile because the AAS paths are not good at all in the Exis Labs makes, just sometimes, that the Archvile not go to the place it should be, then it should die and later the second Archvile will appear, openning the door, but sometimes, this not work because the first Archvile lost its AAs path.
And then, in the Enpro 2 and Underground 2, there is moveable_weapon instead of moveable_item as it should be, and moveable_moveable instead of moveable making that some items not to appear on that maps.
Thanks and good job on this mod, its amazing, Arl !!! :D
Now i fixed more things, and i changed some HEALTH STATION GUIS on Enpro 1 and 2 to be new. not dirty skin. Also, i already made the D3LE FullShadows v1.0.
Just reload the link, is the same...: Dropbox.com
In the original doom 3 bfg lost missions all the health stations have the dirty skin
D3LE_FullShadows v1.0 available here...: Gamebanana.com
Does the update comes with the fixes from Dafama2k7 and the full shadows?
No, it doesn't. I'm still looking into that.
I will update both the fix and the fullshadows with this latest mod file from the great Arl ! :D
Now the Fixes from the new files from v1.1 are already made and updated, also, when a Sentry dies, it will not dissappear as before.
Oh and the Full Shadow v1.1 is already made too, just i need to upload...
arl - On the NEW The Lost Mission mod v1.1, all is greatly translated to Spanish, but, the emails still are in English only, can you add or at least send me the Spanish emails, please ?
The spanish files are the spanish.string that is in the string folder, don't know what's wrong since other texts are fine.
I'll look into it.
Wow nice port from Doom 3 BFG, but you need to fix the beeping sounds, i see that the map file has wav sounds, you need to change that to .ogg and add the missing sound files...
Open any .map file in notepad and rename all .wav to .ogg then save it.
I only hear the annoying beeping sound when EAX is enabled
Wheres is that sound being played exactly?
The loud beeping sound plays at the beginning of the first map, and on other places too... (when I have EAX enabled)
without EAX everything is fine.
There is a youtube video: Youtu.be
You can hear the beeping sound
This comment is currently awaiting admin approval, join now to view.
Didn't work with dhewm3, please fix it. Thanks.
Nice work, man. I have some issues with it - Somtimes corrupted textures is appearing - couple was striped, all other - entirely gray.
Make sure to have your Doom 3 configuration to load uncompressed textures.
for instance, this is my autoexec.cfg file content:
seta image_downSize "0"
seta image_downSizeBump "0"
seta image_downSizeSpecular "0"
seta image_filter "GL_LINEAR_MIPMAP_LINEAR"
seta image_roundDown "0"
seta image_preload "1"
seta image_useCompression "1"
seta image_useNormalCompression "0"
seta image_usePrecompressedTextures "0"
seta r_renderer "best"
Thanks for replying. Trying to put this parameters in my autoexec.cfg give me not anything. Issues looks like I lack some textures. Mu Doom 1.3.1 and ROE has not such issues.
Can you tell me the map and the place if you can so I can take a look on my end?
Ok, finishing four levels show me, that issue happens only in first level. After the only first door, behind them on the left. Same thing almost on every doors on the level - before, after, left and right (second screen in my previous post). This is
same first level, third (seems to be) room, on the left.
This is second level (happens once)
Same happens once on first level to, before some doors, at the right.
Are you using another mod along side it? everything looks good on my end.
I found solution.
I use Doom 3: Redux version 2.0 Beta.
I have Radeon gpu
Disabling zpakSikkpinShaders.pk4 (included in this mod) solve issue.
Thanks for help, man.
Alright, glad you got it resolved.
Does this work with Sikkmod for enhanced graphics?
I guess so yes. This works on top of D3's expansion RoE, and there's a sikkmod version for RoE.
Does not work because of the dll with other mods conflict. Only mods that do not change the dll can work will try another way such as textures only.
Can you make this compatible with dhewm3? Dhewm3.org
That's actually not my jurisdiction, but there has been some work on that here: Github.com
Как тут скачать? Где ссылка на мод?
I'm getting a "archive is either in unknown format or damaged" error, I have tried downloading several times and from different mirrors. I'm not sure whether it's from my end or it's some connection to some server that isn't working properly.
If you could upload this to mediafire and post a download link in the description text here as an alternative way to download, I would really appreciate it. This error rarely happens for me on ModDB, but sometimes it does.
Hello, do you have any plans to make this compatible with Dhewm 3?
anymore updates? do i need doom 3 patch 1.3.1?
Yes and yes.
wow, i tried to do something you done in version 1.2 but probably with less result...
i was able to extract voice files for all languages, when i converted sounds and tried italian i notices some voices didn't play, i fixed them loading in audigy first a "working" voice, then loading as second track the "not working" voice, muting the working voice and saving the file... now the "not working voice" could be heard in game
i guess i can check your 1.2 mod and see if the italian voice 100% plays or some audio files are still bugged...
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.