Where did you encounter this issue?
Where did you encounter this issue?
Yes it is intentional, Zsec are too frequent to make ammo pickups balanced.
thanks for the kind words, if the mod is a little too dark for you, you can use the weapon flashlight addon, or turn up the brightness in the video settings of the game, the mod still has about 90% of Doom 3's original lighting.
Glad to see you enjoyed the mod, ill definitely look into your feedback for a future update.
Hi, thanks for the feedback, a lot of the things you said were intentional and here is my reasoning for them:
1)The autopistol and the super shotgun can easily be swapped into by using the flashlight and scrolling down with the mousewheel, I couldn't reliably try to make their own keybinds, so I apologize.
2)The cyberdemon fight was made so that you would move around and the cyberdemon would chase you, but if it is that easy to exploit then i'll for sure look into it.
3)Revenants are the most versatile enemy in the game.¯\_(ツ)_/¯
4)In that particular level, if you play it in hard and nightmare, it only gives you the pistol and grenades as weapons, you are meant to use the flashlight, fists, and soulcube to save as much ammo as you can for the harder fights. Also, if you survived the hell level, I don't doubt your capability for delta 5.
5)The machinegun's reload was sped up about 50% in the 2.01 patch, and the chaingun has the highest DPS in the game, so giving it a 50 round belt was the most reasonable way to balance it, it wasn't as much of a problem in my playtests since i switch weapons frequently.
6)Revenants are pretty easy to dodge if you use the dash.
The mod has just been fixed, and the crash will no longer happen.
A flashlight add-on has been added in the files section. Enjoy
The latest version of the mod fixes this bug.
Really cool that you got dismemberment to actually work, I'll definitely be keeping an eye on this.
Which mission did this happen in?
Neat mod, now I can finally start enjoying the BFG edition ;), this very much looks like it is geared to be a fast paced power trip, and the changes seem very interesting, I’ll definitely give this a try.
For sure, I’m currently working on ROE Retaliation and without spoiling anything, its gonna kick some *** ;)
Are you using any other mods? Because when i tested it i didnt have any issues running the level. And if you aren’t running any other mods with it, can you tell me the message that pops up in the console stating why the game crashed?
Thanks for the feedback, for infighting, the demons can kill each other, but it takes a while since their health is substantially higher than the player’s, but their attacks are calibrated to deal damage against the player, so basically they’re dealing 50 damage to an enemy with 7000 health for example. It’s much quicker for enemies that dont have melee attacks. Also, for the black screen bug, it’s odd since when i tested out the game it only appeared on the non-interactive computers, but if it hinders your progress, then i’d like to know which computers dont work.
I hope you're still working on this, I'd pay real money to play the whole thing.
change the value that Says "com_fixedTic" on the Autoexec.cfg file to make the game play in it's regular 60 fps. You can change the value to either -1, 0, or 1.
yeah, always make sure to have Vsync enabled and the aforementioned command calibrated, it works the other way too, where the game turns into a slo-mo mess if it dips below 60 fps.
Hi, ill see what i can do to release a version for the Quest, I dont own a VR headset so i can’t do the testing myself, but ill see what i can do about releasing a version for Doom3quest if it doesn’t have the same process as Doom 3
This looks awesome, hopefully the guns reflect the way they behave in the Halo games, but it would still be sick if the guns just have new textures with them.
Im not exactly sure, but i think the ROF is the same as the player’s chaingun. And if not, you could probably look around their script file and in the “fire” function to see how to change the fire rate.
Hi, since the mod requires it’s own game.dll file it doesn’t work with dhewm3. And the mod already comes packaged with doom 3 redux, which explains it’s relatively large file size. This mod is a pretty heavy overhaul of the game’s weapons, enemies, and levels so im pretty sure it wouldn’t work with enhanced edition either. Maybe in the futute ill consider working with the essential hd pack, but as it stands, im using Doom 3 redux to enhance the visuals.
The final version hasnt been released yet, but the two older versions and a patch have been released, although they aren't as polished and are more or less a proof of concept.
Glad you enjoy the work, you can be expecting a lot more of images like that when the mod releases.
Although I haven't really touched the number of enemies, you can expect to be fighting a lot more than just imps ;p.
For sure, I have uploaded most of them in the mod's original page, and Doom 3 is known for being a dark game. I suggest maybe opening them in a new page or downloading them and viewing them in their exquisite 4k detail.
I'll be working on those, they will all be a unique experience compared to the original Doom 3 Retaliation.
Any news or anything of note? I'm really looking forward to trying this out
I'd love to put it back, but gui design isnt really my thing. Perhaps giving the game it's original menu will fix it, but I know it's gonna put in more problems than it's worth.
It's come to light how unbalanced the bossfight against the guardian is, the acceleration and health of it's projectile make the fight needlessly defensive, I will give some sorely needed balance changes in the next patch, which shouldnt take too long to release.
Death_Chopper
joined
Doom Enthusiast and amateur modder, I am a certified tinkerer, and most of my work is calibrated for myself, but I am always open and thankful for criticism.