CstDoom3-BFG is a mod for Doom 3 BFG Edition. It has many gameplay options and fixes a considerable amount of bugs. Here is an overview (as of v1.1):
Below is a description of the main features for Doom 3, Resurrection of Evil (RoE), and Lost Mission (LM). Notice that everything is optional and can be configured using the menus.
Show Access Codes (screenshot): If enabled, when you interact with a GUI that requires an access code (like the keypad of a locker), a window magically appears on the HUD showing the code you need to enter. This is quite handy if you are tired of searching for codes in emails and audio logs.
Double Barrel Shotgun and Grabber in Doom 3 (screenshot_1, screenshot_2): The Double Barrel Shotgun and the Grabber from RoE can be used in the Doom 3 campaign (there is an option for each one). If enabled, these weapons can be found in Mars City Underground, Hell, and Delta 5. Important: Changing these options take effect only when a new campaign is started.
Chainsaw in RoE and in LM (screenshot_1, screenshot_2): The Chainsaw from Doom 3 can be used in the RoE campaign and in the LM campaign (there is an option for each one). If enabled, this weapon is easily found in the beginning of the game (Erebus 1 in RoE; Enpro 1 in LM). Important: Changing these options take effect only when a new campaign is started.
Handheld Flashlight (screenshot): The classic handheld flashlight from the original Doom 3 is available.
Headlamp (screenshot): Yet another light option. The new player headlamp is similar to the Armor Mounted Flashlight, but it is view centered and doesn't need batteries.
EnviroSuit in Erebus 5 (screenshot): In the original RoE, the final section of Erebus 5 was toxic, so you had to wear the EnviroSuit and had to keep it supplied by collecting EnviroTanks. In the BFG Edition, this EnviroSuit quest has been removed. If the "RoE Erebus 5 EnviroSuit" option is enabled, the EnviroSuit quest will be present as in the original RoE. Important: When Erebus 5 is entered, this option is evaluated only once, so you must make your choice before reaching this map.
Phasing Effects in Delta X (screenshot): In the original RoE, the Delta X map (Delta Labs - Unknown) had creepy hell phasing effects. Red lights, smoke, and skeletons would periodically appear and disappear along with a FOV effect and phasing sounds. In the BFG Edition, the whole phasing scheme has been removed. If the "RoE Delta X Phasing" option is enabled, the phasing effects will be present as in the original RoE. Important: When Delta X is entered, this option is evaluated only once, so you must make your choice before reaching this map.
Run, Crouch, Zoom Indicators on HUD (screenshot): If enabled, an indicator is displayed on the HUD while run/crouch/zoom is active (there is an option for each one). This is particularly useful if you configure these controls as toggles. Run is red with ">", crouch is yellow with "-", and zoom is blue with "+".
Extended FOV Range: The field of view (FOV) can be adjusted from 80 to 115 in steps of 1 using the menus, and the FOV value is properly stored.
Allow Skip Cinematics: If enabled, cinematics can be skipped by pressing the Esc key.
Shotgun Spread Reduction: If enabled, the Shotgun spread is reduced by half in singleplayer. This makes the Shotgun noticeably more effective.
Grenades Toggle: If enabled, pressing the Grenades key toggles between Grenades and the previous weapon.
Old Health Station: If enabled, the health supply of Health Stations will be the same as in the original Doom 3 (less health).
Old Ammo: If enabled, the ammo pickups will have the same amount of ammo as in the original Doom 3 (less ammo). There is an option for each campaign (Doom 3, RoE, and LM).
Old Player Speed: If enabled, the player speed will be the same as in the original Doom 3 (slower movement).
Additional Key Layers: The keyboard and mouse keys have additional layers to which controls can be assigned. If you use this feature wisely, all relevant controls will be "right below your fingers", so you will never need to look at the keyboard during gameplay.
Demigod: This is something between god mode and the actual gameplay. When demigod is on, your health and armor levels decrease as usual when taking damage, but your health never drops below 1 (so you never die). Rumors say that you must enter cstDemigod at the console to enable it.
Run Freely: The "Always Run" and "Toggle Run" functionalities are available in singleplayer, and stamina drop can be disabled.
Smoke Options: The muzzle smoke of any weapon and the fly smoke of any of their projectiles can be switched off.
Damage Feedback Options: Any of the player's damage feedback mechanisms (double vision, tunnel vision, view angle kicks, etc.) can be disabled.
And More... Explore the menus and see what else you can find.
A number of features are also available for Doom Classic (Doom and Doom II). Notice that you must use the menus of Doom 3 to configure them.
Re-assignable controls: All controls of Doom Classic, including the automap controls, can be reassigned. The new layer system is also available.
Automap Options: You can adjust the zoom step, zoom speed, and pan speed to be used with the corresponding automap controls, and you can decide if "follow mode" should be enabled automatically when the automap is opened.
Run Options: The "Always Run", "Toggle Run", and "Run Indicator on HUD" options are also available for Doom Classic. These options are independent of those for Doom 3.
Screen Options: The frequent screen flashing in Doom Classic can result in eye strain for some people, so a number of options have been added to help with this. You can decide if the screen flashing/coloring when picking up items, taking damage, or using power-ups affect the whole screen, only the status bar, or are disabled. Weapon muzzle flashes and the screen effect when exiting teleporters can also be disabled. If needed, a brightness option is available too.
New cheats: Rumors say that new cheats can be enabled by entering cstDcDemigod or cstDcGive at the console while playing Doom or Doom II.
The depth-fail method for stencil shadows (aka Carmack's Reverse) is available in CstDoom3-BFG (the related US patent has already expired; see here). This method is enabled by default, so you don't need to configure anything to use it. Compared to the unmodified open source engine by id Software (this one), the visuals remain the same, but you can expect better performance when the view is in shadows.
The achievement system is enabled in CstDoom3-BFG, but for local use only (it isn't related to Steam or any other online service). Since the usage is local, the console restriction has been removed (the achievements can be unlocked even if the console has been used).
The state of each achievement (locked or unlocked) and progress information for each one are shown on the Achievements menu (screenshot). The Reset Achievements button in this menu can be used to reset all achievements to the Locked state (confirmation is requested twice).
You should also be aware of the following changes:
The Bink videos from Doom 3 BFG Edition need to be converted to another format to be played by CstDoom3-BFG. This is because CstDoom3-BFG supports Theora videos (in a custom container called TH) instead of Bink. A utility to automate the conversion is included. You'll also need the RAD Video Tools (for the conversion only). See the installation instructions in the manual for the details.
Tons of bugs in the BFG Edition have been fixed, some of which are quite unexpected. Here are a few examples:
Besides actual bugs, some bug-like things were also "fixed". Here are a few examples:
For the complete list of modifications, see the included "changes.txt".
See the included manual for installation instructions.
This version of CstDoom3-BFG has a number of additional options (check the menus), but this is essentially a bug-fix release. Here are some of the new fixes:
Mancubus Overlays: A bug was causing overlays (wounds on monsters) to be incorrectly generated sometimes. This was particularly noticeable with the Mancubus. The images below compare the overlays before the fix (top image) and after the fix (bottom image).
Cower Animations: In the original Doom 3, many NPCs would cower when you fired a weapon near them. This wasn't happening in the BFG Edition due to a bug, but things are working fine now. For example, try firing the pistol after you pick it up in Mars City Underground.
Phantom Wall in Erebus 6: The "phantom wall" issue in the tunnels of Erebus 6 has been fixed, so you'll no longer get blocked as you move through that area.
Player Shadow: The shadow of the player is now shown correctly in cinematics. A certain headless shadow issue has been fixed too.
Conduit Access: Do you remember the conduit access GUIs in Alpha Labs 1? The open/close animation on their right side is now displayed as expected.
Issues of the previous version: The problems with Intel GPUs, with the hazmat zombies in Erebus 5, and with the included converter have been fixed.
Other fixes: See the included "changes.txt" for the complete list.
Below is a brief list of what is available. For a better overview, see the CstDoom3-BFG page at ModDB. And remember that everything is optional (opt-in).
For all games
For Doom 3, Resurrection of Evil (RoE), and Lost Mission (LM)
For Doom Classic (Doom and Doom II)
See the included manual for installation instructions.
This one is for the BFG Edition. It has many gameplay options and tons of bug fixes.
CstDoom3-BFG version 1.1. See the included manual for installation instructions.
CstDoom3-BFG version 1.0. This version is outdated. A newer version is available.
i have correctly installed the mod, but when running it the whole screen is just white with one color quares for both text and ui elements, normal bfg edition works fine so i have no idea whats causing this or how to fix it
I didn't make it this far yet, but does this also come with the original Hell level in RoE? Like it includes the one section with the Hell Knights and Mancubi?
Would it be possible to restore the original footstep sound effects to how they were in the original Doom 3, or replace them with new ones? BFG edition has it so they sound like you're walking on dirt, even in metal corridors, and I find it somewhat distracting. If not, maybe some option to lower its volume or mute it entirely.
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Hello! This is really amazing mod, however I have one question - For people who want that, is there a way to disable grabber and super shotgun in default campaign and same with chainsaw in Resurrection of Evil and Lost Mission?
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I wanted to use this mod in Doom 3 BFG Edition version GOG, but with the executable of this mod I get the following error report:
ERROR: 1 compilation errors. No code generated.
While linking GLSL program 0 with vertexShader gui.vfp and fragmentShader gui.vfp
Program Link Failed for unknown reason.
--------- Game Map Shutdown ----------
--------------------------------------
********************
ERROR: While linking GLSL program 0 with vertexShader gui.vfp and fragmentShader gui.vfp
********************
Error during initialization
idRenderSystem::Shutdown()
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...destroying window
...resetting display
...shutting down QGL
...unloading OpenGL DLL
It's an error that only happens to me with the mod, with the normal GOG executable it doesn't happen. Any ideas on how to use this mod? Is there another mod that works with the GOG version and allows you to add the flashlight from classic Doom 3 as well as other tweaks that make Doom 3 BFG more similar to the original Doom 3?
Hi,
I have rebuilt the main .exe to make it compatible with Windows 7 (and possibly earlier): fva's version only supports Windows 8 and higher.
It is available here:
Mediafire.com
To install, first install fva's mod.
Then, extract the executable in the zip above into your Doom 3 BFG folder.
Do NOT install if you have Windows 8 or higher.
Do NOT report bugs to fva if you find issues with the Windows 7 version in the link above.
Is it possible to fix the Nightmare enemy speed for the BFG version of Doom and Doom II? The projectile speed and movement speeds on enemies on Nightmare are still nerfed.