About

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 v2.0):

Options for Doom 3, RoE, and LM

Below is a description of the main options for Doom 3, Resurrection of Evil (RoE), and Lost Mission (LM). All options can be configured using the menus.

Extended FOV Range: The field of view (FOV) can be adjusted from 80 to 115 in steps of 1, and the FOV value is properly stored.

Allow Skip Cinematics: If enabled, cinematics can be skipped by pressing the Esc key. Note: This option should also work with a controller.

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.

Shotgun Spread Reduction: If enabled, the Shotgun spread is reduced by half in singleplayer. This makes the Shotgun noticeably more effective.

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.

Grenades Toggle: If enabled, pressing the Grenades key toggles between Grenades and the previous weapon.

Armor Protection: You can choose how much damage the armor absorbs in singleplayer. The choices are either the original behavior or one of the available absorption percentages (from 20% to 80%).

Instantaneous Reload: If enabled, the weapons are reloaded instantaneously in singleplayer, without a reload animation. If you also enable the "Auto Weapon Reload" option, you'll be able to fire continuously as if reloading wasn't needed. Note that the Double Barrel Shotgun is an exception and is always reloaded with an animation.

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 "+".

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.

Options for Doom Classic

A number of options 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.

New cheats: Rumors say that new cheats can be enabled by entering cstDcDemigod or cstDcGive at the console while playing Doom or Doom II.

Old Nightmare: In the BFG Edition, the Nightmare skill of Doom and Doom II has been softened to some extent. If the "Old Nightmare" option is enabled, the Nightmare skill is restored to its original difficulty. This means that Imps, Cacodemons, Hell Knights and Barons of Hell will have faster projectiles, and Demons (Pinkies) and Spectres will move quicker. Important: This option takes effect only when a new game on Nightmare skill is started.

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.

Carmack's Reverse

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.

Achievements

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 "To Be or Not To Be" achievement has been replaced by the new "Out Of The Frying Pan" achievement: You must free, not frag, the scientist in Alpha Labs 4.
  • The "DOOMed Collector" achievement has been changed so that picking up the PDAs available in the maps is enough. Killing NPCs for their PDAs is no longer needed (PDAs from killed NPCs don't count anymore).
  • The "I Like To Watch" achievement has been changed so that all video discs must be picked up, including both discs with the "ancient civ" video (one in Site 3, the other in Caverns 2).
  • The "Goody Finder" achievement has been changed so that all storage lockers, without exception, must be unlocked. Most are unlocked with a code, but some are triggered when you move through certain areas. In Mars City Underground, one of the lockers is unlocked by saving the scientist being attacked by a zombie (how many of you knew about this?). In Delta 3, one of the lockers becomes accessible by teleporting to Hallway or Storage using the last teleporter.

Bink Videos

Since version 2.0, the CstDoom3-BFG engine is able to play the Bink videos from Doom 3 BFG Edition directly, so converting them to the Theora-TH format is no longer needed. The Theora-TH format, however, is still supported.

Bug Fixes

Tons of bugs in the BFG Edition have been fixed, some of which are quite unexpected. Here are a few examples:

  • As you know, many objects have been removed from the BFG Edition, but not as many as you think. A bug was causing several objects to fall though the ground after being spawned. These objects would disappear or become partially buried as a consequence.
  • Some view effects weren't working correctly. The tunnel vision, for example, was completely broken and would leave the view permanently tinted (!!!) after you took any damage.
  • Many in-game GUIs wouldn't work correctly after the Artifact had been used in RoE.

Besides actual bugs, some bug-like things were also "fixed". Here are a few examples:

  • The number of decals is now unlimited (as in the original Doom 3). Get ready to see lots of blood splats and bullet holes.
  • The collision of ragdolls against other ragdolls has been re-enabled. Now you can make piles of dead zombies if you want (they'll no longer "pass through" each other).
  • Weapon lights are now allowed to illuminate other models. This also fixes muzzle flashes not beign visible.

For the complete list of modifications, see the included "changes.txt".

Additional Notes

  • CstDoom3-BFG works with the Steam and GOG versions of Doom 3 BFG Edition. It does not work, however, with the original (non-BFG) versions of Doom 3 and RoE (but the standard CstDoom3 does).
  • Windows 8 newer is required. Windows 7 isn't supported.
  • The complete source code is included.

Get It

CstDoom3-BFG v2.0


See the included manual for installation instructions.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
RSS Articles

About

CstDoom3-BFG is a mod for Doom 3 BFG Edition. It has many gameplay options and tons of bug fixes.

What's new in v2.0

Bink playback: The CstDoom3-BFG engine is now able to play the Bink videos from the BFG Edition directly, so converting them to the Theora-TH format is no longer needed.

Simpler installation: Since there is no need to convert the videos anymore, installing the mod is easier and very quick.

Updated shaders: The mod now includes updated shaders that are in conformity with the GLSL specification (the originals from the game aren't). This should solve the issues people are having with strict video drivers, like crashes on startup or visual corruption.

Updated debug render tools: The backend debug render tools have been updated too, so all debug cvars that draw something (like g_showEntityInfo, r_showTris, s_drawSounds, etc) should work as expected.

Any display refresh rate: All display refresh rates supported by your monitor(s) are now listed in the Fullscreen menu (you're no longer limited to 60 Hz or 120 Hz only). The engine's frame rate is automatically adjusted to match the selected display refresh rate. If needed, you can also adjust the frame rate manually using the menus. Note: In multiplayer, the frame rate is still limited to 60 FPS or 120 FPS (the selection is automatic).

Armor Protection SP (new option): You can choose how much damage the armor absorbs in singleplayer. The choices are either the original behavior or one of the available absorption percentages (from 20% to 80%).

Instantaneous Reload SP (new option): If enabled, the weapons are reloaded instantaneously in singleplayer, without a reload animation. If you also enable the Auto Weapon Reload option, you'll be able to fire continuously as if reloading wasn't needed. This is a nice option if you would like to try Doom 3 with a gunplay closer to that of Doom and Doom II. Note: The Double Barrel Shotgun is an exception and is always reloaded with an animation.

DBS Always Auto Reload (new option): If enabled, the Double Barrel Shotgun (DBS) is always auto reloaded, even when the Auto Weapon Reload option is disabled.

Old Nightmare (new option) (Doom and Doom II): In the BFG Edition, the Nightmare skill of Doom and Doom II has been softened to some extent. If the Old Nightmare option is enabled, the Nightmare skill is restored to its original difficulty. This means that Imps, Cacodemons, Hell Knights and Barons of Hell will have faster projectiles, and Demons (Pinkies) and Spectres will move quicker. Important: This option takes effect only when a new game on Nightmare is started. Existing saved games aren't affected.

And more: See the included "changes.txt" for the complete list of changes.

A Video



A Few Images

Some interesting frames from the video:

Fixed Cameras


Fixed Wounds


Fixed Souls


The Features

Below is a brief list of what is available. For more details, see the CstDoom3-BFG page at ModDB. And remember that everything is optional (except for bug fixes).

For all games

  • Tons of bug fixes (see the included "changes.txt")
  • Achievements are enabled for local use (and aren't disabled if the console is used)

Options for Doom 3, Resurrection of Evil (RoE), and Lost Mission (LM)

  • Extended FOV range (from 80 to 115 in steps of 1)
  • Cinematics can be skipped
  • Show access codes (cabinet codes, door codes, etc.) on the HUD
  • Double Barrel Shotgun and Grabber in Doom 3
  • Chainsaw in RoE and in Lost Mission
  • Shotgun spread reduction
  • Handheld flashlight (as in the original Doom 3)
  • Headlamp
  • The Grenades key can toggle between Grenades and the previous weapon
  • Adjustable armor protection (new in v2.0)
  • Instantaneous reload (new in v2.0)
  • Always auto reload the Double Barrel Shotgun (new in v2.0)
  • EnviroSuit in Erebus 5 (as in the original RoE)
  • Phasing effects in Delta X (as in the original RoE)
  • Old health station values (as in the original Doom 3; less health)
  • Old ammo pickup values (as in the original Doom 3; less ammo)
  • Old player speed (as in the original Doom 3; slower movement)
  • Additional layers for the game controls
  • Demigod mode
  • Always Run and Toggle Run in singleplayer
  • Stamina drop can be disabled
  • Run, Crouch, Zoom indicators on HUD
  • Smoke options
  • Damage feedback options
  • More options

Options for Doom Classic (Doom and Doom II)

  • Re-assignable controls
  • New cheats
  • Old nightmare skill (as in the original Doom and Doom II; new in v2.0)
  • Run options (always run, toggle run, run indicator on HUD)
  • Automap options
  • Screen options to reduce eye strain

Additional Notes

  • CstDoom3-BFG works with the Steam and GOG versions of Doom 3 BFG Edition. It does not work, however, with the original (non-BFG) versions of Doom 3 and RoE (but the standard CstDoom3 does).
  • Windows 8 or newer is required. Windows 7 isn't supported.
  • The complete source code is included.

Get It

CstDoom3-BFG v2.0


See the included manual for installation instructions.

CstDoom3-BFG v1.1 released

CstDoom3-BFG v1.1 released

News 11 comments

CstDoom3-BFG v1.1 has been released and brings more fixes to Doom 3 BFG Edition.

CstDoom3-BFG v1.0 released

CstDoom3-BFG v1.0 released

News 12 comments

This one is for the BFG Edition. It has many gameplay options and tons of bug fixes.

RSS Files
CstDoom3-BFG v2.0

CstDoom3-BFG v2.0

Full Version 6 comments

CstDoom3-BFG version 2.0. See the included manual for installation instructions.

CstDoom3-BFG v1.1 (Old)

CstDoom3-BFG v1.1 (Old)

Full Version 14 comments

CstDoom3-BFG version 1.1. This version is outdated. A newer version is available.

CstDoom3-BFG v1.0 (Old)

CstDoom3-BFG v1.0 (Old)

Full Version 9 comments

CstDoom3-BFG version 1.0. This version is outdated. A newer version is available.

Comments  (0 - 10 of 69)
BK1408
BK1408 - - 5 comments

There is a mod for Doom 3 that has the original hell level from Resurrection of Evil called DOOM 3 BFG EDITION QC SUITS. Would it be possible to add this level from that mod?

Reply Good karma Bad karma+1 vote
BK1408
BK1408 - - 5 comments

The BFG's trails deal no damage. This is also a bug in previous versions.

Reply Good karma Bad karma+1 vote
fva Creator
fva - - 149 comments

I think you mean the beams of BFG projectiles. This is intentional. If you take a closer look at the unmodded game, you'll see that when several monsters are being targeted by a BFG projectile, only one of them is damaged by the beams (the others take no damage). Since this behavior is inconsistent, I decided to change it. Either all monsters or none of them should be damaged. I opted for none of them (there was a reason for this, but I can't remember exactly what). Specifically, this is how it works in the mod: For AI entities (NPCs and monsters), the beams indicate which entities are being targeted, but damage is delivered on detonation only. Players, on the other hand, are actually damaged by the beams while the projectile is in the air (this is the behavior in multiplayer and also in singleplayer in the fight against Sabaoth).

Reply Good karma+1 vote
BK1408
BK1408 - - 5 comments

Thank you for the explanation. However, I would prefer the original behavior. Also, is it possible to have sound mods for CstDoom3-BFG?

Reply Good karma Bad karma+1 vote
criptfiv3
criptfiv3 - - 21 comments

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

Reply Good karma Bad karma+1 vote
fva Creator
fva - - 149 comments

This issue is (hopefully) fixed in CstDoom3-BFG version 2.0, which has recently been released. If you decide to try this version, let me know if it is working for you.

Reply Good karma+1 vote
MegaSean45
MegaSean45 - - 52 comments

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?

Reply Good karma Bad karma+1 vote
fva Creator
fva - - 149 comments

Unfortunately, that hell area in RoE has really been removed from the map, so I couldn't restore it. The missing things that I could restore (flashlight, envirosuit, deltax phasing) were still available in the BFG Edition, but kind of disabled.

Reply Good karma+1 vote
pointblankprg
pointblankprg - - 20 comments

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.

Reply Good karma Bad karma+1 vote
Guest
Guest - - 695,146 comments

This comment is currently awaiting admin approval, join now to view.

Post a comment
Sign in or join with:

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.

X
Tags