Doom 3: Redux version 2.0 RC is now available:


Doom 3: Redux 2.0 (Beta test)


Doom 3: Redux version 0.95b is still available here:


Doom 3 Redux 0.95b

AMD GPUs users, please follow these additional steps.

This mod is for Doom 3 only. It is not compatible with the BFG Edition or Resurrection of evil.


Redux is a large-scale modification that attempts to modernize Doom 3 with a massive overhaul of the graphical, sound and UI aspects of the game along with bug fixes, restored content and new features while keeping the gameplay and visual style intact. Here's a temporay list of the mod's features as it was highly requested: (Only applies to version 0.95b)


  • No gameplay changes.
  • 600+ High Resolution textures with proper normal and specular maps.
  • Complete lighting overhaul trought a custom version of Sikkmod.
  • Improved sound design for weapons, audio logs, cutscenes and monsters.
  • Native support of all common Widescreen resolutions up to 4K.
  • High resolution UI, fonts and loading screens. Uses a modified version of 6th venom's mainmenu.
  • Restored cut content. (Dialogs and textures along with hundred of sounds from the E3 2002 alpha)
  • Adds a bunch of graphical options which you couldn't configure in the vanilla options menu like textures resolution, FXAA, anisotropic filtering, motion blur, Field of View, screen blood and an improved version of the Sikkmod's frost effect.
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Redux 2.0 Beta Redux 2.0 Beta


So, Redux 2.0 beta is out a bit earlier than anticipated ! While I only recommend that you use this if you are in a hurry to replay Doom 3 or want to help me smooth out the final release scheduled for late 2019, there has been so many improvements since 0.95b that previous versions are now basically obsolete. You can check the previous article for a brief overview of what has changed in version 2.0.


Redux 2.0 Beta Textures update


Everybody else is doing it, so why can't we?

Everybody else is doing it, so why can't we?

News 29 comments

Phobos got released, Doom 3 is now on the Nintendo Switch and Ruiner of all things suddenly got back from the dead : this means I have no choice but to...

Release date + More

Release date + More

News 15 comments

I am pleased to announce that the development of Doom 3 Redux is getting close to completion and that version 0.95b is coming on April 15.

Announcing Doom 3: Redux

Announcing Doom 3: Redux

News 13 comments

A large-scale modification that attempts to modernize Doom 3 with a massive overhaul of the graphical, sound and UI aspects of the game along with bug...

Are you a winner ?

Are you a winner ?

Feature 6 comments

Martian Buddy, The greatest company ever conceived !

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[RC] Doom 3: Redux 2.0

[RC] Doom 3: Redux 2.0

Full Version 52 comments

Release candidate for Redux 2.0. Please read the description for more details and instructions.

Doom 3 Redux 0.95b

Doom 3 Redux 0.95b

Full Version 55 comments

The full version of Doom 3 Redux 0.95b. This is a large-scale modification that attempts to polish and modernize Doom 3 while fully retaining its core...

Comments  (0 - 10 of 437)
SemiteSlammer
SemiteSlammer

Are there any subtitles mods that work with this?

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Winghelm
Winghelm

This is absolutely astonishing, you did a top level quality job. I have just one question for now - why did you choose the original DooM 3 as the modding platform and not the BFG edition which has an enhanced and less problematic renderer? Is it because the released DooM 3 source code gives you more freedom to meddle with stuff?

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Winghelm
Winghelm

Okay, and another question on top of that. Why cut out options for EAX/OpenAL support? It was there in vanilla DooM 3/dhewm3 and is one of the selling points versus the BFG edition! I'd really like to be able to use it, despite that it could be questionable to some.

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Joshuaortiz698
Joshuaortiz698

well technically you can use it with a few console commands. but they wont work unless you dowload a cracked version of creative alchemy or have a physical creative sound card that supports it

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Winghelm
Winghelm

Yeah okay and another thing as well. Could you please return the master volume slider? It's not just some unnecessary thing, it has its uses e.g. one may need to set it to something like 20% for proper dynamic range processing when using headphone surround virtualization with something like SBX Pro Studio, like I happen to do. Or if someone is live streaming the gameplay, it would also be useful for quick loundness adjustment. I would really love to see EAX and master volume slider return in Redux 2.0 release!

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Clear_strelok CreatorSubscriber
Clear_strelok

There are two issues regarding the volume slider:

First issue is that the "mute" option is actually using the volume slider value, simply setting it to a level low enough that it's actually inaudible when the option is enabled. This would have to go if I were to reintroduce the original volume slider.

The second issue, which motivated the removal of the slider, is that setting volume_db to anything but the default value alters the audio mixing: at, say 50% volume, the shotgun and other sounds remain quite loud while other things such as ambient soundscapes are lowered appropriately.

I've found the poor audio balance that results from this behavior to be distracting enough to warrant removing the volume slider altogether. I know that this may be somewhat annoying for people with no media keys or additional mouse buttons, so I'll look into it.

The EAX option is not coming back, on the other hand. I've had a number of people experiencing known issues solely due to that option in earlier versions of Redux and it's now unsupported.

If you want to enable EAX anyway, write the following into the "autoexec.cfg" file located in the redux folder:

seta s_useOpenAL "1"
seta s_useEAXOcclusion "1"
seta s_useEAXReverb "1"

Just know that it's not recommended, at least using D3's default implementation.

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Winghelm
Winghelm

So I've tried those options with SBX Pro Studio surround and I must say, God the reverb is terrible for the most part, especially in rooms with loud ambient. It may sound better with proper audio hardware acceleration, but who has those old sound cards anyway. I'm leaving OpenAL and EAXOcclusion on though because they don't seem to butcher the audio quality in any way. I can hear the occlusion working, the imp dying noises are mostly less screechy.

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Winghelm
Winghelm

Thank you very much Clear_strelok and Joshuaortiz698 for comprehensive answers. I actually do use a Creative Sound Blaster Z series sound card and it works just fine with EAX or OpenAL, albeit in a software emulation mode only because Creative had cut off proper audio hardware acceleration after X-Fi Titanium.

Also Joshuaortiz698, from my understanding what you're saying is only correct for the fully vanilla DOOM 3 which uses EAX and indeed requires Creative ALchemy as the only workaround. The dhewm3 source port, on the other hand, replaces EAX with OpenAL Soft EFX which is completely abstracted from hardware and works on every PC.

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Eddiethewolf
Eddiethewolf

Hey there! First, thanks for making this mod! Currently using it with dhewn3 and it's awesome! I ran into a couple of issues when trying to use Arl's improvements thoug:

1-Npcs still have glued fingers, as opposed to the five fingered hands from Arl's

2-Betruger has no left eye! This isn't this mod's fault, i had this issue before its release when trying to use Wulfen's pack and Arl's together, but if you could take a look at it, that'd be great!

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Highest Rated (5 agree) 10/10

This mod succeeds in what it sets out to do. Redux manages to recapture the beauty of the id Tech 4 engine. I look forward to future releases.

I am also happy this mod keeps the vanilla gameplay. While there are certain valid criticisms towards the gameplay, Doom 3 has always played well as an atmospheric horror shooter and the swapping between flashlight/weapon is pivotal to the game's design.

Apr 18 2016 by lostintime

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