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 quality of life features while keeping the gameplay and visual style intact. Here's a temporay list of the mod's features as it was highly requested: (currently applies to version 2.0RC)
For the most part, the new release seems to be pretty much the same as the original digital version on Steam. However, I did spot a few things that are different: the Resurrection of Evil expansion pack is now automatically installed with the base game and doesn't require an additional download, which should be more practical, but I seemed to have some issues registering the included CD keys at first and had to fill "doomkey" and "xpkey" manually. The same could happen with the Steam release.
Being a GOG release this is a DRM Free version with the executable seemingly being lifted from patch 1.3.1, which could already be used to make the Steam version DRM Free. But not having to go through any steps for that to happen is pretty great, and it will help with setting up mods that require their own executable while still running the game through Galaxy.
Another change in this release comes in the form of an autoexec file that GOG has included in both the "base" and "d3xp" folders. It's mostly positive, with the included tweaks preventing the texture quality issues of the Steam release due to modern hardware not being properly recognized by the game.
seta r_renderer "best"
seta com_videoRam "1024"
seta com_machineSpec "3"
seta r_shadows "1"
seta r_skipBump "0"
seta r_skipSpecular "0"
seta r_skipNewAmbient "0"
seta r_multiSamples "8"
seta image_anisotropy "8"
seta image_lodbias "-2"
seta image_filter "GL_LINEAR_MIPMAP_LINEAR"
seta image_ignoreHighQuality "0"
seta image_roundDown "0"
seta image_forceDownSize "0"
seta image_downSize "0"
seta image_downSizeBump "0"
seta image_downSizeSpecular "0"
seta image_useCache "0"
seta image_usePrecompressedTextures "0"
seta image_useNormalCompression "0"
seta image_useCompression "0"
seta image_useAllFormats "1"
seta g_showBrass "1"
seta g_decals "1"
seta g_doubleVision "1"
seta g_bloodEffects "1"
seta g_projectileLights "1"
seta g_muzzleFlash "1"
However, GOG has forced the lodbias to a negative value, which is confusing: the new value of -2 doesn't help texture clarity in any way but it does introduce a ton of shimmering that the multisample anti-aliasing of Doom 3 simply cannot address. MSAA has also been forced to x8, which is overkill for any resolution beyond 1920x1080 and is going to cause uncommon but noticeable performance issues when rendering at 4K, regardless of the hardware. MSAA already has a dedicated option in the main menu, too, so there was no point in forcing it externally.
To fix these issues, it's recommended that you delete the line below from both "autoexec.cfg":
seta r_multiSamples "8"
You can then change the lodbias value from -2 to 0, so that it looks like this:
seta image_lodbias "0"
With this, you should get a pleasant experience with no more tweaking required. It would be nice to see someone at GOG update the autoexec to remove the lodbias and MSAA overrides, but still, there's been at least some attempt to address the most common issues with this version of the game.
Apart from the aforementioned weirdness, the new release doesn't seem to change anything that could affect existing mods, which is a breath of fresh air after the Panic Button re-release of the BFG Edition branch of Doom 3 introduced yet another version with varying degrees of compatibility. On top of that, being a DRM free release makes it the definitive edition in my book, so this is the version of the game that I will be recommending from now on: the only reason to get the Steam release over this one is if you're playing on the Steam Deck or Desktop linux and want to use Valve's Proton compatibility layer.
Three months ago, I wrote that production work on the next version was slowing down and that I had some hopes for a release in February. Given that this article is written on the 28th of February, that was obviously a lie. But with my folders indicating that around 200 textures have been added or replaced since the november status update, that's the good kind of a lie !
The bulk of the new assets are either final edits of previously work-in-progress maps or part of a new batch of redrawn specular maps for Wulfen's sets, with the remaining third being new replacements that are more complex than usual (due to the dense, but extremely low-resolution geometry of the original normal maps, that still needs to be redrawn nearly 1:1 in order to preserve the original mapping and avoid creating new seams and tiling issues).
Other additions since the last status update also include another wave of various fixes for minor issues of the original game. This includes guis fixes, corrections for typos and spelling errors as well as some adjustments to normals and material files for vanilla textures. Those issues were unlikely to ever be noticed by the average player, but fixing a 19 years old bug is always nice.
I'm still working on a real progress report and will post a couple of updates before that so see you then !
The first beta test of the upcoming 2.0 version of Redux has been released.
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...
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.
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...
Update for Redux 2.0 (RC). Please read the description for more details and instructions.
Release candidate for Redux 2.0. Please read the description for more details and instructions.
Resurrection of Evil compatibility patch for Doom 3 Redux mod.
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...
I'm having an issue saving. It will not let me save, and when I try to I can't close the save screen either.
Hi! First of all, good job, i believe, that it takes some time to do all this, but I have one suggestion: it would be better, if you make video with comparison between original and your work ;-)
Cheers!
What a brilliant mod. I wanted to replay Doom 3 after BFG edition on Xbox left a sour taste in my mouth. The author of this mod clearly admires Doom 3 and enhances what made the original game great with care. This is how remasters should be done.
My only small nitpick is the changed machine gun reload sound, i liked the original one better :)
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Hey, Strelok. Any news on Redux 2.1? Really looking forward to it. Excited to see what 2.1 brings to Doom 3 when it releases. Cheers to your journey & success!
Am i dumb..? i can't figure out how to get the mod to load. I've extracted the folder into /common/Doom3 but it's not loading in the mod tab. I only see "Doom3" which is odd, which if clicked essentially just puts me in a loop of re-opening the game.
The Duct Tape Flashlight Mod won't allow Redux to load, does anyone know of any flashlight mods that work with Redux?
I'm loving this mod so far but really hate not being able to see while shooting.
try with varilight
Will there be a Redux patch for the Lost Mission DLC mod someday?
Can i change pistol reloading sound to original? it's really awful in redux by default.
The version currently in use is from the 2002 build and is better synchronized with the retail reload animation, so it's on by default. If it bothers you, you can delete "pistol_reload_01.wav" in the "modfiles" archive.
Hi
I downloaded yours Doom 3 Redux mod, played a few levels and I say this mod is very, very interesting. Now i have two questions: could you please do this mod for The Lost Mission? And what's going on with Redux 2.1?
Hey ! I've been extremely busy these last few months so communication has been very sparse but work on the mod has remained steady and at this point I pretty much keep adding stuff as a way of procrastinating the actual upload :D
I defended my Master's degree a few weeks ago and am taking some rest before resuming my activities, but you can expect some news in the following days. Release is still planned soon™ and I can at least vouch for it happening sometime before or around Fall.
As for the Lost Mission, I'm not particulary interested in covering BFG edition content and the main goal for 2024 is to keep on building up a separate build of Redux for ROE, (which I'm doing from sratch as a way to keep things manageable over time) so it's very low on my priority list.
Good to hear from you, Clear_strelok! Congratulations with the Masters's degree. What field is it in?