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.

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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 finally write a status update !

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It has been a long while so I'm going to start with the essential : Redux isn't dead and though near three years of silence about the status of its development may have indicated that no progress has been made since the winter of 2017, its actually quite the opposite. Before dwelling on that, though, I feel that an explanation is warranted for the few people that followed the progress of the mod while it was actively updated.

The "hiatus", its reasons and me looking at you with puppy eyes

The initial reason for the mod going on silent mode, at the time for a few months, was that I fell into the ever so common trap of the feature creep : the release of the version 0.95b went quite well, attracting some attention and granting me access to a good amount of useful feedback. I immediately started working on 1.0, originally intended to be little more than a hotfix, but soon went on to delay that release when the amount of completed texture sets and WIP features accumulated enough that I started planning on a more ambitious content update.

One of these features, which I discussed here at the time, was the addition of a full support for select custom maps : with the authors agreement, these would be bundled up in a secondary installation of the mod and easily launched through the main menu. I also planned to assign all text contained in the maps files to translatable strings, fix compatibility issues where I could find them and update the custom assets where it felt necessary. Most of that actually got worked on, and those of you who followed the mod back then saw the first results :

Custom maps support Custom maps support


With other parts of the mod being revised and the features stacking up, however, the workload got a bit too heavy for its own good and things got delayed just a bit further. I eventually dropped some of these planned features and made enough progress to warrant a meaty 1.0 update, but life got complicated and did so for some time. Development went on and off since, and a few friends got to play the latest dev versions, but I never committed to a release build and didn't feel like making any announcement untill I had something to upload, which was obviously a mistake and eventually dragged on for almost two years. Please accept my apologies in this regard.

Current status and the upcoming pre-release of Redux 2.0

So the bad news is that I could have released a fully featured and stable 1.0 version two years ago but didn't. The good news, however, is that the amount of work done in two years has far exceeded the scope of that release. Redux 2.0 is planned to release this year and I'm very happy with it. I will go on a more details about what has been changed and added further down the line, (in part because I never keep track of anything and will need to compare all my dev builds to write a changelog) but for now you can expect :

  • A major visual overhaul: I have to rely on looking at the file count of my work folders at the moment, so take that with a grain of salt, but we're looking at an estimate of 500+ textures either added or updated since version 0.95b. Hell and Delta in particular have been considerably improved while some areas that were previously untouched and fared quite poorly are now almost completely revamped. The HUD, PDA and loading screens have also been redrawn for 1440p and 2160p resolutions along with various in-game UI elements.
  • More modularity: I've received a lot of feedback from people who wanted to get rid of the admitely quite loud weapons sounds, so I've done that ! Pretty much everything sound related that isn't strictly vanilla, with a few unnoticeable exceptions, will now be its own optional module and will not be enabled by default. This includes weapons, Pinky, Commando and Zombies sounds from the E3 2002 build.
  • Better widescreen support: With the crosshair assets being double the resolution compared to the previous version, I can now pre-scale them to compensate for the horizontal stretching that occurs when displaying the game in a widescreen resolution. This will also apply to loading screens, which will now exist in three separate versions each made for 4:3, 16:9 or 16:10 aspect ratios.
  • Fixed bugs and inconsistencies: I've now separated Sikkmod's compiled code from the main (or "stable") version of Redux. This won't actually affect the user at all, save for the loss of fullscreen screenblood and frost accumulation, but for now it has allowed me to clean up some of the nastier bugs that come with it, such as objects sometimes floating around corpses and the hercule effect not wearing out after returning from Hell for the first time. Along that, expect several minor issues from both vanilla and Redux such as typos, alignment, texture and sound assignment to be fixed in 2.0.

August 2019 update August 2019 update


There's a lot more still, including the Sikkmod rendering now being completely optionnal, but I will save some of it for later. I plan on uploading a pre-release test version this month in preparation for the full release that should be closer to late 2019. I don't need much more testing done at this point and this will be missing some features, so it's more of a little something for those in a hurry to replay Doom 3 this summer. In the meantime, I have uploaded a few screenshots showcasing some of the updated texture sets in 2.0.

August 2019 update August 2019 update


I really enjoyed all the feedback that 0.95b got and to those of you that reached out to ask for news and propose changes, know that I appreciate your comments and have taken them into account. The mod got better for it and you will see the result of that in some form by the end of the month. I hope to see you all soon !

Comments
hemebond
hemebond

Still going to only work on Microsoft Windows?

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Clear_strelok AuthorSubscriber
Clear_strelok

I can't vouch for it, but version 2.0 should work on Linux builds and I can confirm that it's compatible with source ports such as dhwem3 and fhDOOM ! That's actually a nice side effect of temporarily separating the stable version from Sikkmod base code.

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naryanrobinson
naryanrobinson

I played this when 0.95b came out and I can't remember it very well, but it was enjoyable enough.
Since then I discovered and found cstdoom3, and have come to really appreciate several of the features included there:
• The ability to tune what happens when you get hit, from an in-game menu. I found that disabling most of the stuff, like the camera jerking around, made the game much more enjoyable for me.
• Also having the option to easily tweak the shotgun spread, since that gun is hilariously ineffective at ranges of more than 2 metres.
Features like these in Redux would be very welcome.

The lack of 120fps still hurts quite a lot though, especially in such an old game where we know it's possible.
There's a little 1MB patch for Quake 4 released this year, which enables 120fps in game, and it works flawlessly. I don't know much about this stuff, but I really hope someone is able to look at that patch and re-engineer something compatible with 2004 Doom 3. This isn't speaking to the Redux mod author necessarily, but it really can't be that hard, they're exactly the same engine.

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Clear_strelok AuthorSubscriber
Clear_strelok

naryanrobinson wrote: • The ability to tune what happens when you get hit, from an in-game menu. I found that disabling most of the stuff, like the camera jerking around, made the game much more enjoyable for me.
• Also having the option to easily tweak the shotgun spread, since that gun is hilariously ineffective at ranges of more than 2 metres.
Features like these in Redux would be very welcome.

I won't introduce gameplay changes (even optional ones) in the stable version just yet. I'll definitely look into adding separate toggles for headbobbing and hit camera, though.

naryanrobinson wrote: There's a little 1MB patch for Quake 4 released this year, which enables 120fps in game, and it works flawlessly. I don't know much about this stuff, but I really hope someone is able to look at that patch and re-engineer something compatible with 2004 Doom 3.

I took interest in this as well but things will unfortunately be a little more tricky for Doom 3. See the related discussion on dhewm3's github : Github.com

The best I can do for now is allow the users to set "com_fixedtic" to 1, which will only work properly with 60hz Vsync (or 120Hz half refresh Vsync) but at least gets rid of the default stuttering that affects the game.

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Noctua87
Noctua87

Ho Yeaahhhh great news !! Finally you're back on Redux ! Can't wait for the release of Redux 2.0. I LOVE your mod. Amazing job !

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ApornasPlanet
ApornasPlanet

Swell!

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T-F
T-F

I never lost hope :)
Good to have you back Clear_strelok.
Thanks for your hard work.
Have a good day (or night) sir :)

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LocustQ
LocustQ

I hope will compatible with bfg vr for Oculus Quest via pc wifi streaming

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Hey-Pi-Ron
Hey-Pi-Ron

Optional E3 Shotgun! Plaese!

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Suns32
Suns32

Amazing! Can't wait to try new version.

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Arl.
Arl.

Oh you're back!, great.

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flippedoutkyrii
flippedoutkyrii

So happy to see this updated! Hopefully later once the files are released, you can start work on the support for select SP mpas! c:

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Seamus.Editor Staff
Seamus.Editor

Glad to hear you've continued to work on the mod, can't wait to check out later this year then :D

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stradexengine
stradexengine

The best Graphic Doom 3 mod is back!

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Muleke_Trairao
Muleke_Trairao

Now that is some quality stuff right there! Can't wait for the new version!

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AllKnowingVortigaunt
AllKnowingVortigaunt

A new version, awesome!

I'd like to request some optional (toggle YES/NO) features from CstDoom3 v1.2 for future releases of Doom3: Redux. Copied form the CstDoom3 summary page:

Show Access Codes: When you interact with a GUI that requires an access code (like the keypad of a locker), a window magically appears on the HUD (if enabled) showing the code you need to enter. Useful if you are tired of searching for access codes in PDA messages and audio logs.

Grabber and Double Barrel Shotgun in Doom 3: The Grabber and the Double Barrel Shotgun from RoE can be used in the Doom 3 campaign. These two weapons can be found in Mars City Underground, Hell, and Delta 5. Note: This feature is available only if RoE is installed.

Chainsaw in RoE: The Chainsaw from Doom 3 can be used in the RoE campaign. This weapon is easily found in the beginning of the game (Erebus 1).

Shotgun Spread Control: You can easily adjust the Shotgun spread using the menus. Works in singleplayer (no restrictions) and in multiplayer (controlled by the server).

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.

Run Freely: The "always run" and "toggle run" functionalities are available in singleplayer, and stamina drop can be disabled.

Run, Crouch, Zoom Indicators on HUD: If enabled, an indicator is displayed on the HUD while Run/Crouch/Zoom is active (each control has its own indicator, and you can choose which ones are enabled). This is particularly useful if you configure these controls as toggles. The indicators are shown in the image below (lower left). Run is red with ">", Crouch is yellow with "-", and Zoom is blue with "+".

Damage Feedback Control: Any of the player's damage feedback mechanisms (double vision, tunnel vision, screen blobs, pain sounds, etc.) can be disabled. Works in singleplayer (no restrictions) and multiplayer (if allowed by the server).

As well as compatibility with Arl's Improvements mod: Moddb.com That is if Redux is not already compatible with it.

Idk if any of this is possible but i would like to see at least some of these features implemented somewhere down the road step by step. And i can be the only one. I know no gameplay modification features are planned at this time. So no rush. Thank you for all your hard work, i cant wait to play Redux once its out of Beta!

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