Post tutorial Report RSS detailed mod description v1.0 (obsoleted by v2.0)

DOOM3BCOMP -- DOOM 3 BFG Crysis OverTheTop Matrix Perfected Mod inspired by game Crysis and movie Matrix, with over the top FX and Perfected weapons. It also improves 3D stereoscopic support and can save 360 degree stereoscopic VR screenshot.

Posted by on - Advanced Design/Concepts

OOM3BCOMP -- DOOM 3 BFG Crysis OverTheTop Matrix Perfected Mod

inspired by game Crysis and movie Matrix, with over the top FX and Perfected weapons. It also improves 3D stereoscopic support and can save 360 degree stereoscopic VR screenshot.

*** A Sci-Fi themed gameplay mod to add super solider ability to DOOM marine, to tackle hardest difficulty setting for single player campaign.
*** Fully working stealth cloaking feature similar to Crysis' nanosuit.
*** Bio-enhanced DOOM marine with bullet time ability (either slow down world or world except player).
*** Over the top FX. Extreme particles, corps stay forever and much much more.
*** Various weapon and gameplay modification. Sentry bot companion, realistic ammo reloading behavior, all weapons tweaks, seeking missile, enemy early warning system, rear view cam, etc.
*** Stereoscoptic 3D improvement. Fixed all discomfort effects. Add support to save 3D screenshot.
*** Limited VR support. Be able to save 360 degree cube view screenshot (also can be stereoscopic) viewable in all VR headsets.
*** This mod is on top of the graphics mod RBDOOM3BFG and HiDef mod, which bring the graphics on par with latest generation. Big credit to these two mods.


Detailed mod descriptions: (Please also read my other complimentary article Updated player guide 2019 I wrote when I am replaying the mod in 2019).

1) Why BFG version, not original DOOM 3 version - more modern engine, multi core, high performance, support ultra wide aspect ratio, 120HZ monitor support, superb nvidia 3d vision, surround sound.
Also DOOM3BFG HiDef mod (including RBDOOM3BFG) improved graphics greatly together with high resolution contents.

2) Crysis nanosuit cloaking feature(also similar with movie predator) and rear camera view support. DOOM guy with a suit!
cloaking behavior:
- monster can still sense player, but will not attack, standing there.
- Already alerted enemy knows player position then cloaking lose effectiveness.
- cloaking walk half speed to remove footstep sound, run speed is disabled
- firing weapon disable cloaking, except fists and hand grenade
- cloaking disable weapon laser sight (except in stereo 3D mode)
- cloaking disable when soulcube or chainsaw is selected
- can toggle shoulder mounted rear view camera for enemy sneaking behind, occupying 1/16 of screen space in right upper corner. Performance FPS impact. Note this feature will not coexist with stereoscopic 3D.
- Add super strength and damage to fists.
- A new HUD vison mode linked to soulcube to sense enemy presence, like an early warning system. (disabled in 3d stereo mode)

3) Matrix style
- slowmotion with special effects, mode 1 (enemy slow but player normal), mode 2 (all slow), ragdoll slowmotion
- Both special augments (cloaking and slowmotion) shares the same battery energy source with flashlight, subject to draining and recharging, shown by the battery meter in HUD. Enabling one will turn off others. So battery management becomes very important.
- Note: Resurrection of Evil (ROE) has one artifact helltime capability similar as slowmo mode 1. To compare:
Pro: It has berserk strength and speed, and invulnerability later on.
Con: The artifact effect duration is fixed, cannot stop prematurely to conserve power. It needs refill to activate again, so it hard to come by.
Basically the stage one artifact (helltime) is pretty much useless now. Anyway, the current management behavior is:
While selecting artifact, cannot enter slowmo and cloaking
While in slowmo or cloaking, selecting artifact immediately disable them.

4) Battery management behavior:
among cloaking, slowmo, and flashlight, cloaking highest priority, flashlight lowest priority.
turn cloaking on is immediate
turn flashlight on will always turn off other mode first, then turn on again (click twice)
draining rate for each power is different:
flashlight 1X, slowmo 1 2X, cloaking 2X, slowmo 2 4X.
battery capacity parameter is tweaked in config file

5) Over the top FX
- extreme particles, smokes, blood splats, decal duration, zombie ungibble (corps remaining forever), monster corps do not burn away, brass stays indefinitely etc.
- Some sound effect change in various conditions, especially heart rate adjustment, play to discover!

6) Perfected weapons and gameplay
- Ammo reloading behavior more realistic. New behavior of reloading discard the clip and lost current ammo in clip. When inventory ammo size is less than clip size, reloading falls back to traditional behavior that ammo is added to current clip. Shotgun ammo no lose because it is individual shell loading.
Discourage relentless reloading for ammo management.
- replace crosshair with laser sight, unless in cloaking mode and stereo 3D . Note that for shotgun, the projectile is about upper left side of laser line that is a original bug.
- Most weapons are enhanced to approach my standard of perfection. For some changes, you have the option not to adopt them if you dislike, because some changes are done in plain text .def and .script files.
* fists - super strength to cause super damage, do not turn off cloaking
* chainsaw - cannot enter cloaking mode
* grabber - increase holding time 5 times, change some parameters easier to grab. it is a useful weapon. Try to use it more
-add new feature that while holding grabber button will generate a gravity shield that player is invulnerable to attack.
* pistol - increase firerate, increase bullet damage.
* shotgun - spread reduced by half
* double shotgun - 1.5x damage, because reload rate is so slow
* machinegun - increase spread, to balance with pistol. pistol has zero spread.
* chaingun - increase fire rate
* handgrenade - do not turn off cloaking
* plasma - bounce on surface
* rocket - greatly modified, now seeking missile with fly speed reduced to 1/3, sophisticated seeking behavior, first based on line of sight, if not, then lock to the the best candidate it can see on the screen, still no lock, then it will fall back to unguided mode.
* BFG - no overcharge self destruct (auto release), beam more obvious and more damage
* soulcube - already a magic weapon by sensing enemy not just by seeing, and it flys around corner and walls. Now add new vision mode to tell if enemy is sensed. Very useful tactically, like a early warning system. Unfortunately, soulcube is only
available later in the game. Cannot enter cloaking mode. In console type command "spawn weapon_soulcube" to have it any time.

7) Stereo 3D related improvement and fix:
- stereo 3D effect is very good for DOOM 3BFG with HiDef mod, with Nivida 3D vision in quad buffer full screen mode.
- this mod fixed the DOOM 3 engine problem that when saving screenshot in 3D quad buffer mode, it only save one eye so it is not stereo 3D. Now it saves the screenshot in FULL side-by-side format.
- in 3D mode, the damage effect and hud strained eyes. It is better to turn it on/off by setting "g_skipvieweffects 1". However, sometimes it is needed to show hud, when hud is on, the bottom right corner weapon info irritates eyes too. Now add an variable to turn it on/off too, by toggling "testPointLiight"
- grabber's warp view is also not good for stereo 3D. Disabled the effect in 3D mode.
- to get the best setting for 3D, adjusting view offset in game menu, and change value from console for stereoRender_convergence.
- slowmotion mode 1 bloom effect is turned off in 3D mode
- 3D mode can be toggled with 2D rear view camera on the fly

8) 360 VR view:
- in this mode, 6 fov=90 cube views (front, left, right, up, down, back) are rendered. It works in both normal and stereoscopic 3D. For performance and VR practical reason,
back view is omitted and both up and down view are half.
- cube views may not be very useful for normal gameplay, but some people may like to experiment because the great situation awareness of full left and right view equivalent of fov=270
- during normal gameplay (either 2D or stereoscopic 3D) can bind a key to take 360 degree VR screenshot. I also made a separate windows utility to process the screenshot to
generate a standard 360 cubeview photo (stereoscopic or 2D) can be viewed by all VR headsets such as Oculus Rift or Gear VR. Contact me if you need such utility.

9) Ultra-wide resolution support (without stereo 3D here). DOOM 3 BFG natively support utlra wide resolution like AMD eyefinity or Nvidia surround. However the peripheral vision has fish eye effect that is not good at all. That is the nature how 3D game engine works. So essentially the eyefinity aspect ratio of 48:9 is not useful. However, ratio such as 21:9 is still good. I personally like to play games with aspect ratio 34:9 in windowed mode. To reduce fish eye effect, FOV needs to be lowered. In game like DOOM 3, the side effect is that weapon got zoom in too, so only small part are seen. The fix is to lower the eye position so that still see most of the weapon. I used the eye position lower in a value that fov=70 with aspect ratio of 34:9 looks fine, no obvious fisheye effect. This eye view up/down feature can be toggled real time by binding a key to "testLight"
(case senstive) such as "bind u testLight)




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