Overdose is a Doom 3 overhaul mod (for D3HDPv2) that aims to make Doom 3 more intense, bloody, brutal, violent & a more tactical-survival-horror-shooter. Enemies are faster, smarter, more aggressive & deal double to triple damage. The player's arsenal also deals double to triple damage. Player also moves faster. Still, Survival is not guaranteed. A quick trigger finger & planning your every move beforehand are essential if you want to survive. IMPORTANT: D3HDPv2 (Essential HD Pack Version 2) is required for Overdose to work properly. Overdose is not compatible with dhewm3, ROE, TLM or BFG Edition. Overdose will only work with Retail Doom 3 (patched to v1.3.1) with D3HDPv2. Large Address Aware (4GB Patch) is required and included. The included "autoexec.cfg" file is also required. INSTALL: Copy & paste contents of "base" folder found in Overdose Mod to your Doom 3 "base" directory. Please read included README file before playing Overdose for more info.
Complete Overhaul mod for entire Doom 3 campaign. Requires D3HDPv2 & Large Address Aware (4GB Patch). Large Address Aware is included with Overdose. Included "autoexec.cfg" file is also required. Not compatible with dhewm3, ROE or TLM. Included Low End Config for low-end systems. Use Low End Config if you experience malloc failures/crashes to desktop.
OVERDOSE FEATURES:
Quick, fast, aggressive, smarter enemies.
All armor, ammo & health pickups give 1/4th original output.
Player arsenal & all enemy attacks deal double to triple damage.
Player max ammo is vastly reduced.
Player max armor is set at 50.
Player Marine wears altered helmet color version of Arl's Alpha Helmet.
Customized version of 6th Venom's Main Menu (features original Alpha Build background music by Trent Reznor/NIN & a custom Doom 3 logo).
Enhanced animation frames.
Enhanced Ragdoll effects.
Bodies don't gib & demons don't evaporate.
Weapon sounds are more punchy & flesh impact sounds are more brutal.
Nightmare difficulty has been optimized (delivers the ultimate challenge).
DB Shotgun in main campaign (thanks to Super Shotgun Addon For Campaign Mod). Fully working with D3HDPv2.
Two-handed Pistol model (thanks to Pistol two hands v1.0c Mod). Fully working with D3HDPv2.
All monster projectiles are 2 to 3 times faster.
Minimalist HUD that can be toggled on & off (binded to "N" key).
Hand Grenade is set as a toggle weapon.
Chainsaw is set as a toggle weapon.
No aiming cursors & low recourses means you need to make every shot count.
Most weapons have a dry-fire mechanism.
Enemy bullet projectiles leave decals in the world.
All Zsec zombie men & zombie Chaingunner have projectile tracers.
Player moves & runs faster.
ROE Forgotten Ones replace all Lost Souls in main game. Fully working with D3HDPv2.
Revenant uses Jetpack to fly at player while attacking with missiles.
Hellknights & Pinkies will charge at player with running attacks.
Mancubus Cannons shoot BFG projectiles.
Cacodemon shoots blue plasma fireballs (with working specular/environmental lighting).
Cyberdemon can be killed with any weapon.
Bullet casings/ejected brass have smoke trails.
All enemies have body-scale damage (aim for the head!).
More intense, violent & immersive experience.
New sounds (many ALPHA BUILD sounds, TRENT REZNOR SOUND PACK, Converted BFG Edition Sounds, sounds curated from other mods), all mixed together for a unique & immersive soundscape.
Higher resolution & sense of realism thanks to a curated mix of known Seta Commands & improvised Seta Commands that actually show in-game results.
Full utilization of D3HDPv2's new format.
And Much More.
Altered helmet color version of Arl's Alpha Helmet.
DB Shotgun in main campaign.
Two-handed Pistol model.
Higher resolution & sense of realism.
Could someone write a review!
This seems cool but i cannot bear the loading times...almost 3 minutes to load a level is kinda insane
What are your system specs?
Mod Crash. Doom III steam version, this is the error(text cutted because exceed 5000 characters):
WARNING: file sound/agui.sndshd, line 130: sound 'guisounds_warning' previously defined at sound/aagui.sndshd:77
WARNING: file sound/agui.sndshd, line 142: sound 'guisounds_pressurize' previously defined at sound/aagui.sndshd:89
WARNING: file sound/agui.sndshd, line 153: sound 'guisounds_roq' previously defined at sound/aagui.sndshd:101
WARNING: file sound/agui.sndshd, line 164: sound 'objective_screen' previously defined at sound/aagui.sndshd:112
WARNING: file sound/agui.sndshd, line 58: sound 'guiroq' previously defined at sound/aagui.sndshd:1
WARNING: file sound/agui.sndshd, line 70: sound 'guisounds_action' previously defined at sound/aagui.sndshd:9
WARNING: file sound/agui.sndshd, line 81: sound 'guisounds_click' previously defined at sound/aagui.sndshd:24
WARNING: file sound/agui.sndshd, line 93: sound 'guisounds_close' previously defined at sound/aagui.sndshd:39
WARNING: file sound/alarms.sndshd, line 17: sound 'single_alarm_01' previously defined at sound/aaalarms.sndshd:1
WARNING: file sound/alarms.sndshd, line 27: sound 'loop_alarm_02a' previously defined at sound/aaalarms.sndshd:8
WARNING: file sound/alarms.sndshd, line 36: sound 'loop_alarm_03a' previously defined at sound/aaalarms.sndshd:18
WARNING: file sound/alarms.sndshd, line 45: sound 'loop_alarm_03b' previously defined at sound/aaalarms.sndshd:27
WARNING: file sound/alarms.sndshd, line 55: sound 'loop_alarm_08' previously defined at sound/aaalarms.sndshd:36
WARNING: file sound/alarms.sndshd, line 65: sound 'loop_alarm_10' previously defined at sound/aaalarms.sndshd:46
WARNING: file sound/alarms.sndshd, line 74: sound 'loop_alarm_12' previously defined at sound/aaalarms.sndshd:56
WARNING: file sound/alarms.sndshd, line 84: sound 'loop_alarm_13' previously defined at sound/aaalarms.sndshd:65
WARNING: file sound/alarms.sndshd, line 94: sound 'loop_alarm_14' previously defined at sound/aaalarms.sndshd:75
WARNING: file sound/bulletimpact.sndshd, line 105: sound 'shotgun_impact_flesh' previously defined at sound/aaweapons.sndshd:115
WARNING: file sound/bulletimpact.sndshd, line 19: sound 'bullet_ricochet' previously defined at sound/aaweapons.sndshd:1
WARNING: file sound/bulletimpact.sndshd, line 36: sound 'bullet_impact_metal' previously defined at sound/aaweapons.sndshd:24
WARNING: file sound/bulletimpact.sndshd, line 56: sound 'bullet_impact_flesh' previously defined at sound/aaweapons.sndshd:55
WARNING: file sound/bulletimpact.sndshd, line 93: sound 'shotgun_impact_metal' previously defined at sound/aaweapons.sndshd:91
WARNING: file sound/computers.sndshd, line 25: sound 'computers_02' previously defined at sound/acomputers.sndshd:12
WARNING: file sound/computers.sndshd, line 41: sound 'computers_03' previously defined at sound/acomputers.sndshd:24
WARNING: file sound/computers.sndshd, line 54: sound 'computers_04' previously defined at sound/acomputers.sndshd:38
WARNING: file sound/computers.sndshd, line 9: sound 'computers_01' previously defined at sound/aacomputers.sndshd:1
more than 256 warnings
guid set to RNIwZfJVC5g
--------- Game Map Shutdown ----------
--------------------------------------
WARNING: Window GameOpt2Flash in gui guis/mainmenu.gui: a transition does not have a valid destination var GFB1::backcolor
WARNING: Unknown string id #str_3666127
WARNING: Unknown string id #str_3666127
WARNING: Unknown string id #str_3666126
WARNING: Unknown string id #str_3666126
WARNING: Unknown string id #str_3666127
WARNING: Unknown string id #str_3666127
...2528 entities spawned, 22 inhibited
==== Processing events ====
WARNING: idChoiceWindow::InitVars: gui 'guis/mpmain.gui' window 'SNDBPrimary' references undefined cvar 's_driver'
--------------------------------------
SpawnPlayer: 0
loaded collision model models/weapons/shell1/mshell_lo.lwo
loaded collision model models/weapons/shell1/sshell_bigger.lwo
----- idRenderModelManagerLocal::EndLevelLoad -----
0 models purged from previous level, 1294 models kept.
---------------------------------------------------
----- idImageManager::EndLevelLoad -----
WARNING: Couldn't load image: _emptyname
WARNING: Couldn't load image: projectile_impact
0 0 1920 1080
Regenerated world, staticAllocCount = 0.
--------- Game Map Shutdown ----------
--------------------------------------
Shutting down sound hardware
idRenderSystem::Shutdown()
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...destroying window
...shutting down QGL
...unloading OpenGL DLL
------------ Game Shutdown -----------
--------- Game Map Shutdown ----------
--------------------------------------
Shutdown event system
--------------------------------------
malloc failure for 268435464
That's strange. When you say "Doom 3 Steam version", are you refering to "Doom 3 (2019)" release?
Nope I play with verson of DooM III(not BFG) , pratically the same version of original of 2004 (but on steam was release on 2012).
I also have the cd version of doom 3 but at my home, i'm currently 900km away from home for work.
I believe you. That's very odd, though. I have tested Overdose on original (2004) version from Steam. And had no issues. Sorry to say, I don't have any suggestions to help with your issue. Do you have the original (2004) GOG release to try where you're at? That's the only thing I can think of to do. I've heard the GOG version has helped others who had issues with the Steam version.