Perfected Doom 3 was started as a simple tweak mod years ago. After realizing that I was still not happy with Doom 3 after making some alterations to weapons and enemy stats I continued to add more to the game. Now Perfected Doom 3 is more then just a tweak mod. It attempts to completely overhaul the entire game with new monsters, rebalanced weapons, rebalanced monster stats, better graphics, new gameplay features and much more. It has been met with great appreciation and acclaim by it's users. This mod will bring many improvements to standard Doom 3 and it's Resurrection of Evil expansion.

Post news Report RSS Version 7 Completed Features Update 12-13-15

Here's another update for what's done in version 7. I'm done with my part of the mod. All that's left is my partner's side of adding the Spider Mastermind to the game. Beta Testing will begin this week. Expect a release for PD3 early next year. The ROE edition will be done mid year next year.

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= WEAPONS/ITEMS =

-General-
All weapons make blood splatter on the screen when attacking monsters at close range.
Completely removed the Flashlight from the game.
All weapons have a melee attack for close quarters combat.
Added more push to several of the player weapons.
Adrenaline Powerups and Berserk Powerups will both give you the Berserk Powerup abilities but you decide when to use them and you can
only hold one at a time in your inventory.
Adrenaline/Berserk Powerups no longer switch your current weapon to the Fists upon usage.
The Fists, Chainsaw, Machinegun, Chaingun, Plasmagun, Rocket Launcher, BFG, and Soulcube no longer zoom in when the zoom key is pressed.

-Fists-
Increased Fist punching damage for player.
When using the Fists in Combat Mode 1 the primary fire will throw quick jabs while secondary fire will throw slower heavier punches that deal more damage.
When using the Fists the "Melee" button will make the player do an overhead double fisted hammer attack that is slower but does heavier damage then the
secondary attack punches.
When in Combat Mode 2 the primary fire mode will allow you to pick up and hold objects and bodies in front of you as long as it's held down.
When in Combat Mode 2 the secondary fire mode will throw the object being held with the primary fire mode causing damage to whatever it collides with.
The "Weapon Special" button will throw rapid left and right punches delivering the same damage as the left jab attack but at a higher rate of fire.

-Chainsaw-
Made the marks left on walls and objects by the chainsaw glow for a short time.
Removed Chainsaw cutting feature where you were pulled into your enemy.
Headlight can now be used when the Chainsaw is equipped.
The Chainsaw is swung in different directions when using the "Melee" or "Weapon Special" buttons and will do 3 times more damage then when using primary or secondary fire.

-Pistol-
Added synthetic polymer grips to the Pistol.

-Pumpshotgun-
Removed the Pumpshotgun's wooden stock.
Added the ability for the Pumpshotgun to slam fire its rounds using the secondary fire mode while in Combat Mode 1 or 2 but at the cost of less accuracy.
If not reloading the Pumpshotgun can now fire off all rounds in its magazine quickly without having to pump using the "Weapon Special" button while in Combat Mode 1
or 2 but at the cost of less accuracy.
While reloading pressing and holding the "Weapon Special" button will make the Pumpshotgun reload twice as fast

-Double Barrel Shotgun-
Added the ability to dual wield the Double Barrel Shotgun.
Increased the Double Barrel Shotgun's damage rate significantly.
Added a synthetic polymer stock to the Double Barrel Shotgun.

-Machinegun-
In Combat Mode 1 the "Weapon Special" key now activates a telescopic scope that can be zoomed in and out with the "Secondary Fire" key and a highly accurate very powerful
bullet can be fired with the "Primary Fire" key.
In Combat Mode 2 the primary fire will shoot in 3 round bursts.
In Combat Mode 2 the secondary fire will shoot every round left in the magazine at an extremely high rate of fire.

-Chaingun-
Increased firing rate for the Chaingun while in Combat Mode 2 and using the primary fire mode, barrels will start to glow and the spread will increase after using this
firing mode for a little while.
Increased firing rate for the Chaingun while in Combat Mode 2 and using the secondary fire mode, barrels will start to glow after using this firing mode for a little while.
While being held down the "Weapon Special" button will keep your barrels constantly spinning eliminating the spin up time while in Combat Mode 1 or 2.

-Handgrenades-
When in Combat Mode 2 primary fire mode will throw a proximity grenade that will explode when demons or zombies get within range. These proximity grenades can also be
detonated manually when the secondary fire mode is used while in Combat Mode 2.
The "Weapon Special" button will throw a Vortex Handgrenade that will suck in smaller enemies into a Singularity Hole or cause direct damage to bigger enemies.

-Plasmagun-
Added skin FX to the Plasmagun when it's active.
Increased the hit detection size of the Plasmagun's secondary projectile.
Increased the recoil push amount for the Plasmagun's secondary attack.
Fixed a small glitch on the Plasmagun's guis when ammo was empty.
Smaller enemy types can now be gibbed by the Plasmagun's secondary projectile.
Enemy Radar is now activated with the "Weapon Special" key when in Combat Mode 1 or 2.
When on the radar screen is red.
Removed the ADS feature when in Combat Mode 2.
Increased the number of shots to 5 per trigger pull for the primary fire mode when in Combat Mode 2.
Added a flamethrower like liquified plasma attack for the secondary fire mode when in Combat Mode 2.

-Rocket Launcher-
Increased the Rocket Launcher's damage rate by 200 points for direct hits and 100 points for splash damage.
Homing rockets fired by the player's rocket launcher release clusterbombs upon impact.
Decreased the recoil push amount for both of the Rocket Launcher's fire modes.
Reduced the spread for the Rocket Launcher's secondary attack.
Increased the firing speed for the Rocket Launcher's secondary attack.
In Combat Mode 1 the secondary fire mode will fire off all remaining rockets in the magazine rapidly as long as the scope mode is not active.
In Combat Mode 1 the "Weapon Special" key now activates a telescopic scope that can be zoomed in and out with the "Secondary Fire" key and a homing clusterbomb missile
can be fired with the "Primary Fire" key.
In Combat Mode 2 the primary fire mode launches a clusterbomb that will bounce around like a grenade for 3 seconds before detonating and unleashing smaller bomblets.
In Combat Mode 2 the secondary fire mode will fire off all remaining rockets in the magazine rapidly but will cause them to act like clusterbombs instead of the
standard flying missile.

-BFG-
Added a railgun like attack for the BFG's secondary fire mode while in Combat Mode 1.
Added a full auto guided plasma cannon for the BFG's primary fire mode when in Combat Mode 2.
Added an Orb turret that is released by the BFG to kill nearby enemies for 15 seconds with the secondary fire mode when in Combat Mode 2.
Added skin FX to the BFG when it's active.
Decreased the recoil push amount for the BFG's secondary attack.
Smaller enemy types can now be gibbed by the BFG's primary projectile.
The "Weapon Special" button will fire a Vortex projectile that will suck in smaller enemies to it eventually sucking them into a Singularity Hole. Larger enemies who cannot
be sucked into the Vortex before it detonates can be sucked into the SIngularity Hole if they are close enough to it when its detonates.

-Soulcube-
The Soulcube secondary attack now has the player throw the soul cube on the floor and after 3 seconds The Soul Knight spawns where the Soulcube was last sitting.
Only one Soulknight at a time is allowed, if one is present he will be replaced by a fresh one if you try to spawn another.
When in Combat Mode 2 the primary fire mode will give you a Mega Health powerup boosting your health to 200.
When in Combat Mode 2 the secondary fire mode will max out your inventoried ammo with a Mega Ammo powerup.
The "Weapon Special" button will fire out an energy beam that can damage and shoot through enemies as long as the button is being held down.

-Shoulder Lamp-
Replaced Shoulder Lamp light shader with a much brighter one.
Doubled the size of the Shoulder Lamp.
Shoulder Lamp light is much brighter.


= ENEMIES/NPC'S =

-Skins-
Added orange glowing symbols to the branded Hellknights' bodies.
Added glowing demonic symbols to the Dead Souls.
Nightmare Imp now has its own set of textures when visible.
Removed the drool from the Pink Demon's mouth.
Added blood to all Zombie skins to make them a little more realistic and much more gruesome.
All bosses have been given much more terrifying looking skin effects.
Sabaoth has a bloody death skin now.
All demons and zombies in the Hell maps now have their own hellish skins.

-Particles/Lighting-
Added particle effects to the Nightmare Imp fireball projectiles so they can now be seen.
Added dynamic lighting effects to the Baron of Hell's flaming hands.
Added dynamic lighting effects to the Soulknight's flaming hands.
Added dynamic lighting effects to the Lost Soul's flaming head.
Added dynamic lighting effects to the Dead Soul's flaming head.
Added dynamic lighting effects to the Archvile's flaming hands.
Lost Souls will now produce streams of fire when killed.
Dead Souls will now produce streams of fire when killed.
Lost Souls have an explosion effect when killed.
Dead Souls have an explosion effect when killed.
Added dynamic lighting effects to Bernie the flaming zombie.
Nightmare Imp now has blue/purple disintegration effects.
Added particle and sound effects to the Spectre when they flash into view while getting hurt and killed.
Added a red head light to the Cyberdemon.
Added a green light to the Sabaoth's BFG cannon.
Added a pair of red lights to the Revenant's shoulder cannons.

-Gameplay-
Damage rates for monster attacks have been rebalanced.
Blast Radiuses for monster attacks have been rebalanced.
Friendly Characters and Monsters have been rebalanced.
Soulknights will now explode upon death causing damage to nearby entities.
Barons of Hell will now explode upon death causing damage to nearby entities.
Lost Souls when killed will sometimes turn into a Dead Soul.
Spectre Pink Demon will now flicker into visibility while getting hurt and will become visible when killed.
Nightmare Imp will now flicker into visibility while getting hurt and will become visible when killed.
Lost Soul kick and knockback amounts caused by attacks have been reduced.
Dead Soul kick and knockback amounts caused by attacks have been reduced.
Increased the hit detection size of the Revenant's homing missiles to equal the same size as the Rocket Launcher's missiles.
The Grab Command has been disabled.

-New-
Added the Spider Mastermind as a final boss on the Hellhole map after the Cyberdemon is defeated.


= MENU =

Added more screen resolutions to the options menu.
Added the Sikkmod menu for better optimizing of individual hardware setups.
Added new Sikkmod key commands to the standard controls options menu.
All maps loaded from the New Game Menu except for the Mars City 1 map will not start a new game and will load the player inventory correctly.
Added a map select menu for the new maps from the In Hell mod.


= MISCELLANEOUS =

HD skins for all characters, monsters, weapons, and items have been added to the Texture Pack.
HD variants of map load screen pictures have been added to the Texture Pack.
Blood spraying on screen from close range gunfire or melee attacks and monsters hitting you now look the same.
Went through every single height map setting for every single skin and texture and set them back to their original settings and then doubled them.
Edited the Mars City Underground "Flashlight Tip" to reflect the fact that it has been completely removed from the game.
Added all singleplayer and multiplayer maps from the awesome mod In Hell and reset several of its textures to use better ones.
High Poly models have been added for all characters, monsters, items, and some of the weapon view models.
Self-shadowing has been removed on all character, monster, weapon, item, and map object models.
Increased player jump height a bit.
Increased player run speed a bit.
Ammo casings and general debris stay on the floor for 5 minutes before disappearing.


= BUGS =

Fixed the Mars City Underground scripted events that didn't work correctly.
Fixed a crash in 3rd map - Return to Mars City.
The Sabaoth's death scene game crashing bug that occured when a Soulknight was present has been fixed.
Spawned Sentry Bots via console commands now move around as they should.

Post comment Comments
JohnnyTheWolf
JohnnyTheWolf - - 1,058 comments

What is exactly "Combat Mode"? I am not sure I understand what it is.

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VGames AuthorOnline
VGames - - 3,958 comments

The zoom button now activates combat mode 1 or 2. Most weapons have 2 sets of primary and secondary attacks now. That's what combat mode 1 and 2 mean.

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Emperors_Fist
Emperors_Fist - - 1,091 comments

So monsters don't cast shadows now? Why? Was it that big of a performance hog? Or am I misunderstanding the "self shadowing" bit?

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dave_5430
dave_5430 - - 2,114 comments

Self shadowing is quite litterally the casting of a shadow of an object on it's self.

Say, for example, if a flashlight 'd shine on an imp's arm as it covers it's body, it'd cast a shadow on it's own.

Perhaps this is more relevant to ambient lighting.

Unfortunately Doom 3 (albeit the first game (?) to be able to render this, as seen in the Tech promo footage back in the early 00's) is not very fast at calculating these shadows, causing some serious performance issues.

(Please correct me if I'm wrong.)

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Svarog246
Svarog246 - - 73 comments

You're very probably right, considering the amount of added dynamic lights on some enemies and other stuff, things would either take a performance impact or look bad or both.

Personally I don't mind it.

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VGames AuthorOnline
VGames - - 3,958 comments

You're absolutely right. And on top of the performance hit it looks ugly about 90% of the time with broken looking shadows on the characters body. It always bothered me so I got rid of it. Couldn't be happier.

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Emperors_Fist
Emperors_Fist - - 1,091 comments

I see. Thank you for the clarification!

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dave_5430
dave_5430 - - 2,114 comments

The hype is real!

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T-F
T-F - - 139 comments

Hi Vgames, when do you plan the release of the new texture pack?

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VGames AuthorOnline
VGames - - 3,958 comments

At the same time as version 7 of PD3.

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Svarog246
Svarog246 - - 73 comments

Quick question, will there be an option to disable the crosshair in v.7? With the aim down sights and such I find it obsolete and annoying.

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VGames AuthorOnline
VGames - - 3,958 comments

No but the crosshair has been disabled for the ads feature for the weapons in past releases.

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Svarog246
Svarog246 - - 73 comments

I know, I just wish I could get rid of it completely. I'm not all that good with Doom 3 modding but is it possible to disable Crosshair without the source code? I remember trying a year ago but couldn't find anything that would work in PD? Because if it is I'll ust figure it out for myself.

If not, oh well, not that big of a deal, I'm still more hyped for the next release of PD than I am for Doom 4 :P

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VGames AuthorOnline
VGames - - 3,958 comments

No man the crosshair and the HUD are all 1. I've never looked into removing it by itself but maybe I can check into it at least in the SDK.

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nutter
nutter - - 68 comments

is this mod still alive?

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VGames AuthorOnline
VGames - - 3,958 comments

What??

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Guest
Guest - - 688,627 comments

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Tycitron
Tycitron - - 73 comments

Sorry to ask but, is there a way to make armour useful again? i get 1 hit by an zombie. and i'd like it to play like normal doom 3 combat. Thanks for any help! Love the mod!

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VGames AuthorOnline
VGames - - 3,958 comments

The armor ratio has been fixed in version 7. It takes a lot more of the damage now.

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johnlynn92351
johnlynn92351 - - 8 comments

I'm setting up my PC to be an ultimate gaming PC for my household. I've configured every id game I have except Doom 3. I really like what you have done so far and all of my complaints (strong examples: useless armor, weak shoulder lamp) seem to be addressed in v7. I decided to try CED's Assets Pack yesterday and Overthinked last week while I wait for v7. I'm seeing very specific changes in those other 2 mods that I will inevitably wish were part of v7. Doom 3 really does not seem very mod enthusiast friendly, especially compared to Bethesda games and ZDoom. What software will I need to get started tinkering around?

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VGames AuthorOnline
VGames - - 3,958 comments

PM me with questions like these. They have anything to do with PD3. Glad u like the mod.

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Executor-64-
Executor-64- - - 1,288 comments

must say your taste in games suits me, based on all the mods you have listed here
A question: probably listed somewhere but what is your release goal for PD3?

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VGames AuthorOnline
VGames - - 3,958 comments

Good to hear. I love those classics.

I'm not sure exactly. The mod is done except for the Spider Mastermind boss battle. My mapper lost his 12 year old son about a month ago and is just now getting back into the swing of things. So I've been leaving it in his hands. I'm in no rush. Plus since I've been waiting I went ahead and finished the ROE version of PD3 v7. So when the SM boss battle is complete both the Doom 3 and ROE version will be released at the same time along with the new Texture Pack and the source for both versions. It'll be well worth the wait.

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Executor-64-
Executor-64- - - 1,288 comments

thanks for the info
my god that is horrible

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SurfByShootin
SurfByShootin - - 29 comments

Is this update out yet and is melee implemented?

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