Greetings,
I am pleased to announce that I have officially released a particle mod that is fully compatible and ready to use for Sikkmod 1.2 for Doom 3 and you can download it here.
Previous works were not directly compatible and took effort by users to implement some of my earlier works themselves but that should no longer be an issue as I've carefully found all the particle effects I wanted to modify in Sikkmod and overrode them directly. In short all the hard work is done. No need to track down the particle references you need to make to use the particles I've made. This should work 'out of the box' so to speak.
...
For those who aren't familiar with my work or who I am, I'm a modest modder for Doom 3 specializing in particle effects. I've done script, code, and other things as well but it all seems to center around particle effects. My main reason is I've always felt the particles for Doom 3 could be vastly improved using the existing particle system for Doom 3, though it definitely could be better with some coding.
Problems with particles in Doom 3
* Oddities like the muzzle smokes spewing in weird directions or fading in and out too late or too soon.
* Particles in general were very dark and low in detail. Dark particles against a dark background essentially makes them invisible and pointless to have.
* Animated particles were sparsely used, probably for performance and memory budget reasons.
* Unrealistic particles, such as bullet impacts, which resemble glorified snap pops I used to get as a kid during 4th of July more than when shooting at stuff at a range at materials.
* Lack context with the world. Whether you shoot at glass, sand, or metal, you get the same particle effect.
So I took it upon myself to make particles that were brighter, more vibrant, detailed, animated, and logical than in the original Doom 3. This has been long and tedious process, and over the years I have made many new particles in place of the particles I thought were not the greatest, and whatever I made I always released 'as is', never specifically for any mod. This meant that my work always had to be hand implemented, which is probably the biggest reason my work is often overlooked.
Over the years I have had a few requests to have particles made for Sikkmod, and after seeing how Phrozo Mod 2.0 has essentially been a great disappointment to me and with very little interest from the Doom 3 community, I have concluded that the last major contribution I make to Doom 3 modding is to take some of my finished and unfinished work and port it to Sikkmod before I go into hiatus until further notice.
These particle effects are fairly new, with the oldest being from Phrozo Mod 2.0. The rest were either particles intended for the unfinished and now 'dead' Phrozo Mod 3 or new particles I made specifically during development of this mod.
This mod is also very compatible with plain old vanilla Doom 3. It should also work with ROE, though no specific effects were made for the expansion. In fact, this mod should work with just about any Doom 3 mod unless changes were made to particle references that are not similar to Sikkmod 1.2 or Doom 3 1.3.1.
So if you're looking for newer particle effects for Sikkmod 1.2 or Doom 3 to better complete the eye candy, please consider Phrozo Particles 2 for Sikkmod 1.2. It's an easy install, just around 10.8 mbs.
Thank you.
-Phrozo
I really hope this gets integrated into
“Immersive HD mod for Doom 3 BFG Hi Def”
some time soon.
I like to use “Doom 3 BFG Hi Def” and “Immersive HD mod” together,
but these particles are clearly superior to those.
Thanks for the compliment. I'll ask the authors of those mods if they are interested in including any of these particles.
Thanks, I'd appreciate that.
Very nice, be nice to have some more variation on the "spark" effects on impacts, seems like the same particle is overused a bit, but its a great start.
Thanks.
Indeed, they are unfortunately the same effects used on each impact but it was the only way to keep the mod compatible without having to do heavier modification. Phrozo Mod 2.0 already has a lot more randomness and variation. Maybe if people really like this mod I might add the support required, which would mean modified Sikkmod 1.2 game code.
This thing is great, playing without it feels a bit depressing now, 'cause vanilla particles seem so antique after seeing yours.
I'm having a problem trying to use it with sikkmod though: When a map is loading the game stops working once the load bar is full, hence I'm unable to play with this using Sikkmod.
Any idea what's happening?
Hmm, that's odd. Have you tried this with just my mod by itself. If you have, does this happen with all maps? Does this happen when you directly load a level with the map command?
Is the game freezing, crashing, or going back to main menu? There is a possibility that the new particles will break old saves but I'll have to investigate this.
The mod works well with vanilla D3, in every map. With sikkmod happens what I've said before no matter the map or how you load it.
Once the loading bar is full it freezes there and the mouse cursor appears, and I have to start clicking around to find the button that close the application.
Well I just directly tested the download from here and had no issues.
Could you post some system specs? Also, try these cvars settings:
seta image_preload "1"
seta image_roundDown "1"
seta image_downsize "0"
seta image_useCompression "0"
seta image_usePrecompressedTextures "0"
Not sure if that will help but if doesn't then lastly try this:
If you can, extract all the contents of the mod and remove the pak_phrozo_particles2.pk4. Then remove or delete each .prt file from the particle folder until the problem goes away. Do this with the .fx files as well.
If you can find the problem file(s) I can investigate what might be causing issues for you.
Thanks
-Phrozo
It worked!
seta image_preload "1"
seta image_roundDown "1"
That seemed to have solved the problem. I don't know what those settings even do, but only changing that all maps now load and I can enjoy this with sikkmod, thank you!
P.D: You should post this in the Doomworld forums, maybe there's more people who may enjoy your mod there as well, no one should miss this.
Great! Glad it works for you now :)
Thanks I'll check it out.