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This is a port of the BFG Edition campaing 'The Lost Mission' for 2004's Doom 3 release.

(Resurrection of Evil expansion pack is also required).


Download Doom 3 The Lost Mission - Mod DB


Differences with the original BFG Edition version:

-Reworked intro and ending cinematics.

-No more mounted flash light.

-Ammo, health and armor pick ups now give as much ammount as they did in 2004's Doom 3, so you're not going to get as much of those as you get in BFG Edition.

-Voices and audio logs can be listened properly, unlike BFG Edition where ambient sounds makes every other audios difficult to hear.

-Player model and Armor item now corresponds to a Bravo Team marine.

-Deleted or changed several clip brushes so the movement of the player has less restrictions. For instance, you can now jump over railings to your death if you want to.

-Fixed a lot of map stuff like areas where you could get stuck, texture issues, visual glitches, etc.

-Underground2 sentry bot now activates its flashlight when entering its route.


PD: Source code for mod gamex86 file is included and free to use.


dhewm3



Dhewm3 supports this mod, you can get the necessary files here.



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1.4 Update

News 5 comments

lm


This update further polish the campaign with improved presentation and general fixes.


download s




Download Doom 3 The Lost Mission - Mod DB



changelog


-Fixed Language folder structure which caused problems using other languages.

-Fixed several map issues regarding textures, lights, models and item placement.

-Fixed several audio issues regarding missing sounds.

-Fixed vertically stretched and out of sync video transmission in Enpro1.

-Improved presentation with tweaked intro and ending cinematics.

-Added Dr. Meyers original animations from BFG Edition, and made him an actual NPC which looks at the player while talking.


dhewm3s



Since a while now, Daniel Gibson has added support for The Lost Mission into his source port Dhewm3, you can download the necessary files here.

Thanks Daniel!


bugs



As of now, an element of the NIGHTMARE difficulty level isn't working properly. This is due to a change in Resurrection of Evil code that prevents the Soul Cube to recharge killing enemies.


separador



Please feel free to comment and report any other problems/issues/bugs you may find.


1.3 update.

1.3 update.

News 2 comments

I have fixed a couple of things mentioned in the comments and also mirrored some fixes made by Dafama2k7 in his version.

New release, with several fixes.

New release, with several fixes.

News 11 comments

This 1.2 release fixes most of the common issues that got reported previously.

Some fixes and language options

Some fixes and language options

News 1 comment

I've updated the file to the beta 1.1 version. This fixes several sound problems, makes the player start the campaing with half the health (as in the...

Add file RSS Files
Doom 3 The Lost Mission Fixed AutoSave Files

Doom 3 The Lost Mission Fixed AutoSave Files

Prefab

The Fix by haukax16 to AutoSave Map Feature Names and Photos.. Updated New Map Thumbnails and Save File Names from "game/le_enpro1" and "ENPRO SECTOR...

ESoul_Cube Weapon Add-on for [The Lost Mission]

ESoul_Cube Weapon Add-on for [The Lost Mission]

Prefab

- This [Add-on] it allows to use "Soul_Cube" Weapon For [The Lost Mission MOD]

Doom 3 The Lost Mission

Doom 3 The Lost Mission

Full Version 77 comments

The Lost Mission campaing for the original 2004 Doom 3 release. (You need Resurrection of Evil expansion pack).

Comments  (0 - 10 of 119)
gameragodzilla
gameragodzilla - - 71 comments

Hey, just wanna let you know about a small to medium (depending on your point of view) bug I found in the Hell maps. I imagine due to some slight differences in geometry between Doom 3 and Doom 3 BFG, some items actually fell through the world and couldn't be picked up. I first noticed this when a BFG cell that should've been at the start of the first Hell map wasn't there and when I noclipped, I found it along with several other items in the void underneath the map. I'm not sure if the same issue is there for the other maps, but I did notice it for some items in Hell and Hell Outpost. I was able to fix it in a fairly crude way by simply going into the map file using Notepad and increasing the Z values of each item, which seemed to put everything in place properly. I've played through both levels this way and there doesn't seem to be any bugs from what I did, but I do think it's best to go through with a proper map editor to make sure everything's in place instead, which is out of my expertise. I'm satisfied with the mod right now, though I would love to have an updated version that officially fixes this issue.

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Arl. Creator
Arl. - - 155 comments

I'll take a look, thanks for the report!

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gameragodzilla
gameragodzilla - - 71 comments

Happy to see you look into it!

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ViperAcidZX
ViperAcidZX - - 104 comments

There's a serious bug I've encountered when playing on dhewm3 1.5.3 RC1 with a controller, certain interactable panels causes the controller inputs to malfunction by causing the bottom and top face buttons to become Left Mouse Button and it happens consistently. The only way out of it temporarily is to use a quick-save and them immediately quick-load but this is an annoying problem with this mod and dhewm3 itself.

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Arl. Creator
Arl. - - 155 comments

Weird, not y much I can do though, this should be reported to dhewm3 dev.

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Guest
Guest - - 692,777 comments

Im not able to start "The Lost Missions" through the "Mods" menu. It loads me right back to the title screen. I can start it with the batch file in the directory, but then, the menu selection gets wierd. If i select regular Doom 3, it loads Resurection of Evil. If i select RoE in the "Mods" menu, it crashes the game. I did add the "doom3 +set fs_game d3le +set fs_game_base d3xp" to the launch but just like launching the batch file, it wont let me select regular doom 3.

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Arl. Creator
Arl. - - 155 comments

The game's mod menu ignores if a mod in the menu is dependent of another mod, because if this, it isn't really a good way of loading mods now-a-days.

Stick with the .bat fil or create a desktop shortcut with the same fs_ lines to launch the game.

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Guest
Guest - - 692,777 comments

This comment is currently awaiting admin approval, join now to view.

Dafama2k7
Dafama2k7 - - 156 comments

arl - Hey !!! Since latest v1.4 The Lost Mission mod does not show the percentage bar on the loading screens for the maps ! Now i know why this happens ! it's because you forgotten to add this to every map description on def/le_maps.def, this is an example...:

"size0" "448018986"
"size1" "434663176"
"size2" "525758846"
"size3" "615459568"

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ViperAcidZX
ViperAcidZX - - 104 comments

Do you have the rest of the numbers for the other maps?

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AntonieS
AntonieS - - 10 comments

Hi!
How to get these numbers for real maps - is it the size or the checksum?

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ViperAcidZX
ViperAcidZX - - 104 comments

I have a fixed version of the original le_maps-def file provided with the mod but with the size info added to the file using instructions I found at the id SDK mirror (https://iddevnet.dhewm3.org/doom3/mapdefs.html) by the dhewm3 developer.

Here's the fixed maps def file below:
Drive.google.com

How to use this:
1. Open lm_pak.pk4 with 7zip.
2. Go into the def folder.
3. Delete the old le_maps.def file in the def folder.
4. Move the fixed le_maps.def into the def folder, and update the pk4 file when prompted by 7zip.
5. Enjoy.

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AntonieS
AntonieS - - 10 comments

Thanks. It works. %)))

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Arl. Creator
Arl. - - 155 comments

Neat, it fixes it, Thank you!

Reply Good karma+2 votes
alcatraz88
alcatraz88 - - 39 comments

Finally,you awake! I already whrite about this,but you not answer.

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