Thank you for checking out Weapons of Mars Destruction! This is primarily a sound replacement addon and a fun way to scratch my sound design itch. This project will never be complete until I just absolutely lose interest, as the fun is in the editing for me, not the finished product. But don't worry, you'll get your product.

============
INSTALLATION
============

* IF PLAYING DOOM 3 *
-Place z_weap_mars_dest.pk4 in Doom 3 base folder

* IF PLAYING RESURRECTION OF EVIL *
-Place z_weap_mars_dest.pk4 in Doom 3 base folder
-Place z_weap_mars_dest_d3xp.pk4 in d3xp folder

* IF PLAYING THE LOST MISSION *
-Place z_weap_mars_dest.pk4 in Doom 3 base folder
-Place z_weap_mars_dest_d3xp.pk4 in d3xp folder
-Place z_weap_mars_dest_d3le.pk4 in d3le folder

* IF PLAYING REDUX *
-Remove z_weap_mars_dest.pk4 from base folder and place in Redux folder (add enough z's to the beginning of filename until last alphabetically)

* OPTIONAL FILES *
Place optional files in Doom 3 base folder unless otherwise noted.

-zz_alpha_helmet.pk4 adds the alpha helmet to all cutscenes and reflections.

-zz_alpha_shotgun.pk4 will replace the shotgun with the Doom 3 alpha model

-zz_alpha_shotgun_with_helmet.pk4 combines the alpha shotgun with the helmet. The individual files aren't compatible with each other.

-zz_cyberdemon.pk4 lets you kill the cyberdemon with normal weapons, removes spawning monsters from the map and gives the cyberdemon three times the health.

-zz_inf_stamina_always_run.pk4 will make the player run automatically, as well as providing infinite stamina, the same as hell levels. Holding the run key will make the player walk. Also turns the adrenaline powerup into a full heal item. All walking/running animations refleft the change, rather than simply changing the walk/run speeds in the def file.

-zz_no_xhair.pk4 removes the crosshair

-Place the guis folder inside the base folder if you want the splash screen to display in 4:3

* TIPS *

-Bind the zoom key to the right mouse or a very comfortable key

-If experiencing graphic issues when using with alpha shotgun, try editing your DoomConfig.cfg (located in base folder) to read:

seta image_usePrecompressedTextures "0"
seta image_useNormalCompression "0"
seta image_useCompression "0"
seta image_forceDownSize "0"
seta image_downSize "0"
seta image_downSizeBump "0"
seta image_downSizeSpecular "0"
seta image_roundDown "0"

If you're experiencing audio issues (repeating sounds/volume issues), set these parameters:

seta s_maxSoundsPerShader "0"

dhewm.cfg is located in C:\Users\*UserName*\Documents\My Games\dhewm3\base by default

=============
MAIN FEATURES
=============

-New sound effects for weapons (firing, reloading, foley, pickups, enemy firing, cinematics)
-New sound effects for walking, running, crouch walking, climbing, jumping, falling, hurting and dying
-High quality stereo version of Doom 3 theme song during menu/intro/credits
-Armor absorbs 50% damage instead of 20%, security armor gives 25 points instead of 50
-Large ammo pickups replaced with small pickups, ammo pickup values reduced
-More responsive weapon reloading (no interrupts, but fill ammo at an earlier point and can be switched more quickly)
-No minor falling damage
-Stamina regenerates more quickly
-Normal HUD ammo counters for weapons with gui screens
-Accurate and responsive weapon gui screens
-New smoke and firing particle effects
-Glowing eyes for imps and trites
-Armor models reflect Resurrection of Evil and Lost Mission marines
-New glasses for McNeil
-Alternate ending dialogue for McNeil in Resurrection of Evil

* Fixes from Doom 3 *
-Chaingun HUD graphics correctly display reserve ammo bars, low ammo light resets after reloading
-Plasmagun no longer plays reloading sound twice (echo effect)
-All weapons dryfire


=======
WEAPONS
=======

* FLASHLIGHT *
-Reduced damage
-New light beam and flare models
-No longer gibs
-Clicks on when raised and clicks off when lowered
-Clicks on and off with reload button
-Toggle only (does not cycle with weapons)

* FISTS *
-Reduced damage
-Attack button jabs left, zoom button jabs right. If you press the other button before the animation ends it will swing a hook punch for double damage.

* CHAINSAW *
-Alternate attacks with zoom key

* PISTOL *
-Press zoom for better accuracy
-functionally semi-auto, fires faster
-Reduced max ammo
-Increased magazine capacity to 15
-No longer gibs
-Dryfires

* SHOTGUN *
-Reduced spread if firing while zoomed in
-Reloads one shell at a time
-Increased frame rate for firing and reloading animations
-Reduced max ammo

* MACHINEGUN *
-Press zoom for better accuracy
-Reduced recoil
-Reduced max ammo
-Restored original gun gui code to reflect low/no ammo
-Increased projectile mass for more impact
-Dryfires

* HAND GRENADE *
-Decreased push, linear friction and bounce for more predictable behavior
-Toggle only (does not cycle with weapons)

* CHAINGUN *
-Press zoom to spin barrel and fire with better accuracy
-Less recoil
-Ammo raised to 120, fires twice as fast with damage reduced by 50% for the same dps
-GUI numbers and graphics correctly display all information, fixes all GUI issues present in vanilla game, including reserve ammo bars always being low, and low clip light not disappearing after reloading.
-Continues spinning when out of ammo and still firing
-Winds up, spins, and winds down when out of ammo

* PLASMAGUN *
-Press fire while aiming for a burst shot
-Weapon gui graphics show low/no ammo
-Increased projectile speed
-Reduced projectile mass (so monsters don't fly away)
-Dryfires

* ROCKET LAUNCHER *
-Press zoom to aim down sights
-Increased fire rate
-Increased direct and radius damage by 10
-Increased explosion light radius
-Reduced projectile mass (so monsters don't fly away as much)
-Dryfires

* BFG *
-No splash damage to player
-Overcharge only happens if clip is full
-Overcharge damage is not fatal with full health
-Dryfires

* SOULCUBE *
-Removed the "use us" dialogue in ready sound
-Toggle only (does not cycle with weapons)

============================
RESURRECTION OF EVIL WEAPONS
============================

* DOUBLE BARREL SHOTGUN *
-Single fire with main attack
-Pressing fire while holding zoom will fire both shells
-Quicker reload animation

* BLOODSTONE *
-Toggle only (does not cycle with weapons)

========
MONSTERS
========
* ALL *
Removed view angle kick direction from monster attacks

* ZOMBIE SECURITY/CHAINGUN COMMANDO *
-Decreased Accuracy by 1/2

* IMP/HELL IMP *
-Double fireball attack from Phobos

* PINKY *
-Faster movement speed

* REVENANT *
-Faster movement speed

* WRAITH *
-Doesn't stop moving during teleport in

* ARCHVILE *
-Restored Incinerate attack

========
DOOM GUY
========

-Reduced max armor to 100
-Faster stamina regeneration
-Increased armor protection from 20% to 50%
-No minor fall damage

=======
CREDITS
=======

-Tripwire Interactive, Magmacow(gamebanana.com), ProSoundEffects, 99Sounds, Krotos, and sounddogs.com for sound effects
-CED2011 for pistol animations
-Phrozo for textures, particles, material code and scripts
-lost_acs for using as reference for player/wraith/archvile script, imp eye overlay code
-Arl for alpha shotgun and alpha helmet
-Team Future for imp double fireball attack code, particle references
-MWoody for plasmagun radar code and graphics
-VGames for plasmagun and double barrel shotgun animations
-*Unknown* for chainsaw animations (taken from Absolute HD by Cverdzislav)
-Shockwave_S08 for testing and feedback

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Weapons of Mars Destruction 1.7.6

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Weapons of Mars Destruction for RBDoom 3 BFG [mod ver 1.5.2]

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Weapons of Mars Destruction for Team Future's Phobos [mod ver 1.1]

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Comments  (0 - 10 of 33)
Guest
Guest

hmm, is it ok if i were to use the sounds for another (1993) doom mod that i am making?

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Lippeth Creator
Lippeth

Go for it! There are some sounds I didn't make so I can't take full credit for everything, but as long as you credit me and include the sound credits in the readme file it should be kosher. I should make a sound credits breakdown to list the source for every sound I used.

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silentjacket
silentjacket

Prospect on creating a package that works with @UltimateHD that comes bundled with RBDOOM3BFG?, or BFG HiDef, for that matter.

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Guest
Guest

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DOOMMARINE117
DOOMMARINE117

What mods ae allowed to work with weapons of mass destruction?

enhanced edition, phobos lost mission, Doom 3 gameplay remastered?

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naryanrobinson
naryanrobinson

Hi, is it compatible with CstDoom3-BFG ?

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Lippeth Creator
Lippeth

Sadly no, Cst-Doom3-BFG uses its own executable which isn't designed for the things RBDoom3 lets you throw at it. I tried out of curiosity and didn't succeed. However, the non-RBDoom version of this mod includes patches to be compatible with classic Cst-Doom3.

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naryanrobinson
naryanrobinson

Well, thanks for replying.
My favourite way to play used to be my own modded version of vanilla's CstDoom3 (youtu.be/yDv5R3U54jk),
but after seeing your skill with modding the weapons, I have to give the edge to you.
The one thing I do miss however (aside from pop-up locker codes) is my crosshair. I find both versions' crosshairs obnoxiously large and immersion-killing, but I was never able to find out how to modify BFG Edition's crosshair.
Since you're the expert here I was wondering if you knew anything in that regard.

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Aragonite
Aragonite

Hello,

Is it possible to install your mod with Doom 3 BFG Hi Def?

Thanks,

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Lippeth Creator
Lippeth

In theory yes, you can download the RBDoom3BFG version of this mod, place the "weap_mars_dest" folder in the main directory and replace the .exe in the batch file (weap_mars_dest.bat) to RBhidef.exe or BFAhidef.exe, though I can't test this because the Hi Def mod has always crashed to desktop for me when loading levels.

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Aragonite
Aragonite

What might be simpler is to make your mod work with the Redux mod, at least to have the HD textures of the levels, would that be possible?

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Lippeth Creator
Lippeth

The non-BFG version of this addon is already compatible with Redux, the install instructions are in the womd_readme file.

Plus the RBDoom3-BFG version of this addon should also already be compatible with the BFG Hi Def mod.

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Aragonite
Aragonite

So for Redux I followed your instructions, overall it works but I had some problems ...
To start a game, I have to do it twice.
I have some screen jerks at the start of the game (After that stops).
I had a windows return when loading the 2nd level (Not had since).
For the Options the helmet works but not the shotgun (This one has no sound).
I haven't tried the other options yet.

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Lippeth Creator
Lippeth

I actually haven't tested with Redux or any other texture mod with the last few updates, so there very well could be something going on. I'll check it out and if there are any compatibility issues I'll be sure to fix it in the next update.

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Guest
Guest

Your mod works fine, but would it be possible to increase the brightness a bit in the game? because this one is really very dark, a lot of areas are completely in the dark. Can offer an option with different level? I think the bottom game is a bit clearer anyway.

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Aragonite
Aragonite

Thanks for your quick responses! I will wait for your updates. As you know, I use the Mod Redux with yours but it passed the dialogs of my game in English version. How would you think I could put it back in French? which file should I remove or modify? Thank you

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Lippeth Creator
Lippeth

If you're using the autoexec.cfg that came with Redux, you can comment out the [seta sys_lang "english"] with two forward slashes, and remove the two forward slashes from [seta sys_lang "french"]

Instead of:
seta sys_lang "english"
//seta sys_lang "french"

It should be:
//seta sys_lang "english"
seta sys_lang "french"

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Aragonite
Aragonite

Well a big thank you to you that works;)
For your next update, can I suggest some modifications?

- Increase the brightness (too many completely black areas)

- The shotgun is really only used too close or at close range to be effective, it would be necessary either to reduce the dispersion of the projectiles a little or then to add a little to compensate.

- Slightly increase the damage of machine guns (chaingun also)

- Increase a little the intensity of the shooting sounds for the pistol

- Can you slightly increase the transport of ammunition? (I tried to modify but I only found the capacity of the magazines eg: if I put 80 cartridges for the machine gun, I can only take 280 with a takeout ... how to modify so that it remains at 300?

- Add a tactical flashlight directly on the weapons (Can be smaller than the flashlight?)

- Make your mod compatible with Redux or Hi Res? in order to take advantage of the High resolution decors.

I think it's already not bad;)

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Lippeth Creator
Lippeth

Doom 3 Light Expansion does this very well, though if you want a custom light percentage you'll need to run the full program and re-render all the maps which takes about an hour and a half for the full base game. I've thought about uploading my 20% lighting increase but never have because the light expansion program is already available. I still can if it's a thing people want and don't want to run the full process. The program default is 50%, which is very bright in a lot of places.

Moddb.com

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