What started as replacing a few weapon sound effects with sounds from Killing Floor for my own enjoyment, has quickly evolved into a finely tuned weapon overhaul, with alt-fire mechanics, dry-firing, full weapon sound replacement (mostly designed, some from existing sources), particle and material effects, with emphasis on bringing out the gameplay loop that was already there, and making the weapons just feel good to use. Some other features include: -Sound effects for walking, running, crouch walking, climbing, jumping, falling, hurting and dying -Lossless stereo version of Doom 3 theme song during menu/intro/credits -Armor absorbs 40% damage instead of 20%, security armor gives 25 points instead of 50 -Large ammo pickups replaced with small pickups, ammo pickup values reduced -No minor falling damage -Stamina regenerates more quickly -Armor models reflect Resurrection of Evil and Lost Mission marines -Fight the cyberdemon one on one, no spawning demons
* 1.9.2 * -reduced bullet casing fuse length oversight -plasmaball push amount and damage raised -plasmagun fire sound volume increased -fixed an uncommon bug where the chaingun's barrels continue to spin if pressing reload at a specific time while out of ammo and holding alt fire * 1.9.1 * -Updated compatibility patch for D3HDP
* 1.9.2 *
-reduced bullet casing fuse length oversight
-plasmaball push amount and damage raised
-plasmagun fire sound volume increased
-fixed an uncommon bug where the chaingun's barrels continue to spin if pressing reload at a specific time while out of ammo and holding alt fire
* 1.9.1 *
-Updated compatibility patch for D3HDP
* 1.9.0 *
-Aiming no longer interrupts fire rate
-Aiming method now allows custom fov and weapon offets
-Aiming weapons orients them toward the center of the screen
-Alt Attack key replaces Zoom View key
-Improved grabbergun particle effects
-Fists and grabbergun properly zoom out when deselecting
-Added compatibility patch for D3HDP - DooM 3 Essential HD Pack v2.0
-Fist altfire raises fists when held and increases attack speed while draining stamina
-Fist damage reduced from 20 to 15 to compensate for double damage attacks
-Flashlight alt fire aims at center of screen
-Shotgun fire animations restored to vanilla speed while keeping the same fire rate (reloading is still fast)
-Stamina rate restored to vanilla rate
-Added black smoke to wraith teleport
-Trites bleed trite blood
-Added centered flashlight optional file
* 1.8.0 *
-Shotgun double, machinegun and plasmagun altfire angle offsets adjusted to be right of center
-Plasmagun burst shot removed; altfire now reduces spread
-Decreased rocketlauncher zoom
-Fixed chaingun barrel animation while reloading
-Large ammo pickups restored, pickup amounts adjusted
-Holding alt attack for fist while attacking gives 50% chance to hook for double damage
-Archvile has a 50% chance of doing either flame wall or incinerate attack
-Wraith transitions between visibility and invisibility more naturally
-Added smoke to bullet casings
-Moved added info from doom_defs.script, doom_util.script and weapon_base.script to each weapon
-Removed health changes for pinky and wraith
-Adjusted bullet hole sizes
-Updated optional files and compatibility patches to reflect all changes
* 1.7.8 *
-New berserk sound
-Added Redux patch
-Reduced rocket launcher aim FOV
-Added main menu and restart logo
-New loading screen
* 1.7.7 *
-Restored the original zoom function and added Alt Attack key that can be bound to a key in the menu to use for aiming and alt fire
-Dramatically increased rocket launcher fire rate while aiming
-Added optional files for those who prefer custom fov values (disables zoom effect while aiming)
-Added plasmagun radar gui to optional files
-Updated Enhanced Edition patch files to reflect all new features-Removed support for Redux (for now, we'll see)
-Adjusted plasmagun and double barrel aiming animations
-Added single shell reload animation to double barrel world model
-Set armor protection to 40%
-Removed screen blood
-Restored enemy view kick effect (for now you can set "g_kickTime" to 0 in the console which will also remove weapon kick until I come up with a better solution)
-lots of general code cleanup
* 1.7.6 *
-Allow dryfire animations to be interrupted by reloading
-Archvile changes between firewall and incinerate based on proximity to player
-Created sound effect sequence for missing "sfx_imps.wav" in Enpro
-Removed sound definitions for missing sounds in The Lost Mission
-HUD retains 4:3 aspect ratio with dhewm3
* 1.7.5 *
-Added sounds to aiming animations
-Plasmagun fires burst shot when aiming
* 1.7.4 *
-Added alternate fire functions to plasmagun and rocket launcher (plasmagun still a work in progress)
-Fine tuned alternate fire responsiveness for fists, shotgun, double barrel shotgun and machinegun
-Replaced plasmagun gui with enemy scanner (testing to see if I like it)
-Double barrel shotgun reloading corresponds with how many shells are left
* 1.7.3 *
-Added alternate fire functions to zoom key for fists, pistol, shotgun, double barrel shotgun, machinegun, chaingun, and chainsaw
-Increased rocket launcher fire rate
* 1.7.2 *
-Changed smoke particle for monster attacks that use smoke for better performance
-Chainsaw smoke changes color for each attack mode, chain spins faster when attacking
-New BFG 9000 muzzlesmoke and explosion particles
-BFG cannister light fades out when empty
-Muzzle flash radius decreased for all weapons
* 1.7.1 *
-Fixed zsec shotgunner's arms not gibbing with alpha shotgun addon
-New sounds for weapon/ammo pickups
-New sounds for grenade and rocket explosions
-Layered new sound with shotgun pumping
-New splash screen
-Updated Cst patches
* 1.7.0 *
-Added chaingun mesh from CEDAssetsPack
-Added optional file to fight Cyberdemon with no soulcube or other demons
-Increased chaingun max ammo and ammo pickups for even accumulation
-Increased grenade max amount for even accumulation
-Decreased pistol max ammo for even accumulation
* 1.6.9 *
-Condensed inf_stamina_always_run files into one file (place in base folder to affect base game and expansions)
-New grenade explosion particles
-Fixed an issue where the outdoor breathing sound wouldn't play
-Re-introduced fatal fall damage
-Added compatibility patches for Redux and Enhanced Edition
* 1.6.8 *
-Fixed optional inf_stamina_always_run files to reflect new foot sounds, bob appropriately, show proper walking/running animations, and be unaffected by game scripts
-Fixed issue where RoE and LM use large pickups for small ammo
-Restored damage scale to 1.0 and changed armor protection to 0.5 (equivalent to classic Doom's blue armor)
-Security armor worth 25 instead of 50 (armor shards stay the same)
-Chaingun gui ammo display size will enlarge to fit when under 100; adjusted orientation
-New sounds for pistol ammo box
-Ammo for weapons with guis show up on normal hud (not compatible with Redux or D3EE, download this compatibility patch until the next update)
* 1.6.7 *
-Replaced original weapon sounds of RoE ending cutscene with current sounds
-Changed dialogue at the very end of RoE for a more ambiguous ending
-Switched default chainsaw fire mode
-Separated voice and footsteps for jumping/landing
-More subtle trite eye fx
-Faster fist attacks
* 1.6.6 *
-Different footstep sounds for walking/running
-Walk sounds for crouch walking
-Added crouch down/up sounds
-Zombies and security have new footstep sounds
-New bullethole decal animation
-Adjusted damage scale per difficulty to compensate for armor protection being doubled from vanilla (Vanilla=1.0, Recruit=1.2, Marine=1.4, Veteran=1.6)
* 1.6.5 *
-New sounds for the BFG 9000
-New footstep sounds
-Footsteps sound different on certain outdoor surfaces and stone
-New machine gun mech sound while firing
* 1.6.3 *
-Chainsaw toggles between swinging and vanilla fire modes with the reload key
-New sound for chainsaw vanilla fire mode
-Fixed bullet hole decal size for alpha shotgun
* 1.6.0 *
-Removed plasmagun world sounds (no more sound doubling in the right speaker)
-New plasmagun projectile
-Weapon guis display colors and effects according to ammo/clip count
-Added support for CstDoom3 (separate files, included)
-Weapon reloads adjusted to sync updating clip count with animation and can be cancelled while switching after ammo count updates and before animation ends
-New footstep/ladder/jumping sounds
-New bullet hole decals
* 1.5.0 *
-Removed fatal fall damage (you still die if falling into an abyss or the like, but may sequence break in certain areas)
-Burning and exploding barrels are grey, still have proper labeling
-New glasses for McNeil (just for fun)
-Shotgun/machinegun/chaingun/plasmagun pickups receive half of their clip capacity
-replaced large ammo pickups with small pickups
-Adjusted player movement speed; base game and expansions are different from each other for game balance; d3 is fairly fast, Roe is slower to account for artifact, Lost Mission is BFG fast
-Optional addon file that removes stamina use (permanent Hell stamina), swaps walk/run so you walk while holding run, adrenaline recovers all health
* 1.4.6 *
-Removed main menu/death screen logo for compatibility with other mods/addons
-Added Redux sound compatibility
* 1.4.5 *
-New machine gun fire sounds for player/zsec, new shotgun sound for zsec
-Changed shield zsec pistol sound to monster_pistol_fire
-Player movement matches speeds of BFG Edition (removed fast_player optional files to reduce clutter)
-New main menu/death screen logo
-New flashlight lights/flares
-Increased pinky and revenant movement speed
-Added imp double fireball attack from Phobos
-Restored Redux compatibility
* 1.4.2 *
-Restored double vision, removed kick direction and amplitude from monster attacks
-Adjusted shotgun reload end animation speed
* 1.4.1 *
-Pistol is now mechanically semi-automatic and fires more quickly
-Shooting surfaces with shotgun is quieter
-Adjusted fast_movement files
* 1.4.0 *
-New grabber sounds and particle effects
-New pistol magazine out sounds (I recorded and edited them myself!)
-New step ladder sounds
-Fixed bloodstone still cycling with weapons
-Bullet and shell casings stay on ground for 20 seconds
-Balanced volume for plasmafire, rocketfire, pain/death/dvision
-Added new file combining alpha shotgun and helmet
-New file naming system
* 1.3.0 *
-New muzzle flash and muzzle smoke effects
-Double shotgun automatically reloads after firing, even if auto reload is off
-Reduced shotgun max ammo to 50 shells, 100 for RoE
-Adjusted starting ammo to match clip size for all weapons
-Increased bullet velocity for shotgun, machinegun and chaingun, reduced bullet mass
-Added WoMD compatible alpha shotgun addon
-Added vanilla compatible alpha helmet addon
-Removed patches for alpha shotgun and helmet
* 1.2.2 * (bugfix)
-fixed chaingun light showing square if against a wall
-fixed chaingun starting clip amount
* 1.2.1 *
-BFG overcharge damage reduced to 20hp (5hp with armor)
-Changed BFG overcharge explosion to bfgexplosion and designed new sound
-Pistol magazine holds 15 rounds
-Separated pistol and shotgun reload sound to base components instead of having a prerecorded timing for each animation.
-Added low ammo sound to plasmagun
-Chaingun will spin with no ammo
-Flashlight raises with light on instead of raising then clicking on
-Added patch to use Arl's alpha helmet without the alpha shotgun and Arl's Improvements mod
* 1.2.0 *
-New fire sounds for rocket launcher
-New reload sound effect for plasma gun and rocket launcher
-New dryfire sounds for pistol, shotgun, ssg and machine gun
-Chaingun's low clip light now correctly disappears after reloading (vanilla bug fix)
-Zombie security and chaingun commando accuracy reduced
-Removed "use us" dialogue from soulcube ready sound
-Removed bloodstone from cycling with weapons in RoE, toggle only
-Added high fidelity theme music to main files
* 1.1.9 *
-Added optional file to reduce shotgun spread to imitate Quake 4's shotgun behavior
* 1.1.8 *
-Added loading screen. Default is 16:9, if you want 4:3, go into the guis\assets\splash folder in zwomd.pk4 and change launch-4-3.tga to launch.tga
-Fixed world view flashlight flare
-Adjusted volume for super shotgun fire and removed unclamped
-Adjusted volume for plasma gun fire
* 1.1.3 *
-Fixed black box around flashlight when viewing world model caused by removing flashlight flares.
-Adjusted fast movement for expansions to reflect main
-Updated weapon_pistol.def for RoE
* 1.1.0 *
-Changed flashlight map, removed flares and decreased light beam
-Flashlight now only clicks off if lowering when light is on, otherwise it just lowers
-Created new machine gun reload sound
-Recreated plasma fire sound
-Adjusted the way chainsaw does damage
* 1.0.0 *
-Added dryfire to all weapons
-New chainsaw animations
-Changed pistol sounds
-Shotgun can gib
-Changed plasmarifle fire sound and increased projectile velocity
-Changed chaingun spin sounds and increased barrel speed
-Chaingun ammo is 120, fires twice as fast, same dps. Gui reflects all changes, including clip and ammo fill gauges
-Flashlight clicks on and off when raised and lowered. Can be turned on and off with the reload button
* 0.6.0 *
-Added alternate versions with no sound changes
-Changed machinegun max ammo from 300 to 200 and chaingun max ammo from 400 to 300 in expansions
* 0.5.2 *
-Added intentionally misspelled shogtun.sndshd for Redux compatibility with shotgun fire sounds
-Fixed type-o in readme.txt
* 0.5.0 *
Base beta release
how does it work so far with the enhanced edition?
Everything seems to be compatible as long as WoMD is loaded last.
My weapons, ammo, and player defs override d3ee's, as well as the wraith script and a particle editor file, but most changes are the same or similar enough that they play well together and it's simply my weapons over their mod. I might consider removing my wraith script because I believe it serves the same function as theirs and would just ensure better compatibility if they have any other vital changes in theirs.
I haven't tested with ee's ammo rebalance addon and don't think it would work because this mod will just overwrite the ammo count, and loading it after this mod will cause the chaingun's gui and dryfire state to behave incorrectly, as well as the hand grenade's bounce physics.
I'm still playing around and checking for conflicts, but so far they work seamlessly together.
Speaking of the Chaingun's GUI, would you be able to send a version that works with Doom 3's default ammo values; 60 in the clip, 540 in reserve?
Sent a message with a pk4 that should do exactly that.
hi, i've a problem with chain gun using dhewm3 1.5.1:
the rotating velocity are normal, like vanilla doom 3.
any idea of the cause of this issue?
i've founded the cause:
dhewm have a custom build called: 3.1_5_1.com_gamehz
this build let's you play with unlocked FPS, is great, but I think have some implementations problems that affect to some mods, like your mod.
with the latest normal dhewm there's no problems, your mod work perfect.
However, would be great that you make a compatible version of your mod with this custom build:
Github.com
"The cvar to use is com_gameHz. by default it is 60 (original), but you can change the values, but after you change the value you actually need to close and open the game again in order to see it working"
download:
Github.com
jo! i've founded a working custom version of dhewm with unlocked fps and maintain the correct functionality of your mod.
If you use dhewm3 with doom 3 redux mod, you need to delete/rename the [base\pak009.pk4] to make this work.
here:
Github.com
Hey, thanks a lot for continuing to update this mod, I'm glad to see and already-good mod is getting better and better
Very good mod, i like the new sounds, specially !!!
Where is the d3le? Does not seem to be a thing in my files.
d3le refers to Arl's conversion of The Lost Mission, which is a separate map pack. If you don't already have it, then don't worry about the d3le file, but if you download the Lost Mission, z_weap_mars_dest_d3le.pk4 will go in the d3le folder.
Hey, I'm using this mod with both the Enhanced Edition and Redux but some weapon sounds like the pistol and shotgun won't play and instead play a beeping sound when I reload or switch weapons.
Make sure to rename the main file from "z_weap_mars_dest_d3.pk4" to "zz_weap_mars_dest_d3.pk4". It needs to be loaded after everything for the sounds, scripts, def and guis to work properly. Hope this helps!
Hey there mate great mod but I have one issue and it's with resurrection of evil. Everytime I use the grabber gun I get some strange glitch everytime I use it such as a round bubble appearing in the middle of the screen of the gun upside down? I've got all the configuration set right in the CFG file so I have no clue as to what's goin on.
When trying to load up this mod with Dhewm3, I keep getting an error after loading a save. Says a lot of "Couldn't load sound...using default"
It could be trying to load sounds from the game that have since been redefined by the mod. With this mod it's best to start a new game, and warp to the map you were on before installing the mod.
Usually all that happens when loading a save from before the mod has been installed results in a reset of the map because the scripts don't match, so it might be something else going on. I'll try to recreate the issue, but double check that each file is in its proper folder, and that no other mods or addons you may have installed are overriding it.
when i want to load the mod it brings me right back to the start menu after loading. any solutions? i mean it could be that i have installed it wrong. the text file doesnt help me much. the whole text file is full of signs instead of letters.
Maybe try extracting the mod again or convert the .txt files to UTF-8 encoding? It should be just a regular text file with instructions and descriptions. The instructions are also on the summary page for this mod, copy-pasted from the readme file.
Was weapon gibbing meant to be re-introduced in the latest patch? I'm gibbing zombies with all the weapons now.
The pistol and flashlight should be the only weapons that don't gib. The machinegun used to not gib until I noticed how its bullet velocity affects the way monsters ragdoll and flip all over the place, but that was many updates ago.
Any chance you could slow down the amount of missiles the revenants fire because Doom 3 isn't so bad but resurrection of evil is near impossible to complete with how fast you've made the revenants it's knocked the balance of the game wayy off I've had to cheat twice just to get past certain missions and I'm no newbie to Doom I'm an experienced player but resurrection is just too hard to complete when you've got 6 revenants firing 2 missile's in your face every 2 seconds. And I could also suggest making the kill count higher for the soul cube because you only have to kill what 5/6 enemies and you've got the soul cube again having the soul cube that frequently make's the game too easy as your able to replenish your health every few seconds should bump up the kill count to something like 20/25
With RoE I tend to rely on the artifact to slow things down, but I don't see the harm in removing some of the speed changes for the next update; I've been thinking of adding an optional fast monsters patch for the sadists as well.
there is no z_weap_mars_dest.pk4 file.
I updated the file name to "z_weap_mars_dest_d3.pk4" and didn't update the readme.
The menu and loading screens you made are sick but they're overriding Enhanced Edition's menu which in my opinion is superior due to the options it comes with such as the FOV changer and slicker menu UI. Other than that everything seems to be working fine so long as WoMD is loaded last.
Edit: For the record I finally got Redux, Enhanced Edition, and WoMD to work almost in tandem. So I'm basically just waiting on your response to this. If it's possible I wouldn't mind a link to a previous version of your mod without the new menus and whatnot.
There are compatibility patches included, both for Enhanced Edition and Redux. There's also a custom FOV patch if the default of 90 isn't your taste.
"There are compatibility patches included, both for Enhanced Edition and Redux."
I know, I've had them in the Redux folder since I first installed the mod. It's still using your menus though. They're loaded after the main WoMD file which itself is loaded after Redux and Enhanced Edition. Unless the compatibility patches are meant to be loaded differently, then it should be working, right?
"There's also a custom FOV patch if the default of 90 isn't your taste."
Using that causes the ALT-fire modes for most of the weapons to bug out, not sure why, but it happens. They still make the correct sound but nothing visually happens except for the Plasmagun, Chaingun, Chainsaw, and Fists. Personally, I can actually live with the default FOV, I just wanted to let you know that it could be an issue going forward.
I'll look into Redux again, my testing was brief but successful so I'll give it more attention.
I should say that if you're using WoMD with EE and Redux at the same time, all bets are off as I've never tested all three together. I'll load them all up and see where I can go from there.
The custom FOV should remove all zoom effects, so you still hear the sound and the functions should be the same, but nothing visually should change. I agree it's less than ideal but it was made by request. The only way I know how to zoom in is to mess with the FOV and it needs a number to spring back to, so I just made it not do any of that. If I can make a script that can check the fov and move based on that, then it wouldn't be an issue, so I'll try and look into that as well.
"I'll look into Redux again, my testing was brief but successful so I'll give it more attention."
Thanks brother. It's greatly appreciated. I hope your efforts are fruitful in that endeavor.
"I should say that if you're using WoMD with EE and Redux at the same time, all bets are off as I've never tested all three together. I'll load them all up and see where I can go from there."
Oh trust me, you're in for a ride. Just gotta keep redundancies and various incompatibilities in mind when you use all three at the same time. It practically took me two days figuring out what the best load order and optional files were for my experience. I kinda doubt anyone's used all three at the same time like I have in the past.
"The custom FOV should remove all zoom effects, so you still hear the sound and the functions should be the same, but nothing visually should change. I agree it's less than ideal but it was made by request. The only way I know how to zoom in is to mess with the FOV and it needs a number to spring back to, so I just made it not do any of that. If I can make a script that can check the fov and move based on that, then it wouldn't be an issue, so I'll try and look into that as well."
Oh, I didn't realize that was planned. Lol. To make sure we're clear on this I was referring to the ADS animations for the weapons that have them being dysfunctional aside from the guns I mentioned in my previous comment. TBH, I rarely use the zoom function if ever so I don't really care that much about losing its functionality for better FOV.
BTW, just wanted to say your sensibility towards concerns/critique and willingness to work on thing's is astounding dude, truly. Thank you for not being a stuck-up egoist like a lot of modders are these days, it's honestly refreshing.
"To make sure we're clear on this I was referring to the ADS animations for the weapons that have them being dysfunctional aside from the guns I mentioned in my previous comment."
The guns that seem like they do nothing slightly reduce their shot spread when alt fire is held, the shotgun being the most noticeable, but the pistol, machinegun and chaingun already have very narrow spreads, and without "ADS" they're only slightly less accurate at very long range, which is a rare occurrence in the game. The BFG actually does nothing, so you're still right to lol.
"BTW, just wanted to say your sensibility towards concerns/critique and willingness to work on thing's is astounding dude, truly. Thank you for not being a stuck-up egoist like a lot of modders are these days, it's honestly refreshing."
Made my day, thank you for this compliment! While there are limits to what I'm willing to add or change, and limits to what I'm even capable of doing, it's always worth at least listening and investigating. Thank you for reminding me of that!
"The guns that seem like they do nothing slightly reduce their shot spread when alt fire is held, the shotgun being the most noticeable, but the pistol, machinegun and chaingun already have very narrow spreads, and without "ADS" they're only slightly less accurate at very long range, which is a rare occurrence in the game. The BFG actually does nothing, so you're still right to lol."
Ohhhhh, I hadn't messed around with them all long enough to realize the ALT-fire did that. Neat! Do you plan on adding some sort of ALT-fire feature to the BFG at some point? I'm not entirely sure what could be added to it tbh but I'm curious to see what you might have in mind.
"Made my day, thank you for this compliment! While there are limits to what I'm willing to add or change, and limits to what I'm even capable of doing, it's always worth at least listening and investigating. Thank you for reminding me of that!"
Of course man, everyone has their limit and that's understandable. If I can help you in any way or you have news on what my original comment was asking about just let me know and I'll be right here.
P.S. Sorry for the late reply, I had work when you replied.
Hey, I know this will be rather too annoying and all I can do is hope it isn't, so I'll go ahead and ask: Is there any chance I can ask you for a "Minimalist" version?
The changes you have made are great, they are amazing, I even like the new particles very much so compared to Phrozo's Particles.
But...I have some issues with it including the fact you gave the weapons new sounds, as well as new footsteps, new "models" (I think it seems to be) of monsters and changes to the monsters.
All these are something I don't want, I was hoping this mod would specifically only change the weapons and give options to further change them, like removing gore on hit. The option to have the Alpha Shotgun is great, for example.
So yeah, is there any way I can ask you for a "Minimalist" version? Or at the very least, tell me how I can change all that without screwing up the game?
Also this might be a bit off-topic but, I noticed you have an RBDoom3-BFG version of this mod, but it's at 1.5.2, will you be making a newer version for said platform afterwards?
I have bugs with weapons sounds and vfx (some kinda black squares flying and then disappear). I have installed that mod with D3HDPv2 (plus patch to it), but there are still bugs, what to do? How to fix it?
Don't know if you'll see this, but the black squares are an issue with Phrozo Particles v2 (included in the D3HDPV2 files). The compatibility patch only covers the base.
Do these “alt fire” features work in the RBDoom3BFG version?
The _zoom binding was removed from Doom 3 BFG,
but RBDoom3BFG added it back in, albeit not as a default cfg bind.
Very nice mod! The lackluster firing sounds of Doom 3's weapons really make them feel weaker, this mod gives even the pistol more kick.
FYI to anyone using patches, the *base* mod needs to be renamed so that it comes later than everything else alphabetically, then the patches after it. So just rename z_weap_mars_dest_base.pk4 to zzzz_weap_mars_dest_base.pk4.
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I installed correctly, used the compatibility patch and also renamed the files to have "zzzz" before them. Crashing with this message:
WARNING: underground_cin_player_1 has no AAS file
...2532 entities spawned, 18 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 -----
1 models purged from previous level, 1286 models kept.
---------------------------------------------------
----- idImageManager::EndLevelLoad -----
WARNING: Couldn't load image: _emptyname
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
--------------------------------------
Requested feature was omitted at compile time
I fixed it by simply not running the compatibility patch.
Hello. I just downloaded this mod and it's mostly pretty great. However I have an odd issue.
The "Weapons of Mars Destruction" logo is right over the Doom 3 Logo on the title screen. Is there a way to lower the "Weapons of Mars Destruction" logo under the Doom 3 logo? Kinda like how it looks in your screenshot.
Secondly, is there a version of this mod with the "Use Us!" still intact for the Soul Cube?
I really don't feel that removing that voice cue was necessary. I personally like hearing the "Use Us!" everytime the Soul Cube is ready to be used.
To me the Soul Cube feels like a "companion" of sorts. So once I get the Soul Cube from hell I feel like i'm no longer fighting alone : )
I'm liking this mod so far, especially the brrt chaingun - much better than all the attempts I've seen, great job. Had to alter some things according to my personal taste for gun sounds, and give weapons a few buffs:
Chaingun damage buffed from 10 to 15 - the reason is that it chews through ammo so quickly that the DPS doesn't really cover it. I noticed that I had to spend a quarter of the belt just to kill one lowly imp, it was pretty sad. The original concept sounds fine on paper, but in practice it wasn't good enough. So the buff made it much better and usable, you can kill a Hell Knight in half the belt, but run out short just barely if there's a second one at the same time, providing tension. Plus, I set the brass timer to 999 because it could make the map crash with too many entities error, lol.
Another buff was for the Plasma Gun - 15 to 25 damage. With how tight the ammo is for this thing it felt appropriate. It shouldn't fail to kill a trite or a lost soul in one hit imo, and it's a special weapon for special occasions, so it should feel powerful. 20 damage was my initial edit, thinking that it still had its outrageously generous ammo pool, but that wasn't the case. The weapon was still lacking compared to the Chaingun, so I thought 25 was just right.
I think I also had an issue with RL - with rapid fire mode the rockets were actually colliding with each other and exploding in my face (I think that's what happened). Also it felt a little underpowered, did it always take 5 rockets to down a Mancubus? This mod makes the game kinda rough when played with different map packs though, haha. It wasn't balanced around situations where you have to face big monsters frequently one after another. Oh well.
Thanks for the feedback! I generally find it fun to run out of ammo and have to switch weapons often, but I'm glad to see you fine tune it to your taste as well. I'll do some testing and see where I can make adjustments without changing the balance too much.
I'll take the brass timer issue to heart as well and lower it to a more reasonable length in the next update. I actually don't remember setting it that high, it could've been something I was testing and forgot to change back before releasing, as I remember setting it to 20.
I tried replicating the issue with the rocket launcher rapid fire and haven't been able to do it, though I don't doubt that it's a possibility. Mancubus can take up to six shots to the body before dying even in vanilla.
After playing a bit more I believe my rockets got shot down by a projectile and made them explode early, so you have to be careful not to pull a Coincident and face rocket yourself, lol. Headshots work wonderfully though, so that's a plus.
Oh also, while I'm not sure, but I think this mod prevents precise crouch jumping that's required for certain areas. For example the jump through the window in Administration for the backpack becomes almost impossible now.
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