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

Description

* 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

Preview
Weapons of Mars Destruction 1.9.2
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DOOMMARINE117
DOOMMARINE117 - - 551 comments

how does it work so far with the enhanced edition?

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Lippeth Author
Lippeth - - 47 comments

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.

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Shockwave_S08
Shockwave_S08 - - 134 comments

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?

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Lippeth Author
Lippeth - - 47 comments

Sent a message with a pk4 that should do exactly that.

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Cataflexia
Cataflexia - - 70 comments

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?

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Cataflexia
Cataflexia - - 70 comments

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

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Cataflexia
Cataflexia - - 70 comments

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

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Strogglet15
Strogglet15 - - 1,324 comments

Hey, thanks a lot for continuing to update this mod, I'm glad to see and already-good mod is getting better and better

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Dafama2k7
Dafama2k7 - - 156 comments

Very good mod, i like the new sounds, specially !!!

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Guest
Guest - - 689,036 comments

Where is the d3le? Does not seem to be a thing in my files.

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Lippeth Author
Lippeth - - 47 comments

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.

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assder
assder - - 8 comments

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.

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Lippeth Author
Lippeth - - 47 comments

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!

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THE-FALLENGATEKEEPER
THE-FALLENGATEKEEPER - - 152 comments

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.

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Mighty_Guy
Mighty_Guy - - 337 comments

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"

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Lippeth Author
Lippeth - - 47 comments

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.

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DQGamer
DQGamer - - 96 comments

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.

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Lippeth Author
Lippeth - - 47 comments

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.

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_Draxin_
_Draxin_ - - 124 comments

Was weapon gibbing meant to be re-introduced in the latest patch? I'm gibbing zombies with all the weapons now.

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Lippeth Author
Lippeth - - 47 comments

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.

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THE-FALLENGATEKEEPER
THE-FALLENGATEKEEPER - - 152 comments

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

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Lippeth Author
Lippeth - - 47 comments

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.

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Guest
Guest - - 689,036 comments

there is no z_weap_mars_dest.pk4 file.

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Lippeth Author
Lippeth - - 47 comments

I updated the file name to "z_weap_mars_dest_d3.pk4" and didn't update the readme.

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_Draxin_
_Draxin_ - - 124 comments

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.

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Lippeth Author
Lippeth - - 47 comments

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.

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_Draxin_
_Draxin_ - - 124 comments

"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.

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Lippeth Author
Lippeth - - 47 comments

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.

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_Draxin_
_Draxin_ - - 124 comments

"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.

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Lippeth Author
Lippeth - - 47 comments

"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!

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_Draxin_
_Draxin_ - - 124 comments

"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.

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Strogglet15
Strogglet15 - - 1,324 comments

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?

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{MasterSkyMoon}
{MasterSkyMoon} - - 16 comments

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?

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Mummel
Mummel - - 2 comments

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.

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naryanrobinson
naryanrobinson - - 634 comments

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.

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generic_name_guy
generic_name_guy - - 63 comments

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.

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Mummel
Mummel - - 2 comments

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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Guest
Guest - - 689,036 comments

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Hoodlook
Hoodlook - - 34 comments

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

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Hoodlook
Hoodlook - - 34 comments

I fixed it by simply not running the compatibility patch.

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DiasFlacOg
DiasFlacOg - - 1 comments

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 : )

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the_vm
the_vm - - 107 comments

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.

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Lippeth Author
Lippeth - - 47 comments

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.

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the_vm
the_vm - - 107 comments

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.

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the_vm
the_vm - - 107 comments

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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Guest
Guest - - 689,036 comments

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