-New sound effects for weapons (firing, reloading and foley, 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 more damage
-Large ammo pickups replaced with small pickups, ammo pickup values reduced
-All weapons dryfire
-Altfire for most weapons with zoom key
-More responsive weapon reloading
-No minor falling damage
-Stamina regenerates more quickly
-Normal HUD ammo counters for weapons with gui screens
-More accurate and responsive weapon gui screens
-New smoke and firing particle effects
-More natural flashlight beam
-Glowing eyes for imps and trites
-Armor models to fit with Resurrection of Evil and Lost Mission
-New glasses for McNeil
-Alternate ending dialogue for McNeil in Resurrection of Evil
NOTE: Not recommended if you use a custom FOV or g_gunx(y,z). I've kept version 1.7.2 on the files page in case you do, or you can edit these files to use your preferred FOV.
* 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 muzzle smoke 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
* 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, or cause you to be stuck in a place where you would have normally died)
-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
-New death sounds for RoE lost souls
-Added new layer to machine gun fire sound
-Adjusted weapon offsets
* 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
Does this work with bfg edition?
decent addon, only 1 big issue, i play in 110 fov and g_gunx -1.5, whenever i switch weapons, those 2 variables restart
I'd recommend using version 1.7.2 if you use a custom fov, the way this version does ADS is by changing the fov and g_gun(x,y,z) values, and needs a specific fov to snap back to.
Version 1.7.2 doesn't use ADS and is the better option for an fov that's not 90.
thanks for answering, maybe in future updates you can make ADS-less version so people can use with custom FOV?
1.7.2 already doesn't have ADS so you're free to suffer through all the tunnel vision you want! (hyperbole, sorry. 110's not too bad.)
yes i get it but i meant for future updates, like if there will be 1.7.7 i think you should add a version of the mods without the fov-changing ADS, also no offense taken
Funny you mention it, just last night I started making a separate pk4 to allow custom fov and offsets while retaining the functionality of the alt-fire effects. No promises on a time frame, but I'll likely release it in a week or less. Or more.
that's cool, good luck with that
Thanks, it's been included since v1.7.7.
i see, thanks
any advice for recompiling for RBFG compatibility?
The RBFG version is on the files page, third one down. I likely won't be updating it anymore because the more I mess with the BFG Edition, the more I hate it.
Whats wrong with it?
I mainly use it for rbfg, since it adds new rendering and map making tools
The thing that finally pushed me over the edge was discovering that only the first five sound variations of every sound source were added from the original Doom 3 to the BFG Edition, but the missing sounds were never removed from the shader files, which results in either random silence/beeps if removing the default sound limit, or severely limiting this mod's sound variations.
I only discovered this after trying to figure out why I was hearing the same footsteps over and over when I knew there were ten sounds linked to each foot. At first I thought it was just bad luck with RNG but after changing s_maxSamples from 5 to 0 everything played back as intended, until I was met with a cacophony of beeps at every turn, with the console saying that other sounds from the game are missing. When comparing the sounds in the .resource files with what was listed in the sound shaders I immediately knew what was happening and why s_maxSamples was set to 5, but I could've cried.
About a quarter of the way through porting every missing sound back into the BFG Edition I decided it wasn't worth the effort, nor would removing the extra definitions when they already play just fine in the original. It also made me give up on the BFG Edition altogether. The missing sounds are far from the only issue I have, but it was the final straw.