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

-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

Preview
Weapons of Mars Destruction 1.7.6
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THE-FALLENGATEKEEPER
THE-FALLENGATEKEEPER - - 152 comments

Does this work with bfg edition?

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unoriginality14
unoriginality14 - - 38 comments

decent addon, only 1 big issue, i play in 110 fov and g_gunx -1.5, whenever i switch weapons, those 2 variables restart

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Lippeth Author
Lippeth - - 47 comments

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.

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unoriginality14
unoriginality14 - - 38 comments

thanks for answering, maybe in future updates you can make ADS-less version so people can use with custom FOV?

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Lippeth Author
Lippeth - - 47 comments

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.)

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unoriginality14
unoriginality14 - - 38 comments

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

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Lippeth Author
Lippeth - - 47 comments

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.

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unoriginality14
unoriginality14 - - 38 comments

that's cool, good luck with that

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Lippeth Author
Lippeth - - 47 comments

Thanks, it's been included since v1.7.7.

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unoriginality14
unoriginality14 - - 38 comments

i see, thanks

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silentjacket
silentjacket - - 53 comments

any advice for recompiling for RBFG compatibility?

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Lippeth Author
Lippeth - - 47 comments

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.

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Guest
Guest - - 690,358 comments

Whats wrong with it?
I mainly use it for rbfg, since it adds new rendering and map making tools

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Lippeth Author
Lippeth - - 47 comments

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.

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