Post news RSS Version 7 Completed Features Update 10-11-15

Well it's been a while since I updated you guys on what I've completed. Some features previously mentioned to be either WIP or completed may have been abandoned or removed due to a number of reasons. So if they're not on this list then don't expect them to make the cut. The list is now broken up into sections for better reading purposes. Feel free to ask questions and make comments.

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= WEAPONS/ITEMS =

-General-
All weapons make blood splatter on the screen when attacking monsters at close range.
Completely removed the Flashlight from the game.
All weapons have a melee attack for close quarters combat.
Added more push to several of the player weapons.
Adrenaline Powerups have been replaced with Berserk Powerups.

-Fists-
Increased Fist punching damage for player.
When using the Fists primary fire will throw quick jabs while secondary fire will throw slower heavier punches that deal more damage.
When using the Fists the melee button will make the player do an overhead double fisted hammer attack that is slower but does heavier damage then the secondary attack punches.

-Chainsaw-
Made the marks left on walls and objects by the chainsaw glow for a short time.
Removed Chainsaw cutting feature where you were pulled into your enemy.
Headlight can now be used when the Chainsaw is equipped.
The Chainsaw is swung in different directions when using the melee button and will do 3 times more damage then when using primary or secondary fire.

-Pistol-
Added synthetic polymer grips to the Pistol.

-Pumpshotgun-
Removed the Pumpshotgun's wooden stock.
Added the ability for the Pumpshotgun to fire off all shells left in its magazine one after the other until it's empty.

-Double Barrel Shotgun-
Added the ability to dual wield the Double Barrel Shotgun.
Increased the Double Barrel Shotgun's damage rate by 20 points.
Added a synthetic polymer stock to the Double Barrel Shotgun.

-Chaingun-
Increased firing rate for the Chaingun while zoomed in and using the primary fire mode, barrels will start to glow and the spread will increase after using this firing mode for a little while.
Increased firing rate for the Chaingun while zoomed in and using the secondary fire mode, barrels will start to glow after using this firing mode for a little while.
The Chaingun no longer zooms in when the zoom key is pressed.

-Plasmagun-
Added skin FX to the Plasmagun when it's active.
Increased the hit detection size of the Plasmagun's secondary projectile.
Increased the recoil push amount for the Plasmagun's secondary attack.
Fixed a small glitch on the Plasmagun's guis when ammo was empty.
Smaller enemy types can now be gibbed by the Plasmagun's secondary projectile.

-Rocket Launcher-
Increased the Rocket Launcher's damage rate by 200 points for direct hits and 100 points for splash damage.
Homing rockets fired by the player's rocket launcher release clusterbombs upon impact.
Decreased the recoil push amount for both of the Rocket Launcher's fire modes.
Reduced the spread for the Rocket Launcher's secondary attack.
Increased the firinf speed for the Rocket Launcher's secondary attack.

-BFG-
Added a railgun like firing mode for the BFG's secondary fire.
Added skin FX to the BFG when it's active.
Decreased the recoil push amount for the BFG's secondary attack.
Smaller enemy types can now be gibbed by the BFG's primary projectile.

-Soulcube-
The Soulcube secondary attack now has the player throw the soul cube on the floor and after 3 seconds The Soul Knight spawns where the Soulcube was last sitting.
Only one Soulknight at a time is allowed, if one is present he will be replaced by a fresh one if you try to spawn another.

-Shoulder Lamp-
Replaced Shoulder Lamp light shader with a much brighter one.
Doubled the size of the Shoulder Lamp.
Shoulder Lamp light is much brighter.


= ENEMIES/NPC'S =

-Skins-
Added orange glowing symbols to the branded Hellknights' bodies.
Added glowing demonic symbols to the Dead Souls.
Nightmare Imp now has its own set of textures when visible.
Removed the drool from the Pink Demon's mouth.
Added blood to all Zombie skins to make them a little more realistic and much more gruesome.
All bosses have been given much more terrifying looking skin effects.
Sabaoth has a bloody death skin now.
All demons and zombies in the Hell maps now have their own hellish skins.

Revenant's no longer have the ghost body effect and they're bones are covered in blood.

-Particles/Lighting-
Added particle effects to the Nightmare Imp fireball projectiles so they can now be seen.
Added dynamic lighting effects to the Baron of Hell's flaming hands.
Added dynamic lighting effects to the Soulknight's flaming hands.
Added dynamic lighting effects to the Lost Soul's flaming head.
Added dynamic lighting effects to the Dead Soul's flaming head.
Added dynamic lighting effects to the Archvile's flaming hands.
Lost Souls will now produce streams of fire when killed.
Dead Souls will now produce streams of fire when killed.
Lost Souls have an explosion effect when killed.
Dead Souls have an explosion effect when killed.
Added dynamic lighting effects to Bernie the flaming zombie.
Nightmare Imp now has blue/purple disintegration effects.
Added particle and sound effects to the Spectre when they flash into view while getting hurt and killed.
Added a red head light to the Cyberdemon.
Added a green light to the Sabaoth's BFG cannon.
Added a pair of red lights to the Revenant's shoulder cannons.

-Gameplay-
Damage rates for monster attacks have been rebalanced.
Blast Radiuses for monster attacks have been rebalanced.
Friendly Characters and Monsters have been rebalanced.
Soulknights will now explode upon death causing damage to nearby entities.
Barons of Hell will now explode upon death causing damage to nearby entities.
Lost Souls when killed will sometimes turn into a Dead Soul.
Spectre Pink Demon will now flicker into visibility while getting hurt and will become visible when killed.
Nightmare Imp will now flicker into visibility while getting hurt and will become visible when killed.
Lost Soul kick and knockback amounts caused by attacks have been reduced.
Dead Soul kick and knockback amounts caused by attacks have been reduced.
Increased the hit detection size of the Revenant's homing missiles to equal the same size as the Rocket Launcher's missiles.


= MENU =

Added more screen resolutions to the options menu.
Added the Sikkmod menu for better optimizing of individual hardware setups.
Added new Sikkmod key commands to the standard controls options menu.
All maps loaded from the New Game Menu except for the Mars City 1 map will not start a new game and will load the player inventory correctly.
Added a map select menu for the new maps from the In Hell mod.


= MISCELLANEOUS =

HD skins for all characters, monsters, weapons, and items have been added to the Texture Pack.
HD variants of map load screen pictures have been added to the Texture Pack.
Blood spraying on screen from close range gunfire or melee attacks and monsters hitting you now look the same.
Went through every single height map setting for every single skin and texture and set them back to their original settings and then doubled them.
Edited the Mars City Underground "Flashlight Tip" to reflect the fact that it has been completely removed from the game.
Added all singleplayer and multiplayer maps from the awesome mod In Hell and reset several of its textures to use better ones.
High Poly models have been added for all characters, monsters, and items.
Self-shadowing has been removed on all character, monster, weapon, item, and map object models.


= BUGS =

Fixed the Mars City Underground scripted events that didn't work correctly.
Fixed a crash in 3rd map - Return to Mars City.
The Sabaoth's death scene game crashing bug that occured when a Soulknight was present has been fixed.
Spawned Sentry Bots via console commands now move around as they should.


= WIP =

Added the Spider Mastermind as a final boss after the Cyberdemon is defeated. The map is currently being worked on by The Happy Friar so it is not yet complete. I'm expecting something truly epic.


Not much is left to work on. Just a few things I want to try out and polish up. But not much at all. Expect a release in December. Then on to getting this sucker ready for ROE.

Comments
arthoriusb
arthoriusb - - 210 comments

Great news! Congratulations on the excellent mod!
I wanted to suggest, not wanting to disrupt the development of your mod,
if it would be difficult to implement a body for the camera in first person!
I always liked games that when you look down, you can see character's legs! hehe
Oh, and if you could also add empty cartridges for when reloading a weapon,
I think this is just a small implement that improves a lot the immersion in the game!
Congratulations once again!

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VGames AuthorOnline
VGames - - 3,958 comments

I'll look into that just for you. I've seen u around for years I think. So I'll see what I can do for u.

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JohnnyTheWolf
JohnnyTheWolf - - 1,058 comments

Dual-wielding Super Shotguns? Is it not a bit too over the top for this kind of mod?

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VGames AuthorOnline
VGames - - 3,958 comments

No. U need all the help u can get. They're powerful but also have a small clip size so it balances out. They won't make u invincible. In fact when I use them I have to be very quick to get in as close as possible and then I have to be very precise with my shots or I'll get stuck reloading while being close to an enemy. Not a good position to be in even with the rebalanced damage rates for monster attacks. They'll still take u out 2-3 times faster then vanilla Doom 3.

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JohnnyTheWolf
JohnnyTheWolf - - 1,058 comments

Sure, but then, why not allow the player to dual-wield every weapon?

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VGames AuthorOnline
VGames - - 3,958 comments

Because then it would become unbalanced. The pistol and SSG are both on the low end of the weapon versatility totem pole. The pistol is the weakest weapon while the SSG has to be reloaded much sooner then the other weapons. That's why they're allowed to be dual wielded. I hope u can understand this concept.

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JohnnyTheWolf
JohnnyTheWolf - - 1,058 comments

I understand. I just think it looks weird; ideally, it would work better if the Super Shotgun were to be replaced by a Sawed-Off Shotgun, like in Marathon.

Then again, I have not played RoE as much as DooM 3, so I do not remember much about how the Super Shotgun handles.

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VGames AuthorOnline
VGames - - 3,958 comments

It looks fine. It's not long at all. It's the size of a standard coach gun.

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Chezzlor
Chezzlor - - 860 comments

When it is released I shall return to play Doom 3 allover again. I look forward to this.

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Guest
Guest - - 688,627 comments

As Arthur Balen said, congratulations on the upcoming version of PD3 man, it's come a long way. He made some good points about the first person body and empty cartridges, but I would also like to mention something for you to consider as well. Would it be possible to blow limbs off enemies with a shotgun or other powerful weapons such as explosives? It'd be pretty freaky to shoot or blow a zombies arm or leg off and still have it coming after you. Could this be possible?

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VGames AuthorOnline
VGames - - 3,958 comments

This is very possible and I've even looked into it. But it is far beyond my skills. For one you would have to make separate versions of the character models that would contain all the sections of the body that would come off. That's a huge work load alone. Then you'd have to code the crap out of it all to get it to work right. That's a huge quest to embark on. One that I do not have the skills to complete. If it was easy I'm sure that in the 10+ years that Doom 3 has been around it would have been done already. If I ever find the help to make it happen it would surely be added to PD3.

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Guest
Guest - - 688,627 comments

That sure sounds like a daunting task alright, but thanks for your response! The heightened gore you've already incorporated into PD3 is fantastic already. Regardless on whether or not what I mentioned above could be added to the game, I believe this is one of the best mods ever created and wish you luck in continuing development for v7.

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VGames AuthorOnline
VGames - - 3,958 comments

Thank u very much. I hope u all enjoy it.

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Guest
Guest - - 688,627 comments

I've been waiting for this release before I finally play Doom 3

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VGames AuthorOnline
VGames - - 3,958 comments

U should really play Doom 3 as is before playing this mod. That way u can see what all was added to it with PD3. I really insist that u do this.

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SilentDarkness
SilentDarkness - - 213 comments

"Then on to getting this sucker ready for ROE."

NOOOOOOOOOO WAYYYYYY

HOLY BLEEP

I THOUGHT YOU'D NEVER EVEN CONSIDER PUTTING THIS ONTO ROE!

Ohhhh man! Better and better!

Looking forward to the december release.

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VGames AuthorOnline
VGames - - 3,958 comments

Glad you like the update.

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Guest
Guest - - 688,627 comments

That’s excellent news about your mod, does that mean the Grabber Gun and the ROE monsters will appear in the ROE version of Perfected Doom?

Are you still planning to add the Arachnotron to your mod?

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VGames AuthorOnline
VGames - - 3,958 comments

Yes it'll be PD3 in ROE.

Not sure about the arachnotrons. I don't know if it's gonna happen. I really want his done by the end of December. So they may not make the cut. They alone will be a lot of work. I may not have time to even get started on them.

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Svarog246
Svarog246 - - 73 comments

This is going to be awesome! Can't wait, I'll be updating my hardware soon so hopefully I'll be able to enjoy it right with all the additions.

Keep up the awesome work man!

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VGames AuthorOnline
VGames - - 3,958 comments

Thanks dude. I'm very excited to release it.

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Guest
Guest - - 688,627 comments

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DashieSparkle
DashieSparkle - - 32 comments

So when will version 7 come out. It's January now. The wait is killing me.

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