Post news RSS CstDoom3 v2.0 released

Widescreen HUD, Adjustable FOV, Carmack's Reverse, Grenades Toggle, and a few other things.

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What's New in v2.0

HUD Aspect Correction: If enabled, the HUD is adjusted so that it looks correct (i.e., not stretched) regardless of the screen resolution. It works with any aspect ratio, including the widescreen ones. The images below illustrate this (both are 16:9). In the top image, the correction is disabled, so you get the stretched HUD you're already used to. In the bottom image, the correction is enabled; notice that everything on the HUD, including the crosshair, is displayed with the correct proportions and positioned as expected.

HUD Correction OFF


HUD Correction ON


This option also works in multiplayer. Take a look at the images below. Like before, the correction is disabled in the top image (HUD stretched) and enabled in the bottom image (no stretches).

HUD Correction MP OFF


HUD Correction MP ON


Adjustable FOV: Now you can adjust the Field of View (FOV) using the menus (see the image below). This option also repositions the weapons automatically to compensate for the FOV change.

General Options 2


Carmack's Reverse: The depth-fail method for stencil shadows (aka Carmack's Reverse) has been added back to the engine (the related US patent has already expired; see here). The visuals remain the same, but you can expect better performance when the view is in shadows. This method is enabled by default, so you don't need to configure anything to use it.

Grenades Toggle: If enabled, the Grenades key toggles between Grenades and the previous weapon. It works in singleplayer (no restrictions) and in multiplayer (if allowed by the server).

Other New Options: Check the menus for other new things.

Bug Fixes: ...and more bugs bite the dust. See the included "changes.txt" for the details.

A Few Changes

Menu Options for the Additional Weapons: The additional weapons (Double Barrel Shotgun and Grabber in Doom 3; Chainsaw in RoE) are now enabled via menu options (there is an option for each weapon). Important: These options take effect only when a new game is started; changing them has no effect in the current game or in saved games.

Shotgun Spread Reduction: The Shotgun spread option has been simplified, and now it is a simple Yes/No option. If set to Yes, the Shotgun spread is reduced by half in singleplayer. This increases the Shotgun effectiveness a good deal, but not to point of making it overpowered. Notice that there is no corresponding option for multiplayer (the original Shotgun spread in multiplayer is already halved).

Grabber Unlimited Time: The Grabber hold time option has also been replaced by a simple Yes/No option. If set to Yes, the Grabber can hold objects for an unlimited amount of time. It works in singleplayer (no restrictions) and in multiplayer (controlled by the server).

The Features

Below is a brief list of what is available. For a better overview, see the CstDoom3 page at ModDB. And remember that everything is optional (opt-in).

  • Support for any screen resolution
  • HUD aspect correction (like a widescreen HUD, but for any aspect ratio) (new in v2.0)
  • Adjustable FOV (new in v2.0)
  • Show access codes (cabinet codes, door codes, etc.) on the HUD
  • Double Barrel Shotgun and Grabber in Doom 3 (in v2.0, these can be enabled separately)
  • Chainsaw in RoE
  • Headlamp
  • Shotgun spread reduction
  • Grenades toggle (new in v2.0)
  • Additional key layers for the game controls
  • Demigod mode
  • Always Run and Toggle Run in singleplayer
  • Stamina drop can be disabled
  • Run, Crouch, Zoom indicators on HUD
  • Smoke toggles
  • Damage feedback toggles
  • Other stuff...

A Tip

As you know, the Chaingun likes to throw a lot of smoke in the middle of the screen when you're shooting. This is kind of an issue because the smoke blocks the view and you can't really see what you're shooting at. To solve this issue, you can use the smoke options and disable the muzzle smoke of the Chaingun. This improves the visibility quite a bit. You may also wish to try this trick with the Double Barrel Shotgun (muzzle smoke) and with the Grabber ("hold" projectile smoke).

Chaingun Smoke OFF


Additional Notes

  • CstDoom3 is for the original releases of Doom 3 and RoE. It works both with the retail discs (patched to version 1.3.1) and with Steam (no patches required). It does not work, however, with the BFG edition.
  • Only Windows binaries are provided. These should work with Windows 7 SP1 or later versions (8, 8.1, 10).
  • The complete source code is included.

Get It

CstDoom3 v2.0


See the included manual for installation instructions.

Comments
~cHendler~
~cHendler~

Very nice. I definitely will try this.

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fva Author
fva

Hope you like it!

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naryanrobinson
naryanrobinson

Nice. Been waiting for this a while.
There wouldn't happen to be any console command for leaving corpses on the ground, would there?
Also maybe I'm stupid, but I followed the steps for CstD3{a} perfectly and got to the end of Mars City Underground and didn't see the SSG. Where is it exactly?

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BigTinz
BigTinz

Hallelujah. I think you may have fixed Doom 3!

Also, +1 to that corpsestay request above.

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naryanrobinson
naryanrobinson

After a little research, it can't be done via console command.
There's a mod here on ModDB called “Ungibbable 1.0”,
but it needs the in-game mod menu, which is disabled in cstDoom3.
I think it'd be a great addition to cstDoom3 given that we're locked at 60fps,
but I already made the request ~4 months ago, so he's aware.
I'm wondering how to manually set the shotgun spread again, though,
since “cst_spreadShotgunSP” isn't just gone from the menus, but outright disabled.
I'm also wondering if there's any way to get a texture pack onto this thing...
(Also, if anyone cares, in Mars City Underground the SSG(/“DBS”) is found behind a flaming pipe you have to turn off at the nearby pumps.)

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fva Author
fva

I couldn't reply earlier, so I'm glad to see you've found your way to the Double Barrel. About the Shotgun, the previous spread scheme is gone, so you'd need to create a mod to use other spread values. And yes, I'm aware of all suggestions (I'm maintaining a list here). By the way, I think you noticed some of your ideas made it into this version :)

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naryanrobinson
naryanrobinson

Oh yeah I did notice!
Apart from the disappearing crosshair, and the volume slider fix, were there any others?
Also I had a new thought:
This is probably just because I'm stupid,
but I access the grenades through a grenades key bind, never through the mouse wheel,
and when I *do* use the mouse wheel to scroll through weapons, I *always* forget that the grenades sit between the chaingun and the plasma rifle, and I always end up on grenades when I wanted chaingun or plasma rifle.
I was wondering if it's possible to add a menu toggle to make the mouse wheel skip over grenades completely(?)
(or even better, a quick-throw button for grenades that swaps to them, throws, and swaps back)
Also, *is* there any way to add a texture pack to this?

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fva Author
fva

The adjustable fov and the grenades toggle were your suggestions. Your new ideas for the grenades are possible, but I'm not sure I'd like to implement them. Running CstDoom3 together with other mods, including texture packs, isn't officially supported.

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fva Author
fva

Haha, thanks man :) And congrats for the editor's choice.

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BigTinz
BigTinz

Thanks! I'm really enjoying this so far.

Do you know how I could go about adding ironsights/ADS to this mod?

I tried to extract and combine the shotgun.script from the CED Asset pack, but it gave me this:

ERROR: Error: file script/weapon_shotgun.script, line 87: Unknown value "SetDefaultPM"

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fva Author
fva

Glad to hear you're enjoying it. Unfortunately, I'm not familiar with ironsights and I won't be able to look into other mods now. Hope you can find your way on this one.

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gameragodzilla
gameragodzilla

Making corpses stay requires you to go into the monster .def files to turn off gibs for zombie enemies and increase the burn time IIRC. Don’t remember the exact names but it’s something like that. Easily done yourself with a pk4viewer.

I personally don’t use it, though, mainly because the corpse can interfere with the gameplay. Sometimes corpses get stuck on doors or the trams, and the Cyberdemon boss fight is scripted to have demons respawn after they burn away to keep filling your Soul Cube. If the corpses stay, they never respawn and the Cyberdemon becomes invincible.

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naryanrobinson
naryanrobinson

That's a pretty funny thing about the Cyberdemon I hadn't thought about before.
That being said, if I couldn't complete the last 5 minutes of the game,
I don't think I'd be too upset.
It's a terrible final boss anyway.

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naryanrobinson
naryanrobinson

Hey I found out how to make corpses stay!
If you're still interested!

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acadea27
acadea27

I wonder if this would work with the Redux mod,hmm.

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fva Author
fva

I don't think so. Getting two mods to work together generally involves creating a third mod that merges the actual changes and solves any conflicts.

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gameragodzilla
gameragodzilla

I merged bits and pieces of it. Mostly by deleting all the weapon .def and .script files from CSTDoom3 to not conflict with other files and just making sure the only changes in the other mods are based in .pk4 files and not gamex86.dll.

I don’t use Redux for everything but I do use the sound effects and it, alongside the Hi Def mod textures and models, as well as the Phrozo particle mod, all work well with CSTDoom3. Even the shotgun spread and removable smoke still work.

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acadea27
acadea27

Oh that's sounds amazing,the sound and textures from HiDef are really good,especially the ambient ones.Are you going to update HiDef gets updated aswell,in terms of textures etc? Thank you,going to try this tonight and sorry for a late reply.

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fva Author
fva

Just to clarify, he was referring to a mod he created for his personal use. Those extras aren't part of CstDoom3.

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acadea27
acadea27

Yhea,when I looked at the size of the mod it hit me.I made an error also,I was actually talking about the Redux mod ,don't know if it's the same mod as HiDef.Thank you.

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sentinel_deco
sentinel_deco

thx

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fva Author
fva

:D

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◆DaimeneX◆
◆DaimeneX◆

Do you have any plans to support BFG Edition of DOOM 3?

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fva Author
fva

Actually, I'm already working on this.

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Guest
Guest

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Guest
Guest

не могу установить ваш мод . пожалуйста выложите уже установленную распакованный мод , чтоб просто переместить в папку с игрой и играть

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fva Author
fva

Did you follow the installation instructions in the manual (Section 2)?

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Guest
Guest

Где найти Double Barrel Shotgun ? Я не нашел в Mars City Underground Double Barrel Shotgun. Подскажите где найти ?

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fva Author
fva

In Mars City Underground, this weapon is located near the area where the first Imp appears. You can extinguish the fire from the pipe using a control panel in a nearby room. And remember that you must enable the Double Barrel Shotgun in the menus "before" a new campaign is started.

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doncse
doncse

Maybe its not really nice from me to ask this but is it possible to make the widescreen hud fix a separate addon? That is the feature that impressed me the most, since I cannot find it anywhere else and it would be great to somehow mod it into Dhewm3 or the regular game.
If it's not possible or it would be to much of a pain in the ***, I can understand.

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fva Author
fva

Turning this feature into a simple addon isn't possible because it depends on modifications added to the engine code (such modifications can't be ported to the game data files). If you're interested only in this feature, notice that everything in CstDoom3 is optional, so you can enable only the HUD correction. Besides, CstDoom3 has a number of bug fixes that you may also like (see the included "changes.txt").

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