Post news RSS Version 7 Features So Far - 6-16-15

Here is an updated list of what has been completed so far for version 7 of Perfected Doom 3. Some previous features have changed and some have been abandoned due to other changes. A huge change has been to the gameplay which has been rebalanced to remove the overkill difficulty that PD3 has brought in the past. The game is still tough as nails, but dont expect instakill Revenant rockets anymore. I think many will be pleased. Both the hardcore and casual FPS gamers alike.

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Here is an updated list of what has been completed so far for version 7 of Perfected Doom 3. Some previous features have changed and some have been abandoned due to other changes. A huge change has been to the gameplay which has been rebalanced to remove the overkill difficulty that PD3 has brought in the past. The game is still tough as nails, but dont expect instakill Revenant rockets anymore. I think many will be pleased. Both the hardcore and casual FPS gamers alike.

Completed:

Fixed the Mars City Underground scripted events that didn't work correctly.
Made the marks left on walls and objects by the chainsaw glow for a short time.
Added orange glowing symbols to the branded Hellknights' bodies.
Added more screen resolutions to the options menu.
All weapons make blood splatter on the screen when attacking monsters at close range.
Doubled the size of the shoulder lamp light.
Blood spraying on screen from close range gunfire and monsters hitting you now looks the same.
Added the ability to dual wield the Super Shotgun.

shot00001 1

Added the Sikkmod menu for better optimizing of individual hardware setups and more game options.
Fixed a crash in 3rd map - Return to Mars City.
Added particle effects to the Nightmare Imp fireball projectiles so they can now be seen.
Removed Chainsaw cutting feature where you were pulled into your enemy.
Spawned Sentry Bots via console commands now move around as they should.
Increased firing rate for the Chaingun while zoomed in and using the primary fire mode.
Added glowing demonic symbols to the Dead Souls.
Added the ability for the Pumpshotgun to fire off all shells left in its magazine one after the other until it's empty.
Increased the Super Shotgun's damage rate by 20 points.
Increased the Rocket Launcher's damage rate by 200 points for direct hits and 100 points for splash damage.
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.
Damage rates for monster attacks have been rebalanced.
Blast Radiuses for monster attacks have been rebalanced.
Friendly Characters and Monsters have been rebalanced.
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.
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 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.
Lost Souls when killed will sometimes turn into a Dead Soul.
Added the Spider Mastermind.

shot00002

Added a railgun like firing mode for the BFG's secondary fire.

shot00008

Adrenaline Powerups have been replaced with Berserk Powerups.

Under Development:

Reducing bump mapping on some of the lesser seen textures to remove distortion.

Add a melee system for all weapons to let the player bash an enemy at close range
- all weapons are done except for the Chaingun, Rocket Launcher, BFG, and Soul Cube.

shot00007

Add Last Man Standing Coop compatibility to let players play PD3 with that awesome mod.

Add a Gravity Gun like feature to the Soulcube's zoomed in firing mode that doesn't require any ammo usage - almost complete except for a small flaw.

Add dynamic lighting effects to more monsters such as Bernie the flaming zombie.

Help Needed:

I need help creating a map to introduce the Spider Mastermind to the player. I want to add the Spider Mastermind to the game but I want it to appear after you kill the Cyberdemon and I want the fight to happen on the same map but with a few changes. Basically when you kill the Cyberdemon you watch him get killed by the Soul Cube and after it closes the Hell Hole instead of the cutscene cutting away to the part where the marines cut open that door the game goes back to a new scene where the Spider Mastermind spawns in at the opposite end of the arena from the way you came in there. And maybe you get a shot of the Marine standing there with a little fear on his face. I'm sure this can be done with existing animations. Then maybe you hear Betruger shout out something as the camera goes back to first person and the fight starts. The Hell Hole which is now closed up can be walked on by you and the boss to add to the arena and maybe a few more health and ammo pickups are spawned in some where in the arena to help you out. Maybe around the center of the arena. After you kill the Spider Mastermind about 5 to 10 seconds goes by before the screen goes black and then the cutscene where the marines are cutting through that metal door starts and the rest of the ending cutscene plays as normal. If anybody is willing to help please PM me here at ModDB.

Comments
dave_5430
dave_5430

What? This is still being worked on?

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VGames Author
VGames

Of course. Y u so surprised??

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Naitguolf
Naitguolf

Oh man, Thanks for working on it!!! By the way, will ROE be playable? And what about a list of user made maps that plays great with Perfected DooM? Ow man, if you complete the Coop... man, wish you a long long happy life :)

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VGames Author
VGames

No ROE. I'm doing my best on the coop but I haven't heard from the LMS team. It's really in their hands. Go and blow up their forums with requests to merge PD3 and LMS. I want a long happy life.

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Naitguolf
Naitguolf

Could be possible to add the ROE maps, as DooM 3 playable maps? So to somehow to link them?

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VGames Author
VGames

I think a lot of the maps were based on new gameplay that would require different gear then what's in Doom 3. Plus I don't think Bethesda would like me using more of the ROE assets. I already used the SSG. Wouldn't want to push it.

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Naitguolf
Naitguolf

Aw, thats bad. Maybe some kind of extract if you have ROE installed (or just the played need to copy the ROE files) So you can add freely assets from ROE too.

Anyway, Im waiting for the next big update :)

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VGames Author
VGames

Someone has come forward to help with the map to add the Spider Mastermind to the game. Yay!!!

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SilentDarkness
SilentDarkness

OH HELL YEAH. Spider Mastermind, here we come! WHOOOOOOOOOOO!

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Guest
Guest

BFG Edition?

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VGames Author
VGames

No

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dave_5430
dave_5430

I'm surprised because it's been over a year.

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VGames Author
VGames

I've been posting comments for a while. But no updates till now. U happy?

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dave_5430
dave_5430

Speaking of taking years, has there been a good HD texture pack release yet, that doesn't have badly distorted oversampled textures yet? Seriously, the severe imprinted black lines and added 'dents, holes and scratches' to textures don't make them look HD, they make them look like ****.

Orange overalls with a jeans-like texture? Have these people ever been in a warehouse before?

Good example (Trypophobia trigger warning):
Puu.sh

That's how most of my textures that are non-metallic look like.
Including objects, geometry, weapons, faces, walls...

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VGames Author
VGames

That's all done through material files. That's how I want it to look. It makes the fabric on those clothes look like heavy fabric and not plastic. I think it's awesome.

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dave_5430
dave_5430

... but... it's a jumpsuit... that's not how jumpsuits look... at all...

I mean, that would be impractical and counter-productive...

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VGames Author
VGames

I've seen jumpsuits just like that. I've worn one.

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dave_5430
dave_5430

I wear labcoats and overalls daily, they do NOT look like that, the orange jumpsuits are specifically made to reflect light to make them appear fluorescent, the pattern would completely ruin that effect.

Can you at least add an optional non-hole-riddled material file for those that get obsessively erked by **** like that? Honestly, Trypophobia and that ****, not cool man.

I mean, holy hell, look at this and tell me this doesn't look bad to you.

Images.akamai.steamusercontent.com

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VGames Author
VGames

No it doesn't. There's not one material file. There's a bunch of them and I'm not gonna go through all of them to make one person happy. You're the only person to ever complain about this. Go through them yourself. It's not hard. I like how it looks. That's why it looks like that. Sorry man but I got to focus on other things.

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dave_5430
dave_5430

Anyway, I'm very excited to see this integrated into LMS, I'm intrigued to see how well these two will combine, with the added difficulty of PD7 and LMS 's unforgiving coop, it'll surely make an interesting match, hopefully giving some life back to Doom 3 's coop.

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dave_5430
dave_5430

Speaking of which, will PD ever support campaign COOP?

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VGames Author
VGames

Not sure. As of now communication between me and the LMS team has been quiet. Seems they're very busy with other individual projects. But I look forward to their emails. If LMS and PD3 do merge that'll open up so much more. But there are other ways to get some kind of coop going. Time will tell which way I need to go with that.

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jp_b36
jp_b36

i am so gladly surprised to see this mod is still being updated, i really enjoyed the older versions and can't wait to see that siped mastermind. What you guys did with this mod is the best thing that have happened to doom 3, keep it up

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VGames Author
VGames

Thanks man. I'm pretty much on my own at this point other then the guy who's gonna help with the map to add the Spider Mastermind. This will never die until I say it's done. Remember that.

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dave_5430
dave_5430

So we're sitting here, wondering, is there an expected release/deadline date? LMS coop is nice and all that, but me and the guys here are more interested in that optimization fix that was mentioned a year ago that would fix the horrible framerate issues.

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VGames Author
VGames

No optimization was needed. The mod just needed the same menu that sikkmod has to allow the player to setup the new graphics enhancements to better suit their PC. That's all done. U can set up that stuff to your liking now which will fix lag for your PC.

For now u can just use the config that u use for sikkmod.

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dave_5430
dave_5430

Oh, geeze, really? God I'm such an idiot, I should have figured that out when I suddenly had an fps increase when I swapped the configs around.

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dave_5430
dave_5430

So, after taking the default config files, simply disabling sikkmod's old experimental SSIL build (r_usessil 0) and turning SSAO to Crytek mode (r_ssaomethod 0), I jumped from 15 FPS, to 30, to 60.

If I had known this when 6.0 first came out, I wouldn't have spent 1200 bucks on a new computer.

(I would have done so when far cry 3 was announced instead.)

This leaves the question, what exactly -is- the best setting sikkmod can be put to, keeping in mind SSIL is a resource hog?

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VGames Author
VGames

There's no way for me to tell you that answer because everybody's PC is different. This is something I realized after I released the last patch and didn't include the sikkmod menu. So don't feel dumb. You have to figure out what setting is best for you by trial and error. Have fun.

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dave_5430
dave_5430

Using this stuff, I realized grab (Sikkmod's use) doesn't actually work with the manual pickup command. Did you change what impulse the use command is?

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dave_5430
dave_5430

To follow up on the prior:

I installed sikkmod and set up all the graphics the way I like them, installed the several texture packs circulating around online, yet somehow I can't get Perfect Doom to get a higher FPS than 20 in most populated mars city levels, while sikkmod sticks at around 50 to 75 (Vsync on)

What gives?

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dave_5430
dave_5430

Update on previous
I disabled softshadows and instantly gained 20 FPS, is this using sikkmod's basics or not?

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dave_5430
dave_5430

Portable Medkit hud doesn't fill up correctly, battery life doesn't show up, crosshair on zoom only is inverted, use icon doesn't show up, can't search bodies... I'm sure I'm forgetting more stuff, but, I think the lag ain't due to my 'computer not being able to handle it' as much as your mod having conflicting stuff going on, or a severely outdated version of sikkmod, hopefully this version 7 will have fixed a lot of this.

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VGames Author
VGames

A lot of this stuff has been fixed since I added the sikkmod menu. Before u didn't have access to these things but since u do now via a menu I've gone back and made sure it all works. I'm using the last version of sikkmod. U still need to go into the non sikkmod options menu and set up the use command.

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dave_5430
dave_5430

Very good.
I'll now sit here staring at my monitor until the mod is released.

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VGames Author
VGames

Lol

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CorporalHicks
CorporalHicks

I can't wait for the LMS support!

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VGames Author
VGames

I'm hoping it goes through man. Those guys are so distant it's hard to hear back from them. But I'm very hopeful.

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R2Detox
R2Detox

This mod is amazing. You raised an almost 12 year old game from the depths of Hell itself and brought it to its feet once again thanks to your passion for the game. PD3 brings out the full potential in D3 and has it still standing amongst modern shooters as one of the greatest games ever. Bravo, Sir.

P.S.-In v7 of PD3 will explosives gib enemies? How difficult would it be to implement limbs blown off from explosives too?

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