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  You will also need dhewm3 (Doom3 source port) to run this coop mod.  The build I used was version 1.5.2 (dhewm3_1.5.2_win32.zip) which can be accessed from the "Download" section here:  https://dhewm3.org/
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  You would also need the assorted .pk4 files from the commercial Doom3 to use the source port (of course).
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  My map set can be downloaded here: https://www.moddb.com/mods/librecoop-dhewm3-coop/addons/skyscraper-20-for-librecoop
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***Please Note***  There is an issue with the "Final Escape" map (d32sky3.map) where Clients would have an extreme lag when first connected and entering this map.  If this happens, the Client(s) need to 'disconnect' from the server and then 'reconnect' the server (while within the game--DO NOT EXIT THE GAME).  This seems to clear it up after the reconnection.  My apology, I'm still do not know what caused this. That's why it is best to setup a dedicated server for this map set.
***Spoilers Alert*** Â Edited Playthrough Videos Provided:
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Back in the day I was so disappointed with Doom 3. I mean it was good, no question, but I was shocked that after firing Tom Hall, they went ahead and made his game anyway (anyone know his opinions about this?). I remember turgid mazes of identical-looking labs and a boring monorail section, but I also remember some fierce battles, a scary walk through the dark where your only light comes from a friendly robot, the monsters are all scary and of course Hell was magnificent when we finally, fiiiiinally got there (after ten years).
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Is it worth blasting through it again after all these years, and what are the best mods if any?
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If you're thinking that this seems oddly similar to another mod of mine called Weapons of Mars Destruction, you're exactly right. The main difference is that instead of outright replacing sounds, this re-balances the existing vanilla sounds and is generally closer to my idea of the classic Doom 3 Experience. It's not simply a port of WoMD with the sounds stripped out, I've created this mod from scratch (using many of the same resources), and I happen to have a bias toward the same general decisions.
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WEAPONS
-All weapons dryfire when Auto Weapon Reload is set to no in options menu
-Zoom button allows you to aim weapons to reduce projectile spread, punch faster, spin chaingun barrel, rapid fire rockets, fire single shots with double barrel, etc.
-Balanced sound effect volume
-Gunshot sound tail to increase atmosphere for ballistic weapons
-Ammo pickup values and max ammo values reduced to a reasonable degree
-Weapons with gui screens show ammo count on normal hud screen
-Fancy particle effects
ARMOR
-Absorbs 40% damage instead of 20%
-Security armor gives 25 points instead of 50
-Armor shard gives 1 point of armor instead of 5
-Armor model reflects Resurrection of Evil marine
-Max armor is 100 instead of 125
MONSTERS
-Imp has chance to do double fireball attack from Phobos
-Wraith doesn't stop moving during teleport in
-Eyes glow in the dark for Imp and Trite
-Archvile has 50% chance do do either flamewall or incinerate attacks
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Includes compatibility patches for Cstdoom3
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immersive_armaments_beta_0.7z (MediaFire)
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If you find any issues or want compatibility with another mod, let me know!
]]>This is for normal Doom 3 (on steam, if that changes anything).
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https://techreport.com/review/doom-3-high-end-graphics-comparo/
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The original files names were "d3-2004q3-trdemo2.zip" and "d3-2004q3-trdm1.zip". I can't find the damn things but I know they're on someone's hdd.
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A bit of a barebones article, with only 4 edits, but it nonetheless lists 26 tracks. The thing is, according to Google, there never was any album release for the the soundtrack of Doom 3, so it appears that the track names were invented by the fans. However, as the music of the game mostly composes of quiet ambience and short stingers, you could find up to a hundred or so music files within the game's files. With that in mind, I would like to ask where the figure of 26 tracks seen on the wiki came from, as there aren't any sources cited here. So, should this article be dismissed as inaccurate?
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On a side note, while it's possible to extract the theme song from the game's files, it's kind of low in quality(a measly 33 kbps OGG file), but the wiki and Wikipedia state that the band who made it released it on their website. I would be interested in acquiring that song in the best possible quality format, without YouTube's encoding interfering in the file structure(I just prefer "raw" formats), so that's why I am going to ask around here...
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I've had a few chats with him online prior, he's a awesome dude who's always been super helpful.
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We got into the topic of Super Turbo Turkey Puncher and how that came into existence. Alone and behold... it was all just a fever dream. Said they were looking to implement some sort of minigame in that rec hall, it was late in the evening, he had a terrible flu running a high fever and had this delusional idea to punch turkeys. He made it, everyone loved it and history was made.
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He mentioned he has no idea what the highest score possible is (if there even is one).Â
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Aside from STTP3, all the super cool interactive menus, terminals, projections, Martian Buddy lockers and consoles were all Pats doing. Same goes for all the new Dooms interactive and heads-up info panels and menus.
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The original Doom 3 Mars landing countdown teaser site with the hidden "All Your Base" was also Pat (he had done freelance web and UI development prior to joining id fulltime).
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There you have it and now you know!
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MARS CITY UNDERGROUND
Underground Security Checkpoint:
1 Pistol
2 BulletsÂ
1 Medkit Small
1 Security Armor
2 Armor Shards
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Underground Junction:
1 Medkit Large
1 Shells Small
3 Armor Shards
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Maintenance Area CS1 (Energy Stabilization):
6 Armor Shards
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Convergence Chamber 1
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Energy Stabilization Unit (Locker):
1 Medkit Small
3 Armor Shards
1 Shells Small
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Convergence Chamber 2
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Energy Processing:
6 Armor Shards
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Energy Delivery:
1 Bullets
1 Medkit Small
4 Armor Shards
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Maintenance Area PD1:
1 Shells Small
2 Armor Shards
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Underground Garage:
1 Pistol
1 Medkit Small on Marine
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Airlock MC-2a
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Mars Surface:
1 Adrenaline
3 Armor Shards
1 Clip Large
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Airlock CT-1c
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Old Comm Storage:
2 Medkit Small +1 on Recruit
5 Armor Shards
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Old Comm Engineering Elevator
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Old Comm Main:
1 Zombie  T: Invasion start
1 Z-Sec Pistol (50 hp)Â Â T: Invasion start
2 Bullets
1 Medkit Small on Marine
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Old Comm Engineering:
1 Zombie  T: One second after exiting Old Comm Main
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Underground Garage:
1 Zombie  T: Exiting the airlock
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Maintenance Area PD1:
1 Zombie  T: Getting 64 map units close to the door
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Energy Delivery:
1 Zombie  T: Exiting the maintenance area
1 Z-Sec Pistol (6 shots, 0.5-2 seconds cover in alcove, comes for you after 12 secs,)Â Â T: Crossing the first section of the bridge
1 Bullets
1 Medkit Small +1 on Recruit
3 Armor Shards
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Energy Processing:
1 Z-Sec Pistol (80 hp, 5 shots, 0.5-2 seconds cover behind crate, comes for you after 15 secs)  T: 0.25 seconds after entering the room
1 Zombie  T: Getting near the table with the supplies
1 Zombie (20 hp, starts moving 0.5 seconds after opening the door)
1 Zombie   T: Going past the machine on your left
2 Bullets +1 on Recruit
2 Medkit Small +1 on Recruit
9 Armor Shards +2Â on Marine, +5Â on Recruit
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EP Aerobic Stabilizer:
4 Zombies -1 on Marine  T: Lowering the platform, fourth one activates after 1 second OR if you approach its alcove
1 Shotgun
1 Shells Small
1 Bullets
3 Medkit Small +1 on Recruit
1 Security Armor
7 Armor Shards
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EP Control Unit:
1 Zombie  T: 0.1 seconds after the the lights turn off
1 Z-Sec Shotgun (60 hp, extremely complex, see footnote)Â Â T: 20.1 seconds after the lights turn off OR if you approach the stairs
3 Zombies
4 Shells Small -1 on Recruit
1 Shotgun
2 Bullets +1 on Recruit
1 Medkit Small +1 on Marine, +2 on Recruit
3 Armor Shards +1 on Marine, +2 on Recruit
1 Health Station 100%
1 Shells Large on Recruit
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EP Aerobic Stabilizer (Gas Leak):
1 Imp  T: On sight after the cutscene ends
1 Shells Small
1 Medkit Large
4 Armor Shards
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Energy Processing:
1 Imp  T: Approaching the first machine
1 Zombie  T: Walking past the third machine
1 Shells Large (secret hatch)
1 Medkit Small (secret hatch)
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Energy Processing:
1 Imp (behind you)Â Â T: 2 seconds after approaching the supplies, run back to see him appear out of thin air
1 Zombie  T: Approaching the supplies
1 Medkit Small
1 Shells Small
4 Armor Shards +3 on Recruit
1 Security Armor (locker, open if you saved Eric)
1 Medkit Small (locker, open if you saved Eric)
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Energy Processing (RAR-a4):
1 Imp  T: Approaching the servers, the imp will be leaping to the side from behind them
1 Zombie  T: Standing where the imp leapt from
1 Z-Sec Shotgun -1 on Marine  T: Killing the imp OR opening the door to exit the room, comes from Convergence Chamber 2
1 Bullets
1 Shells Small +1 on Recruit
1 Health Station 50%
1 Shells Small (after backtracking)
3 Armor Shards (after backtracking)
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Energy Stabilization Unit:
1 Imp (leaps on sight after opening the door, watch out)Â Â T: Invasion start
1 Imp  T: 1 second after standing near the hole that Scotty worked in
1 Z-Sec Shotgun (behind you)Â Â T: Going as far in as the locker on your right is, will spawn out of thin air, also opens the supplies in the last room
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Maintenance Area CS1:
1 Imp  T: Approaching the stairs, technically on sight
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Underground Junction:
1 Imp  T: Walking far enough in, climbs from the railing
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Underground Security Checkpoint:
1 Imp  T: Approaching the Security Checkpoint door
1 Z-Sec Shotgun  T: Wakes up on sight
1 Shells Small
4 Armor Shards
1 Health Station 100%
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Underground Junction:
1 Z-Sec Shotgun  T: Entering the Security Checkpoint, will camp outside the door
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MCU Storage:
1 Bullets
2 Cells Small
2 Armor Shards
1 Health Station 80%
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Underground Security Checkpoint:
1 Imp  T: Approaching the center of the room, the imp will drop down
1 Imp (behind you)Â Â T: After picking up the items in the second locker
2 Machine Gun
2 Shotguns
2 Clip Small
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Underground Access Elevator:
1 Z-Sec Pistol  T: After pressing the elevator button
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The Shotgun Z-Sec in EP Control Unit is unnecessarily dynamic and uses these covers depending on where you are:
Cover 1, crate at the top of the stairs- 5 shots, 0.5-1.5 seconds behind cover, can only be used once
Cover 2, crate at the end of the hall- 5 shots, 0.5-2 seconds behind cover, can only be used once
Cover 3, wall where the zombie ragdoll was- 5 shots, 0.5-3 seconds behind cover, shooting fov is bugged because he will be pointing at the wall most of the time
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I think this should be on the wiki's walkthrough page and I also fear this topic triggering for spam. I have just updated this to include enemies.
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My thought on the bfg edition has changed from what it used to be. I am more positive about it now.
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So I was wondering, What is the one thing you wish was different in Doom 3 BFG Edition? (just one please, and no crpy answers like for it not exist or something)
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For me, however strange it may seem, I wish it had doom 1 instead of ultimate doom.
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(Talking about pc version)
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I am using a NoBlood mod, but this does not affect the game in anyway, and I tried the level without it, and it still didn't work,
and I already beat it on recruit, but now I can't complete the level, because the door won't open.
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Video is here.
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Here's an example of tbox2_d. I'm pretty sure this is HILTI tools manufacturer logo on it, but cannot recognize the thing supplied. Is it some kind of wall-mounted... whatever? There seems to be a 4-step installation guide drawn on the lower right side of the box texture (turn image 90° in clockwise direction to see). Can someone recognize what that thing is? This would help searching for the source image.
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Another one I've spotted is that yellow label frequently used in the game, here on a_lfwall17a. See that yellow sticker at the upper part of the texture? I think it reads CAUTION!
KEEP OUT
(two lightning signs?)
...and the rest is unreadable, and I cannot think of what it could read. "HIGH VOLTAGE!" is my guess.
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The same label in a somewhat better quality on sopbox2 (image from D3 AI upscaled pack by darklord34 AI upscaled textures - Doom 3 + RoE mod - Mod DB) -- the leftmost label:
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Words CAUTION and KEEP OUT are almost clearly readable here.
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Any suggestions are welcome! And source images, of course, if any!
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doom 3 mod thread here.
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]]>ERROR: Error: file script/doom_events.script, line 752: Too many parameters for event definition. Internal definition has 1 parameters.
How would one go about changing the amount of parameters allowed?
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I was very surprised when I first found it; undoubtedly, the rocket jump to the ceiling in this level is one of the most time-saving techniques and can be used in a speedrun 💎 Anyway, this month the legendary Corpseflesh is back with even more new records!
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Date: 2023.09.02. Runner: 🇩🇪 Corpseflesh. Source port: RBDOOM3BFG. Category: Lost Mission. Time: 19:29 LRT | 19:51 RTA. Improvement: 23 seconds. Previous record holder: ðŸ‡ðŸ‡· Lekolega.
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Run:
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Leaderboard:Â https://www.speedrun.com/doom3?h=Lost_Mission-rbdoom3bfg&x=xd156w28-onvv9rnm.xqk35y19
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Date: 2023.09.19. Runner: 🇩🇪 Corpseflesh. Source port: RBDOOM3BFG. Category: Lost Mission Nightmare. Time: 20:06 LRT | 20:24 RTA. Improvement: 49 seconds. Previous record holder: ðŸ‡ðŸ‡· Lekolega.
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Run:
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Leaderboard: https://www.speedrun.com/doom3?h=Lost_Mission_Nightmare-rbdoom3bfg&x=w20zx8vd-onvv9rnm.xqk35y19
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Today I want to introduce Darklight Arena. Darklight Arena is a new arena shooter using my custom fork of Doom 3 Vanilla called IcedTech. I want to give special thanks to Doggo-San who has been working on the Linux port of IcedTech.
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The bot you see in the video is using my ported Quake 3 arena bot code, that was refactored to use racast navmesh instead of AAS, but let's back up a bit.
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The goal of IcedTech is to provide a useable codebase for people that want to develop a brand new game from scratch. The engine has a lot unique features:
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The flagship game on IcedTech is called Darklight Arena. Think Doom 3 mixed with Quake 3 Arena. I have a lot of new art implemented, new multiplayer features implemented(remember how bare bones Doom 3 multiplayer was?). Right now we have one level, DM1 from Quake 1(used from the GPL map release from John Remereo, and re-lit by me). The weapons I'm currently to get in for a playable demo, and are there but need a significant amount of tweaking to match the feel of Q3A:
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I wanted to quickly give a shout out to the Xonotic and OpenArena team. A good portion of our audio and our music is from those projects(used under GPLv3). Thanks guys for developing a fantastic GPL arena project, this project wouldn't be in its current form without there hard work.Â
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Anyway take a look at the video. Any feedback(good or bad) is welcome, and if you looking to maybe join the development team, join us on Discord!
https://discordapp.com/channels/488393111014342656/488393111014342659
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Source Code:
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https://www.moddb.com/mods/ufcbs-musk-vs-zuckerberg
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https://www.nexusmods.com/doom3/mods/1677
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https://drive.google.com/drive/folders/1fXTmJLpEH2L-ToRVKgr2GDbAke42lKO_?usp=sharing
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I hope there's someone out there that likes it. ^_^
https://www.moddb.com/mods/doom3-goldenedition/downloads
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In case you have any ideas on either of the 2 things, I would appreciate some feedback.
(Sorry if you see a post of mine in a general forum, but I didn't realize where I posted it)
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