How To Install Perfected Doom 3 Mod

Posted on  by admin
  1. Premium Pack Patch
  2. Downloads

Perfected Doom 3 was started as a simple tweak mod years ago. After realizing that I was still not happy with Doom 3 after making some alterations to weapons and enemy stats I continued to add more to the game. Now Perfected Doom 3 is more then just a tweak mod. It attempts to completely overhaul the entire game with new monsters, rebalanced weapons, rebalanced monster stats, better graphics, new gameplay features and much more. It has been met with great appreciation and acclaim by it's users. This mod will bring many improvements to standard Doom 3 and it's Resurrection of Evil expansion.

Install Steam login language Store Page. All Discussions Screenshots. Unfortunetly, I cannot get the Perfected Doom 3 mod to work. I don't know if it is possible that the RadeonPro utility is conflicting. When both are edited with the Catalyst AI disabled, the mod does not even function to the initializing menu screen with the much. Mods: If you need WinRar: I didnt extract it. Install the texture pack folders and the glprog folder into your perfected doom 3 folder ( you install the texture and glprog folders in. How to mod DOOM 3 for.

Perfected Doom 3 version 7 for Doom3: = 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 and Berserk Powerups will both give you the Berserk Powerup abilities but you decide when to use them and you can only hold one at a time in your inventory. Adrenaline/Berserk Powerups no longer switch your current weapon to the Fists upon usage.

The Fists, Chainsaw, Machinegun, Chaingun, Plasmagun, Rocket Launcher, BFG, and Soulcube no longer zoom in when the zoom key is pressed. Reduced the volume for some of the weapon gunfire sounds.Fists- Increased Fist punching damage for player. When using the Fists in Combat Mode 1 the 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.

When in Combat Mode 2 the primary fire mode will allow you to pick up and hold objects and bodies in front of you as long as it's held down. When in Combat Mode 2 the secondary fire mode will throw the object being held with the primary fire mode causing damage to whatever it collides with. The 'Weapon Special' button will throw rapid left and right punches delivering the same damage as the left jab attack but at a higher rate of fire.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' or 'Weapon Special' buttons and will do 3 times more damage then when using primary or secondary fire.Pistol- Added synthetic polymer grips to the Pistol.

Reduced the kickback on pistol ADS fire animation.Pumpshotgun- Removed the Pumpshotgun's wooden stock. Added the ability for the Pumpshotgun to slam fire its rounds using the secondary fire mode while in Combat Mode 1 or 2 but at the cost of less accuracy. If not reloading the Pumpshotgun can now fire off all rounds in its magazine quickly without having to pump using the 'Weapon Special' button while in Combat Mode 1 or 2 but at the cost of less accuracy. While reloading pressing and holding the 'Weapon Special' button will make the Pumpshotgun reload twice as fast.Double Barrel Shotgun- Added the ability to dual wield the Double Barrel Shotgun. Increased the Double Barrel Shotgun's damage rate significantly. Added a synthetic polymer stock to the Double Barrel Shotgun.

Reduced weapon spread.Machinegun- In Combat Mode 1 the 'Weapon Special' key now activates a telescopic scope that can be zoomed in and out with the 'Secondary Fire' key and a highly accurate very powerful bullet can be fired with the 'Primary Fire' key. In Combat Mode 2 the primary fire will shoot in 3 round bursts.

In Combat Mode 2 the secondary fire will shoot every round left in the magazine at an extremely high rate of fire. Reduced weapon damage a little.Chaingun- Increased firing rate for the Chaingun while in Combat Mode 2 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 in Combat Mode 2 and using the secondary fire mode, barrels will start to glow after using this firing mode for a little while. While being held down the 'Weapon Special' button will keep your barrels constantly spinning eliminating the spin up time while in Combat Mode 1 or 2. Reduced Chaingun Combat Mode 1 alt fire damage. Increased ammo usage for Chaingun Combat Mode 1 alt fire.Handgrenades- When in Combat Mode 2 primary fire mode will throw a proximity grenade that will explode when demons or zombies get within range. These proximity grenades can also be detonated manually when the secondary fire mode is used while in Combat Mode 2. The 'Weapon Special' button will throw a Cluster Bomb that will explode after 3 seconds releaseing 4 more smaller bomblets.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. Enemy Radar is now activated with the 'Weapon Special' key when in Combat Mode 1 or 2. When on the radar screen is red. Removed the ADS feature when in Combat Mode 2. Increased the number of shots to 5 per trigger pull for the primary fire mode when in Combat Mode 2. Added a flamethrower like liquified plasma attack for the secondary fire mode when in Combat Mode 2. Reduced Plasmagun Combat Mode 1 alt fire damage and blast radius.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 CM2 primary fire mode. Increased the firing speed for the Rocket Launcher's CM2 primary fire mode. In Combat Mode 1 the primary fire mode fires a standard missile.

In Combat Mode 1 the secondary fire mode will launch a dummy missile that will bounce around like a grenade for 3 seconds before detonating. In Combat Mode 1 the 'Weapon Special' key now activates a telescopic scope that can be zoomed in and out with the 'Secondary Fire' key and a homing clusterbomb missile can be fired with the 'Primary Fire' key. In Combat Mode 2 the primary fire mode will fire off all remaining rockets in the magazine rapidly. In Combat Mode 2 the secondary fire mode will fire off all remaining rockets in the magazine rapidly but will cause them to act like grenades instead of the standard flying missile. Made Rocket Launcher wait a few seconds before firing either of the fire modes that unleash all remaining ammo in the magazine.BFG- Added a railgun like attack for the BFG's secondary fire mode while in Combat Mode 1. Added a full auto guided plasma cannon for the BFG's primary fire mode when in Combat Mode 2. Added an Orb turret that is released by the BFG to kill nearby enemies for 15 seconds with the secondary fire mode when in Combat Mode 2.

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.

The 'Weapon Special' button will fire a Vortex projectile that will suck in smaller enemies to it eventually sucking them into a Singularity Hole. Larger enemies who cannot be sucked into the Vortex before it detonates can be sucked into the SIngularity Hole if they are close enough to it when its detonates.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. When in Combat Mode 2 the primary fire mode will give you a Mega Health powerup boosting your health to 200.

When in Combat Mode 2 the secondary fire mode will max out your inventoried ammo with a Mega Ammo powerup. The 'Weapon Special' button will fire out an energy beam that can damage and shoot through enemies as long as the button is being held down.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.

Added green lights to Sentry bot bodies.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.

Downloads

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. Reduced lost soul spawn rate from Pain Elementals. Pain Elementals now explode into chunks and release 3 Dead Souls when killed.

Cacodemons now explode into chunks and release 10 of their electrical projectiles in random directions when killed. 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. Doubled the Archvile's max health.

= 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.

Set camera perspective toggle to a key press instead of an on/off option. Added on/off crosshair option to the options menu in place of the on/off HUD option.( On/Off HUD Option was removed to make sure the new Rocket Launcher and Machinegun Scope Overlays worked correctly ). = MISCELLANEOUS = HD skins for all characters, monsters, weapons, and items have been added to the Texture Pack and fixed textures that had sliding issues when using any kind of parallax mapping. 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 and now have normal mapping effects. 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, items, and some of the weapon view models. Self-shadowing has been removed on all character, monster, weapon, item, and map object models. Increased player jump height a bit.

Increased player run speed a bit. Ammo casings and general debris stay on the floor for 5 minutes before disappearing. Adjusted the camera in third person to be more like Gears of War. The Grab Command has been disabled. Added a chance that a Pumpshotgun will be replaced by a Double Barrel Shotgun in any given map. Armor Protection Ratio increased. New gibbing system added to the game that will cause cause some of the smaller enemies to get blown to bits by the rocket launcher and handgrenade or have their flesh vaporized by the Plasmagun, BFG, and Soulcube.

= BUGS FIXED = 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. Fixed an inverted controls glitch caused by aiming all the way up or down. Perfected Doom 3 version 7 for Resurrection of Evil: = WEAPONS/ITEMS = -General- Chainsaw has been added back into the game. 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 and Berserk Powerups will both give you the Berserk Powerup abilities but you decide when to use them and you can only hold one at a time in your inventory. Adrenaline/Berserk Powerups no longer switch your current weapon to the Fists upon usage. The Fists, Grabber, Chainsaw, Machinegun, Chaingun, Plasmagun, Rocket Launcher, BFG, and Artifact no longer zoom in when the zoom key is pressed.

Reduced the volume for some of the weapon gunfire sounds.Fists- Increased Fist punching damage for player. When using the Fists in Combat Mode 1 the 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. When in Combat Mode 2 the primary fire mode will allow you to pick up and hold objects and bodies in front of you as long as it's held down. When in Combat Mode 2 the secondary fire mode will throw the object being held with the primary fire mode causing damage to whatever it collides with. The 'Weapon Special' button will throw rapid left and right punches delivering the same damage as the left jab attack but at a higher rate of fire.Grabber- The Grabber can now hold objects for 30 seconds.

The Grabber can now store up to 12 non living objects, except for exploding or burning barrels, when tapping the primary fire button in CM2 and then launching them out when pressing the secondary fire mode button in CM2. The Grabber will launch all stored items extremely fast whe pressing the Weapon Special button while in CM2.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' or 'Weapon Special' buttons and will do 3 times more damage then when using primary or secondary fire.Pistol- Added synthetic polymer grips to the Pistol.

Reduced the kickback on pistol ADS fire animation.Pumpshotgun- Removed the Pumpshotgun's wooden stock. Added the ability for the Pumpshotgun to slam fire its rounds using the secondary fire mode while in Combat Mode 1 or 2 but at the cost of less accuracy. If not reloading the Pumpshotgun can now fire off all rounds in its magazine quickly without having to pump using the 'Weapon Special' button while in Combat Mode 1 or 2 but at the cost of less accuracy. While reloading pressing and holding the 'Weapon Special' button will make the Pumpshotgun reload twice as fast.Double Barrel Shotgun- Added the ability to dual wield the Double Barrel Shotgun. Increased the Double Barrel Shotgun's damage rate significantly. Added a synthetic polymer stock to the Double Barrel Shotgun. Reduced weapon spread.Machinegun- In Combat Mode 1 the 'Weapon Special' key now activates a telescopic scope that can be zoomed in and out with the 'Secondary Fire' key and a highly accurate very powerful bullet can be fired with the 'Primary Fire' key.

In Combat Mode 2 the primary fire will shoot in 3 round bursts. In Combat Mode 2 the secondary fire will shoot every round left in the magazine at an extremely high rate of fire. Reduced weapon damage a little.Chaingun- Increased firing rate for the Chaingun while in Combat Mode 2 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 in Combat Mode 2 and using the secondary fire mode, barrels will start to glow after using this firing mode for a little while. While being held down the 'Weapon Special' button will keep your barrels constantly spinning eliminating the spin up time while in Combat Mode 1 or 2. Reduced Chaingun Combat Mode 1 alt fire damage.

Increased ammo usage for Chaingun Combat Mode 1 alt fire.Handgrenades- When in Combat Mode 2 primary fire mode will throw a proximity grenade that will explode when demons or zombies get within range. These proximity grenades can also be detonated manually when the secondary fire mode is used while in Combat Mode 2. The 'Weapon Special' button will throw a Cluster Bomb that will explode after 3 seconds releaseing 4 more smaller bomblets.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. Enemy Radar is now activated with the 'Weapon Special' key when in Combat Mode 1 or 2. When on the radar screen is red. Removed the ADS feature when in Combat Mode 2. Increased the number of shots to 5 per trigger pull for the primary fire mode when in Combat Mode 2.

Added a flamethrower like liquified plasma attack for the secondary fire mode when in Combat Mode 2. Reduced Plasmagun Combat Mode 1 alt fire damage and blast radius.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 CM2 primary fire mode.

Increased the firing speed for the Rocket Launcher's CM2 primary fire mode. In Combat Mode 1 the primary fire mode fires a standard missile. In Combat Mode 1 the secondary fire mode will launch a dummy missile that will bounce around like a grenade for 3 seconds before detonating. In Combat Mode 1 the 'Weapon Special' key now activates a telescopic scope that can be zoomed in and out with the 'Secondary Fire' key and a homing clusterbomb missile can be fired with the 'Primary Fire' key.

In Combat Mode 2 the primary fire mode will fire off all remaining rockets in the magazine rapidly. In Combat Mode 2 the secondary fire mode will fire off all remaining rockets in the magazine rapidly but will cause them to act like grenades instead of the standard flying missile. Made Rocket Launcher wait a few seconds before firing either of the fire modes that unleash all remaining ammo in the magazine.BFG- Added a railgun like attack for the BFG's secondary fire mode while in Combat Mode 1. Added a full auto guided plasma cannon for the BFG's primary fire mode when in Combat Mode 2. Added an Orb turret that is released by the BFG to kill nearby enemies for 15 seconds with the secondary fire mode when in Combat Mode 2. 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. The 'Weapon Special' button will fire a Vortex projectile that will suck in smaller enemies to it eventually sucking them into a Singularity Hole. Larger enemies who cannot be sucked into the Vortex before it detonates can be sucked into the SIngularity Hole if they are close enough to it when its detonates.Artifact- The Artifact can now spawn a bloody variant of the Forgotten Lost Soul called a Blood Soul with the secondary fire mode when in Combat Mode 1 if the weapon has been upgraded to level 1, requires 1 soul. Blood Souls will only stay around for a short time.

The Artifact can now spawn a bloody variant of the Pinky Demon called a Blood Hound with the secondary fire mode when in Combat Mode 2 if the weapon has been upgraded to level 2, requires 2 souls. The Artifact can now spawn a bloody variant of the Baron of Hell called a Blood Knight with the Weapon Special button when in Combat Mode 1 or 2 if the weapon has been upgraded to level 3, but only 1 at a time can be present, requires 3 souls.

The Artifact has a new melee attack that sprays a deadly jet stream of blood that does a good amount of damage with a limited amount of distance if the weapon has been upgraded to level 1.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 Forgotten. 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. All demons and zombies in the Hell maps now have their own hellish skins. Added green lights to Sentry bot bodies.Particles/Lighting- Dynamic lighting effects added to all 3 Hunter Demons. Added dynamic lighting effects to the Baron of Hell's flaming hands.

Added dynamic lighting effects to the Blood Knight's flaming hands. Added dynamic lighting effects to the Lost Soul's flaming head.

Added dynamic lighting effects to the Forgotten's flaming head. Added dynamic lighting effects to the Archvile's flaming hands. Lost Souls will now produce streams of fire when killed. Forgotten will now produce streams of fire when killed. Lost Souls have an explosion effect when killed.

Forgotten have an explosion effect when killed. Added dynamic lighting effects to Bernie the flaming zombie. Added a pair of red lights to the Revenant's shoulder cannons. Added a pair of blue lights to the Bruiser's cannons.Gameplay- Sawyer zombie added to a couple maps to get the chainsaw back into the game. Helltime Hunter takes half the time he originally did to recover from feeling pain and attacks twice as much. Berserk Hunter stays in berzerk mode twice as long.

Invulnerability Hunter has had his health values for each stage of his boss battle increased. Added Painelementals and Barons of Hell to the Hell map. All harvest bodies no longer gib. All bodies or gibs thrown with the Grabber no longer disintegrate. Damage rates for monster attacks have been rebalanced. Blast Radiuses for monster attacks have been rebalanced. Friendly Characters and Monsters have been rebalanced.

All spawned Blood Demons will now explode upon death causing damage to nearby entities. Barons of Hell will now explode upon death causing damage to nearby entities. Reduced Forgotten spawn rate from Pain Elementals. Pain Elementals now explode into chunks and release 3 Forgotten when killed.

Cacodemons now explode into chunks and release 10 of their electrical projectiles in random directions when killed. Lost Souls when killed will sometimes turn into a Forgotten. Lost Soul kick and knockback amounts caused by attacks have been reduced. Forgotten 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. Doubled the Archvile's max health. = 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 Erebus 1 map will not start a new game and will load the player inventory correctly. Set camera perspective toggle to a key press instead of an on/off option.

Added on/off crosshair option to the options menu in place of the on/off HUD option.( On/Off HUD Option was removed to make sure the new Rocket Launcher and Machinegun Scope Overlays worked correctly ). = MISCELLANEOUS = HD skins for all characters, monsters, weapons, and items have been added to the Texture Pack and fixed textures that had sliding issues when using any kind of parallax mapping. 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 and now have normal mapping effects. 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. 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, items, and some of the weapon view models. Self-shadowing has been removed on all character, monster, weapon, item, and map object models. Increased player jump height a bit. Increased player run speed a bit.

Ammo casings and general debris stay on the floor for 5 minutes before disappearing. Adjusted the camera in third person to be more like Gears of War. The Grab Command has been disabled. Armor Protection Ratio increased. New gibbing system added to the game that will cause cause some of the smaller enemies to get blown to bits by the rocket launcher and handgrenade or have their flesh vaporized by the Plasmagun, BFG, and Artifact. = BUGS FIXED = Spawned Sentry Bots via console commands now move around as they should.

Fixed an inverted controls glitch caused by aiming all the way up or down. PD3 HD Texture Pack 3.0 Part 1 and 2: PD3 HD Texture Pack 3.0 ROE Patch: PD3v7 Source Code. Hello friend. I really like your mod but I have a question regarding models for monsters. Is there any chance to compile, convert or port it to BFG Edition? I'm using ultimate HD for overall and I only need perfected doom for monster models. I tried this mod on BFG Edition for revenant.

As a result, it changed the skull and there's no light on his rocket just like in the screenshot. If you have time, would you please convert Perfect Doom 3 models (all monsters from Doom, ROE and Lost Mission and all weapons) to BFG and test them all to BFG Edition. Thanks and cheers C: C: +1 vote.

Hello all, I am creating this post for anyone who still plays the non BFG version of Doom 3. I dug up my old dics, installed the game, then I gave it a mod called Perfected Doom 3. The link is down below for those interested in it.

After playing around with it, something didn't sit right with me. I hated reloading. Now All FPS nowdays have some form of reloading, at least the ones I have played. Doom, Doom 2, and the newest incarnation Doom don't have reloading. Doom 3 and its RoE expansion did.

Playing in the days it came out, never thought of it really, just went on through and beat the game. It was fun, challenging at points, and a great experience, years ago. Today it is a little lack luster, graphics a bit dated, but still a fun game. I then found the modding scene and this mod in particular caught my interest. Even with its graphic overhaul, and its new combat system, it still requires reloading. Yes, reloading doesn't seem like much. Its a simple mechanic that is easy to do.

However doom never required reloading, so I began digging through the files, and found a few things that pointed me in the right path. After burning a couple hours combing through code, I made a few changes here and there and found that it is indeed possible to disable reloading. What I did essentially was tell the game to instead of going to a clip counter, go to available counter instead, told most of the guns that they had no clip size and got it working. If anyone wants to try this out email me, I can tell you what files to edit. I would copy the full pk file but it is 30 megs, however I can email you a copy of the pk file no problem, it is simple from there to just make a backup file of the original file just in case, and drop in my edited file. A few requirements are needed. A copy of Vanillia Doom 3 patched.

Mod at installed I don't believe the BFG version of Doom 3 will work, sorry I am providing a video link of what my changes did and I did go through all of the weapons and showed off the mod itself a bit as well. The pistol I left alone, I did modify the shotgun, the machine gun, the chain gun, the plasma rifle, the rocket launcher and the BFG. I didn't do any of the fancy work, all I did was change a few numbers around and edit a few lines of code.

Now instead these weapons pull from the ammo available as the original doom did, instead of requiring clips. The super shotgun I left because why not.

That gun was the only one that always required reloading ROFL. All credit except for my minor changes go to the original Author of this mod. I don't feel what I did changed it all that much, but it does provide a more doomy feel and for me that is all I wanted and I find it fun. My bad, am new at this particular site. As far as releasing goes, its because the file is 30 megabyte and I am only aloud 5. I will post in the Doom 3 section from now on. I appologize for my misdeeds.

I will post the files here, now that I am awake. Diario de un ostion pdf completo. Inside the zip file are two folders, scripts and defs.

All that is needed is to open up the perfected doom data pk4 file, place the edited files in the folders they go in, and it is done. For those who want to see how its done, well its easier just to pull the same files out of the data pk4 file and see what was edited on the weapons. The health armor and ammo are in the player.def file.

Premium Pack Patch

Again, I appologize and will stop posting doom 3 things in the classic doom forum. Thanks for moving this post, I wont do that again lol. Edited January 17 by Drake ekarD. I've downloaded the mod from ModDB and the only gripe I have (that I can't seem to fix/turn off, anyway) is the flashlight. For some reason it doesn't work when you're up close to something, everything in the flashlight circle is dark. I couldn't seem to find a fix for this in the options.

Also, the motion blur seems to have weird flickering objects on screen (I'm currently not able to get screenshots of these bugs, sadly). I wonder if you can record a little bit of video, exit out of the game and take screencaps of the bugs this way? If screenshot button doesn't work, why not just do the old-school Alt-printscreen (screencaps only the active window) then crop the image that way?

Downloads

@Pyrolex The flashlight has it's own button on the keyboard. I mapped mine to F key and it works just fine. I have noticed a few graphical errors here and there, but where this was a homebrew mod, it isn't perfect.

I had a grenade hovering over my character at one point, not sure how I did that, but it happened. Just didn't get a screenshot of it. Check out the NEXTGEN options at the bottom of the Perfected Doom 3 title, there are options there to turn off shadows, motion blur, things like that, also some other options I played with but couldn't get to work so just left em alone. Sorry for late responce, but now the servers seem to be letting me reply again.

Edited January 18 by Drake ekarD.