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| DentonMod Revision 3 Alpha (v3.05a) - File Description |
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Description:
TheRealSceneGraphManager has returned and he brings along, for your gaming enjoyment, a revision to the popular modification that many have enjoyed in the past! It is important to note, that this version will not work if you use an ATi card; The developer has stated that a fix is pending, and will be released shortly. Another important note is that this download is designed for high-end systems only. If you're barely chugging through medium settings the mod really isn't for you at this point. Optimizations, etc. are coming; this is just a testbed and as such they aren't in yet.
What you are about to download is an Alpha release of the DentonMod revision 3 the definitive Doom 3 source edit and standalone single player modification. If you think you've played some great Doom III content in the past, then buckle your seatbelt, and prepare for some seriously intense action!
Some of the new features included are:
- Revised sound attenuation models for more realistic falloff and greater/more effective spatial positioning phenomena
- Tweaked enemy AI logic and scripts
- Realistic first-person weapon inertia
- Rebalanced/modified weaponry designed for maximum enjoyment and utility
- 3rd-person HUD visibility
- Revised Gears of War-style 3rd-person camera functionality (customizeable)
- Procedural visor frost generation while on Mars surface
- Restored pm_modelView command
- Projectile launch code fixes, improvements and additional modifications
- Halo-style grenade usage
- HeadExplody framework for wider enemy damage possibilities including artist-specifiable
gibs/effects
- And more!
There are some 'known issues' contained in DentonMod Revision 3 Alpha (v3.05a), and they are listed in the readme, however, if you happen to locate any that are not already known, then please be sure to let TheRealSceneGraphManager know; if you're looking to get your fill of some Single Player mayhem, then all thats left to do is start the download!
Refer to the readme for more information.
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|  | | DentonMod Revision 3 Alpha (v3.05a) - Screenshots |  | Screenshots: |  |

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| DentonMod Revision 3 Alpha (v3.05a) - File Download Options |
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Primary Download Locations: | | Name: Location: Provided by: | Worldwide Mirror by FileFront USA Central FileFront.com | | | |
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|  | | DentonMod Revision 3 Alpha (v3.05a) - Readme |  | Readme File: DENTONMOD REVISION 3 v0.5 ALPHA README
=======================================
Welcome to DentonMod revision 3, the definitive Doom 3 source edit and
standalone single player modification. This document outlines the new features
present in this release and any additional changes made to the game in addition
to providing a reference for installation and further customization.
== NEW FEATURES ==============================================================
- Consolidation with many leading Doom 3 visual and aural effects mods such as
GTX, Brilliant Bloom, Brilliant Highlights, Maximum GFX, FMJ, many skin packs and
others (ATTN AUTHORS: IF YOU SEE YOUR WORK IN HERE PLEASE CONTACT ME SO I CAN
CREDIT YOU OR REMOVE YOUR CREATIONS IF NEED BE)
- Additional, DMr3-only VFX such as fixed-point HDR encoding, physically-based
light reflectance models and custom-mixed sounds, skins, particle effects and
materials
- Revised sound attenuation models for more realistic falloff and greater/more effective
spatial positioning phenomena
- Tweaked enemy AI logic and scripts
- realistic first-person weapon inertia
- Rebalanced/modified weaponry designed for maximum enjoyment and utility
- 3rd-person HUD visibility
- revised Gears of War-style 3rd-person camera functionality (customizeable)
- Procedural visor frost generation while on Mars surface
- restored pm_modelView command
- Projectile launch code fixes, improvements and additional modifications
- Halo-style grenade usage
- HeadExplody framework for wider enemy damage possibilities including artist-specifiable
gibs/effects
- Modified gib removal timer and enhanced human/zombie gibbing effects
- Doom 3 alpha-style HUD
- Realistic movement sounds
- ClipDrop framework for magazine ejection/drop during reload animations
- New menu courtesy of 6th Venom
- All Nightmare Mod features (was the base off this was made)
- All DentonMod 2.02, 2.0 and 1.0 features and modifications
== PLANNED FEATURES ============================================================
- SSAO, depth of field and motion blur (SSAO implemented but unavailable in this release)
- SSII
- Improved handling of HDR, blooming and eye adaptation
- Soft particles
- possible custom light interaction program framework
- Enhanced particle engine with support for a wider array of possible effects such as mesh particles
- integration with Intel's Havok or nVidia's PhysX interfaces
- Dynamic motion synthesis framework
- Plan-based artificial intelligence framework
- relaxed-cone step mapping on bullet hole decals (implemented but unavailable in this release)
- bullet penetration
- Republic Commando-style HUD and visible helmet bits
- IRONSIGHTS.
== KNOWN ISSUES ===============================================================
- Adaptation is partially broken at this time
- No bright pass is applied to bloom texture at this time
- Some particle effects look incorrect as a result of fixed-point encoding and fixed-function blend modes (notably blood)
- ClipDrop broken for some weapons
- HeadExplody 'destoyed head' model placement is incorrect
- Some clipping for pm_modelView is visible in certain animations and while traveling up stairs
- Many of my shaders do not support ATi cards at this time due to lack of instruction functionality
- Some footstep sounds broken, this seems format-related
- Some clipping of weapon models
- HUD on chaingun is frequently incorrect
== INSTALLATION ==============================================================
Drop the DentonMod3 folder into the one you installed Doom into. Load the mod in the menu.
== REMOVAL ===================================================================
Remove the DentonMod3 folder from your Doom install directory.
== COMMENTS/CONCERNS =========================================================
Drop me a line at the official mod thread over at Doom3world.org, the comments section
over at D3Files.com or just send me an email at jvidziunas AT sbcglobal DOT net. Peace! |  |

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| DentonMod Revision 3 Alpha (v3.05a) - User Comments |
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The following comments are owned by the user that posted them. Doom 3 Files is not responsible for their content.
Total comments: 117 | Last comment: 07-04-2010 at 16:27
Xaijin Joined: March 31st, 2007 Posts: 208 | Will be tearing through shortly, graph, will give feedback at Dworld. |
jeroen_batman From: (Ettenleur) Joined: January 15th, 2006 Posts: 165 | looks awesome but i just wanna know, is this Denton's mod with your added content Realscene ? |
Gurra400 Joined: January 15th, 2008 Posts: 226 | FINALLY YOU REALESED IT!!!!!!!!!!!!!! i have waited so friggin long, and its realesed now, exactly when i was going to grind on Requiem: Bloodymare, thx for this will download it NOW, i bow for you and pray that this mod will be fuc*ing awsome!!!!!!! |
nonSilent_Assassin Joined: April 6th, 2006 Posts: 317 | something tells me this will crash on startup with me intel mac, i'll give it a shot though. should be extremely badass if it works. |
Gurra400 Joined: January 15th, 2008 Posts: 226 | Wow i need help, when im going around with these bright things, wich looks really good but when im going around its gets just white all the time, im getting crazy, trying to shutdown something, it got ugly and bright, and how do i get Gears of war style gameplay |
nonSilent_Assassin Joined: April 6th, 2006 Posts: 317 | yep it crashes when i load the mod up, yay... |
Gurra400 Joined: January 15th, 2008 Posts: 226 | does it even work on mac? but anyway, i cant send PM to developer to get help |
nonSilent_Assassin Joined: April 6th, 2006 Posts: 317 | i doubt it works on PPC macs or Intel, im sure he'll look at the comments under the download and see your problem. |
TheRealSceneGraphManager From: Joined: March 13th, 2007 Posts: 109 | Macs are unsupported, really. This is an alpha, and is designed to figure out things exactly like the issues noted. Note how it uses a .DLL!
@Jeroen- Yep. This also has the Gears blood splat fix that was asked about before, too ^_^ |
TheRealSceneGraphManager From: Joined: March 13th, 2007 Posts: 109 | for the new 3p thing set pm_useOTSThirdPersonView to 1. You can also add these lines to your autoexec.cfg:
seta pm_OTSSideScaleOffset "-0.30"
seta pm_OTSForwardScaleOffset "-0.50"
seta pm_useOTSThirdPersonView "1"
bind "p" "toggle pm_thirdperson"
Then just press 'p' to switch between 1st and 3rd-person modes. |
Hellmonkey1364 From: Joined: May 29th, 2008 Posts: 20 | it works. but the problem is that its too bright, and i have that blood problem.
the blood is too square. i need help soon! 
extremely nice mod anyway. |
pochi From: (Spain) Joined: August 1st, 2005 Posts: 370 | there are no lights, ahhhhh everything is black ( at least maps and mars planet menu ) |
jeroen_batman From: (Ettenleur) Joined: January 15th, 2006 Posts: 165 | Man the mod looks awesome, just played it but how the hell can i see when an white screen is flickering on and off ?
i mean, it looked good in the beginning and when i just begun running a white screen pops up and then goes away and then comes again, bla bla bla
always when i try to play an awesome mod, and i really mean this is awesome but then something goes terribly wrong !
i got Doom 3 V1.31, my specs are : 1 GB
AMD Ahtlon 64 bit 3400+
Nvidia Geforce 8600 GT
Windows XP 32 bit
i hope you know what the problem is, cuz i wan't to play this frikking awesome mod soon ! |
Hellmonkey1364 From: Joined: May 29th, 2008 Posts: 20 | That's a bug when "post processing" is on. That is the result of the doom 3 high quality menu.
The way to fix it is to disable post processing effects via video options.
(Remember, the HQ menu has more buttons, so you wont have to look for the command on the friggin console.)

Nice mod RSGM! best mod i EVER played! 
(still can't fix the blood/particle bug , but this mod is so awesome, i still play it!) |
Hellmonkey1364 From: Joined: May 29th, 2008 Posts: 20 | It crashes when you shoot the explosive barrel.
two things to fix currently. the square particles, and the barrel explosion.
hope RSGM fixes these! |
Gurra400 Joined: January 15th, 2008 Posts: 226 | hey, if you shutdown the post processing, then the game has the same quality as the lowest and its to bright, aww RGSM fix it fast |
jeroen_batman From: (Ettenleur) Joined: January 15th, 2006 Posts: 165 | Thanx man, i appreciate it, im trying it out now |
jeroen_batman From: (Ettenleur) Joined: January 15th, 2006 Posts: 165 | it worked, but it looks very cartoonish now, and im sure my computer can handle this mod, so i'll wait for the fix from RSGM
thanx hellmonkey for your help...
Plz Hurry a little with that fix ! |
pochi From: (Spain) Joined: August 1st, 2005 Posts: 370 | Ati version plz |
Hellmonkey1364 From: Joined: May 29th, 2008 Posts: 20 | to fix that, go to the console and type "r_gamma 0", and it'll be darker.
always happy to help! |
TheRealSceneGraphManager From: Joined: March 13th, 2007 Posts: 109 | Mess with r_HDRTargetLuminance and r_lightScale to adjust brightness. I don't recommend fiddling with the gamma curves. A lot of people mentioned the flickering bug, but I've never encountered it before on my machine. I am looking into it though.
Also: bloom *needs* to be on or else everything will look off. It's a byproduct of my HDRi hack. |
Gurra400 Joined: January 15th, 2008 Posts: 226 | is there no fix for the white thing just appearing, and if i shut down something its gets to bright and my HUD and aim is gone, and i cant see the console when im opening it, help me |
jeroen_batman From: (Ettenleur) Joined: January 15th, 2006 Posts: 165 | Im sure my PC can handle this, so i ain't going to low quality |
Hellmonkey1364 From: Joined: May 29th, 2008 Posts: 20 | ill try that.
also, the white flickering is still the post processing on the doom 3 HQ menu.
and the not seeing the console is also the result of the D3HQ menu. so disable view/camera effects and you'll see the console.
but what about the blood problem? |
TheRealSceneGraphManager From: Joined: March 13th, 2007 Posts: 109 | Looking into it, suspect it's a shader issue. I've gotten it to run on lower-end nVidia cards without a hitch and am currently attempting to locate a concrete list of new shader instructions provided with the ATI_FRAGMENT_PROGRAM extension. I need some logarithm stuff for everything to work correctly, which I don't get by default. |
Gurra400 Joined: January 15th, 2008 Posts: 226 | oh yeah my grahic card is geforce 8400GS 1023MB and i will try what hellmonkey did if it is still to bright and all then im waiting for a fix so i dont gt these flickerings, i like these HD effects really much :O |
jeroen_batman From: (Ettenleur) Joined: January 15th, 2006 Posts: 165 | I hope there will be fix soon ! |
ALien8ed Joined: August 12th, 2002 Posts: 22 | Super release and many thanks for sharing.
Would love to see Depth of Field implented in future cause that is one feature i absolutely love.
Thanks again |
Hellmonkey1364 From: Joined: May 29th, 2008 Posts: 20 | is to remove all the barrels in the map your currently playing in.
so type "remove _______" and continue with any entity with the same name.
for example. enter "remove monster_zombie_fat10056" and then enter "remove monster_zombie_fat65609" and you removed all the fat zombies in the map.
PS. im getting alot more respect here than in youtube! (because here, there is no one to flame) |
TheRealSceneGraphManager From: Joined: March 13th, 2007 Posts: 109 | You can also just not blow them up AFAIK this is actually a result of a poor design choice on id's part-- using some deprecated string copy functions appears to be causing a buffer overflow and a subsequent DEP process kill. I'll try and fix some of that, too. |
Gurra400 Joined: January 15th, 2008 Posts: 226 | TRSGM has spoken, everyone now bow for him and wait for a newer version or a fix *bow* |
jeroen_batman From: (Ettenleur) Joined: January 15th, 2006 Posts: 165 | Yeah, you got my respect too, sometimes i really hate youtube only cuz the people are not very nice there |
Hellmonkey1364 From: Joined: May 29th, 2008 Posts: 20 | lol. lets say a monster,explosion,accidental bullet, or any other damage happens? then your screwed and the game crashes. so its better to remove them. |
Hellmonkey1364 From: Joined: May 29th, 2008 Posts: 20 | Im not very nice on youtube either. 
lol |
jeroen_batman From: (Ettenleur) Joined: January 15th, 2006 Posts: 165 | Im not nice on youtube cuz they are not nice to me
if they are nice to me then im nice to them
simple as it is |
Nemesis6 From: Joined: February 2nd, 2005 Posts: 256 | Scenemanager, thanks for looking into the ATI issue... I'm one of the poor dolts dumb enough to have bought one of ATIs new terrible 4870 series cards. |
TheRealSceneGraphManager From: Joined: March 13th, 2007 Posts: 109 | Terrible? They kick ass!
I'm an ATi nut, but they don't have the OpenGL support that nVidia cards do. |
dafama2k7 From: (Salt (Girona)) Joined: September 28th, 2006 Posts: 3019 | I need to download this mod and enjoy as soon as posible to me, thanks TRSGM for this one !!! |
Gurra400 Joined: January 15th, 2008 Posts: 226 | im going to test this mod on doom 3 on a crappy graph card and see what changes it gets |
Havoc_One Joined: June 20th, 2008 Posts: 10 | Gforce 8800GT, Latest WHQL's. Vista 32 Home
Bloom is out of control and washing everything out, screen flickers white continuously. Turn off Post processing and everything goes flat and looks terrible.
Dunno man, something aint right. |
Havoc_One Joined: June 20th, 2008 Posts: 10 | Just checked and the system WILL NOT ALLOW me to turn on bloom, although I'm getting a bloom washout. Weird. Will post a screencap shortly. |
Havoc_One Joined: June 20th, 2008 Posts: 10 | Here ya go. Hope there something to be done!
<a href="http://s284.photobucket.com/albums/ll33/Sitka_Studio/?action=view¤t=shot00001.jpg" target="_blank"><img src="http://i284.photobucket.com/albums/ll33/Sitka_Studio/shot00001.jpg" border="0" alt="DentonMod3"></a> |
Gurra400 Joined: January 15th, 2008 Posts: 226 | Havoc, you can edit the HDR effects and other stuffs, but i think it looks good that way the only problem i have is the white flickering XD |
jeroen_batman From: (Ettenleur) Joined: January 15th, 2006 Posts: 165 | People, just because it doesn't work great or doesn't work at all, plz don't rate low
Otherwise, make your own mod ! |
Havoc_One Joined: June 20th, 2008 Posts: 10 | I always postpone rating a mod till I get it to work. So far, no love. =( |
jeroen_batman From: (Ettenleur) Joined: January 15th, 2006 Posts: 165 | If it ain't work like it should be, don't blame the author, he oversaw the problem or couldn't fix it
wait until he fixes it and then rate ! |
jeroen_batman From: (Ettenleur) Joined: January 15th, 2006 Posts: 165 | RSGM, Already found an way to fix this thing ?
cuz its really good ( i *****ing know it )
and we want to play it without bugs if possible
thanx |
Gurra400 Joined: January 15th, 2008 Posts: 226 | agree with Jeroen, its alpha, DO NOT GIVE LOW RATES because of that, and RGSM knows what he is doing, the mod is big and hard to make, many have waited, im waiting for a fix but i would not give this low ratings.... when this is fixed all problems and such it will rule the doom world until Hexen edge of chaos comes |
Havoc_One Joined: June 20th, 2008 Posts: 10 | Totally agree, this mod looks great and doesn't deserve low marks for unforseen hardwaredriver and or coding issues. Once it gets a fix and I can play it through, THEN I'll score it. |
TheRealSceneGraphManager From: Joined: March 13th, 2007 Posts: 109 | It's fine, there's justification. I'm working on fixing as much of this as possible-- this is an alpha release and it's designed to help me catch bugs just like the ones people are mentioning.
@havoc-- try messing with r_bloom_blur_mult in the console. I can (and will) adjust the default value to something slightly less ridiculous, but for now it's up to the users. Try a value of like 0.3 or something to that effect. |
Havoc_One Joined: June 20th, 2008 Posts: 10 | Thanks TRSGM. Got the bloom under control but now I get white screen that seems to be triggered by movement. I can move the mouse to a dark area and see properly, but move my view towards a light source and I get flickering or solid White. |
jeroen_batman From: (Ettenleur) Joined: January 15th, 2006 Posts: 165 | Thank you for making such great mods and keeping it as bugless as possible
Havoc, i have that too, it doesn't matter which videocard you have its just something in the Mod that gives that bug, annoying bug, try to wait for the fix |
DarK_DuDE From: Joined: September 8th, 2004 Posts: 232 | hey guys, I had the white flicker problem too, so i set r_bloom_shiftSensitivity_delay to -1 and that seemed to stop it
i also set r_bloom_contrast_mult to 1.20 and r_bloom_blur_mult to 0.01 to soften the bloom alil bit |
Nemesis6 From: Joined: February 2nd, 2005 Posts: 256 | Same problem as Pochi - Everything's black. I'm on a GTX260 running the latest beta drivers. |
jeroen_batman From: (Ettenleur) Joined: January 15th, 2006 Posts: 165 | hey man, thanx for getting an solution but it didn't work for me, i wrote exact the same you wrote, but i removed the ''to'' cuz i don't think that that belongs there |
DarK_DuDE From: Joined: September 8th, 2004 Posts: 232 | yeah the 'to' isnt necessary lol
are you sure you typed "r_bloom_shiftSensitivity_delay -1" exactly?
i found that setting it to any other number (including 0) doesnt fix it |
At0m1x From: (Poland) Joined: October 30th, 2008 Posts: 2 | it's not working |
DarK_DuDE From: Joined: September 8th, 2004 Posts: 232 | strange... i guess it only works with certain setups
ah well, hopefully thisll get resolved soon D: |
jeroen_batman From: (Ettenleur) Joined: January 15th, 2006 Posts: 165 | Im trying again |
jeroen_batman From: (Ettenleur) Joined: January 15th, 2006 Posts: 165 | Nope doesn't work, waiting for the fix then |
TheRealSceneGraphManager From: Joined: March 13th, 2007 Posts: 109 | I got rid of the encoding thing. Contrary to what I originally thought, the final image had considerably less dynamic range and there were some issues with the bloom texture acting funny on my card after the latest (WHQL!) nVidia driver install.
I've also been cleaning up a bit, and I'll try and put a patch out pretty soon. Expect lots of new sounds, as I've been working on those the most. |
TheRealSceneGraphManager From: Joined: March 13th, 2007 Posts: 109 | I've also tossed around making a Torrance-He shader for stuff like diffraction. It's the final, end-all in physically correct shading |
jeroen_batman From: (Ettenleur) Joined: January 15th, 2006 Posts: 165 | Glad that you updated, thought this thing was cancelled or on hold 'till last year
Nice man ! |
Gurra400 Joined: January 15th, 2008 Posts: 226 | oh so this mod is updated or hasnt it been realesed yet (the update) anyway, hope this fix the withe screen things and the black square smoke/blood, only i need |
silverpower From: Joined: October 12th, 2007 Posts: 12 | Is there a way to revert to the default D3 renderer? I hate it when mods alter the renderer - sure, it's awesome to see people pushing it to its limits on GPUs that can handle it, but not all of us have the latest hardware. I'm still on my Radeon 9600, after all. Dentonmod2 worked fine after I used r_bloom 0 (which is something that bugs me - it doesn't stick even with seta), any chance we'll see a stripped-down renderer or at the very least a way to disable all this stuff permanently?
The gameplay and other changes look like fun, though, and I'm looking forward to playing this mod when I get the new machine. |
TheRealSceneGraphManager From: Joined: March 13th, 2007 Posts: 109 | Yeah. Some bits weren't even working so well on the high-end systems, so i just opted to scrap it. I'll still be tweaking things to try and get them in, but we'll see what happens. |
jeroen_batman From: (Ettenleur) Joined: January 15th, 2006 Posts: 165 | are you trying to get it done around christmass, i love to play Doom 3 around christmass with this mod
though there is a christmass mod coming for doom 3, i'll also wanna play this one... |
jeroen_batman From: (Ettenleur) Joined: January 15th, 2006 Posts: 165 | any news ?
i'm still very curious about this mod |
jeroen_batman From: (Ettenleur) Joined: January 15th, 2006 Posts: 165 | are you f*cking kidding me ?
no update in 2 months !
didn't you really read any of my messages ?
i can't believe that
sorry for being so harsh en such but really, the least you can do is say how it's been going, because my patience is out |
Alextehgr81 From: (Illinois) Joined: February 17th, 2009 Posts: 10 | I've noticed something wrong with this mod. It seems that everything is black. I found out that what caused all the blackness was the interaction.vfp file in your mod. When i delete it, bam, it wasn't black, but then everything was washed out in white lol...so yeah, now i dont know what it is, i tried that shift sensitivity thing and it just didnt help...anyway if this helps my specs are:
8800gt with latest WHQL drivers
pentium 4 3.0ghz
4gig OCZ ddr-400 ram |
jeroen_batman From: (Ettenleur) Joined: January 15th, 2006 Posts: 165 | Alex did you even read the above comments ?
more people had this problem and i keep asking Realscene about the update, but he doesn't reply
no offence, but i hate it when i don't get a answer
anyways, interaction is one of the main things of the mod and it isn't your pc or something, more people have this problem, like me |
dafama2k7 From: (Salt (Girona)) Joined: September 28th, 2006 Posts: 3019 | Finally i have Internet access again so the first thing i have done is to download the big Dentonmod v3 alpha by TRSGM and then play it, well, at first i have had to remove the interaction.vfp and some other shader files in the glprogs folder that uses this...:
OPTION NV_fragment_program4;
Because i currently only have a NV GT7600 gfx card and to support this OPTION a NVidia series 8xxx is required !
Then i have added my custom interaction.vfp and looked AMAZING !!!
Well, i was discovered a small bug in your new bumpyenvironment.vfp, the last line needs to be disabled with # and the other needs to be enabled removing the #, so it will look like this...:
#MUL result.color.xyz, R0, fragment.color; #This line doesn't work in bumpyenv !
MOV result.color.xyz, R0;
Now, all the weapons and vertically placed glasses are using the fixed ReFLection !!!
Try it, looks great ! |
dafama2k7 From: (Salt (Girona)) Joined: September 28th, 2006 Posts: 3019 | Then i started to play the Enpro sp map with this mod by TheRealSceneGraphManager, what i can say, it's just amazing, the sound are refreshing, the explosions in the cinematics where really original, the way it moves and sound the player in the first person is very realistic, like mixing Doom 3 and Fear 2 in one scary game, the action is intensive and massive, you really feel walking on Mars ans when the player go out there the cold atmosphere on Mars surface you see visor frost generation !!! 
More, auto grenades throw with only pressing one key (bind _impulse5 to preferred key), smart A.I., zombie bodies explosions and more !
Oh and i have seen some bugs in the weapon_machinegun, when it raises it flickers for no reason, the two pistols and also the pistol + flashlight doesn't show muzzleflashes, this last also is showing a black texture, (the pistol), i hope all this is fixed, i like it very much, now i go to play more... |
dafama2k7 From: (Salt (Girona)) Joined: September 28th, 2006 Posts: 3019 | The 3rd person machinegun weapon flashlight mounted doesn't show correctly aligned !
Mounted flashlights for both MGUN and SGUN doesn't remember ON/OFF status between map levels.
The NEW custom BFG, RocketLauncher, pistol, MGUN and CGUN doesn't throw the empty ammo when out of ammo, like the PlasmaGun weapon. Please...
That's all for now... |
jeroen_batman From: (Ettenleur) Joined: January 15th, 2006 Posts: 165 | That's what i needed, your interaction.vfp
All the bugs that you reported are really useful, especially when you puzzled it out.
Thanx mate |
dafama2k7 From: (Salt (Girona)) Joined: September 28th, 2006 Posts: 3019 | Dentonmod v3 by TRSGM it's a VERY BIG mod that changes a LOT of things and ADDS also a lot of NEW features also it is based on the Zakyrus awesome Nightmare beta mod that again it's also based on the amazing Dentonmod v2 mod !!!
I explain this to say that in many of the new features and of course the shaders have been tweaked extensively and not only the interaction.vfp, so to make it work with any gfx card that is lower range than the NVidia GT8xxx or higher, so it needs Open GL v3.0 or higher compatibility, needs to again change more than only the interaction.vfp to make it run with for example my NVidia GT7600 gfx card, anyway i can say that i have been 100% finished this task without problems and i have a couple of .pk4 files that does all this, i will pack all that on a .zip file easy to install and run and then upload it on some place for your and all D3 community pleasure... |
jeroen_batman From: (Ettenleur) Joined: January 15th, 2006 Posts: 165 | I appreciate that, i don't know if TRSM is back from his vacation, i really appreciate what you are doing now, but i got a 8600GT, so i hope that fix also works for that one
Thanks again
Cheerz themaniacboy |
dafama2k7 From: (Salt (Girona)) Joined: September 28th, 2006 Posts: 3019 | So, meanwhile the TRSGM isn't here all people can play his mod with almost all features enabled, but not all, anyway it looks amazing, also i have made the plasmagun to use the new tracer feature from Denton and other fixes, and of course i have fixed and enhanced the Nighmare mod by Zakyrus and also the Dentonmod v2 by Denton, it's my way to enjoy playing this mods at they're full ! |
bruce12 Joined: March 7th, 2009 Posts: 1 | remove the interaction.vfp from the glprogs folder in the pk4
it removed the black screen for me |
Hellmonkey1364 From: Joined: May 29th, 2008 Posts: 20 | my only problem now is the *****ty blood effects.... please fix it. |
dafama2k7 From: (Salt (Girona)) Joined: September 28th, 2006 Posts: 3019 | And enhanced also, i have two or three small .pk4 files that fixed and enhances the awesome DentonMod v3.0, i haven't been able to talk about this with TRSGM, but if he let me, i will at least upload all this in a compressed .zip file on http://www.rapidshare.com web page or similar, ok ! |
Alextehgr81 From: (Illinois) Joined: February 17th, 2009 Posts: 10 | Enhanced you say? how so is it enhanced? im interested!!! |
dafama2k7 From: (Salt (Girona)) Joined: September 28th, 2006 Posts: 3019 | First, i want to say...: @TRSGM, where are you ??? We miss you very much, we need your talent here and now !
Second, @Alextehqr81 - It's fixed many glprogs shaders to be compatible with gfx cards that not OpenGL v3.x compatible, so it's only required to at least be OpenGL v2.x compatible, and that without loosing not much detail, also some weapons, like plasmagun and BFG have been fixed to use the new code from Denton mod, which is much precise and is perfectly noticiable, it's a small update although not official, i have been able to contact TRSGM developer, also, it adds an NVidia specific shaders that can be enabled by typing r_testARBProgram 1 on the in-game console.
And do not worry, i have not changed any crucial feeling of the mod, i respect very much the TRSGM hard work and effort put on that awesome mod !!! |
Alextehgr81 From: (Illinois) Joined: February 17th, 2009 Posts: 10 | when will it be released? im anxious to see this fix, it would be amazing! |
dafama2k7 From: (Salt (Girona)) Joined: September 28th, 2006 Posts: 3019 | I have fixed some things in the last minute that weren't fixed in the previous release, sorry for double link, but this is much, much worth it that the other, really !
BFG and PLASMAGUN weapons really eject the ammo now, and with coloured smoke, also i have updated some scripts, removed "#include ai_follower.script" line from doom_main.script file to save some ALWAYS IMPORTANT memory, updated debris for most weapons, including shotgun and super_shotgun, better muzzleflashes for MGUN, CGUN, PLASMA and more...
Also remember that you can toggle between very good shader and SUPER only for gods with super MID/HIGH range NVidia GT8x00 and UP GFX cards super shader with the press of the keypad + slash key or also by simply opening the in-game console and type "toggle r_testARBProgram", notice that is not required to type the quotes !
Also when playing the game i recommend specially to play the commoutside.map, so you will see the NEW FROST FX made by TRSGM genius, try it, go & try it now, marine !!! |
dafama2k7 From: (Salt (Girona)) Joined: September 28th, 2006 Posts: 3019 | Now, what i need foremost is FEEDBACK, to know if this update/fix works for the majority of ourselves or anything that i may need to know about our likes and dislikes on this unofficial update/fixes mod. |
DarK_DuDE From: Joined: September 8th, 2004 Posts: 232 | thx for the fix dafama 
this mod really slowed down my system a lot so i decided to play around with the settings a bit.
it seems as though if i turn off post processing my pc can run it just fine. however if i turn off post processing, it seems to turn off the hud and strangely the console as well.
ive tried using that testarbprogram command while having post processing on but all that does for me is turn all textures black.
also whenever i click that benchmark demo option in system settings it seems to crash the game.
but either than those minor flaws, this mod kicks some serious **** now that its been fixed 
http://img253.imageshack.us/img253/8924/shot00002j.jpg
its great to finally play doom 3 at 1440x900 without all that annoying image warping |
dafama2k7 From: (Salt (Girona)) Joined: September 28th, 2006 Posts: 3019 | The outdoor MARS screenshots is awesome, eh, well, the effect looks fantastic, although not sure if it is realistic because i was read on somewhere that the Mars atmosphere doesn't let the frost helmet to happen, but it's so cool, that anyway it's just amazing !!!
By the way, i have made the interaction.vfp to be more compatible, but i have copied the test.vfp that is activated by the r_testARBProgram 1 (0 activates interaction.vfp) with the latest enhanced by me, version of the ARB4 or higher shader and if you don't have a monster gfx card, you will see only black textures like myself. 
The BenchMark demo crashes my computer or it seem to freeze maybe because it calculates many operations and requires too much time to do it, who knows ?
Turn off post processing, never have try it this, does the game still look fine with this ?
And this is for you @Dark_Dude, a virtual |
DarK_DuDE From: Joined: September 8th, 2004 Posts: 232 | [quote="dafama2k7"]Turn off post processing, never have try it this, does the game still look fine with this ?
well actually turning it off seems to turn off all or most of the features of this mod, such as glass, heat effects, etc. i guess this means i should look into upgrading my pc 
ive found a way to keep the hud on while having silky smooth fps though. i turned post processing back on and kept all other settings enabled except vertex/fragment.
its great playing with a hud and great fps, and some effects still remain active at about half capacity, although now i have to play with 2 screens: http://img123.imageshack.us/img123/8619/shot00006a.jpg
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DarK_DuDE From: Joined: September 8th, 2004 Posts: 232 | Quote: bah, screwed up on the quote code 
|
Alextehgr81 From: (Illinois) Joined: February 17th, 2009 Posts: 10 | Ok so i got opengl 3.1 which i didnt have before(was the reason this mod wasnt working) and i tried it with the fix, and i typed in "toggle r_testnewarbprogram" and got this:
http://img520.imageshack.us/my.php?image=shot00025q.jpg
But when i took off the fix and loaded up the mod, i got this:
http://img520.imageshack.us/my.php?image=shot00032d.jpg
The main message I'm trying to get out is if your computer can handle this mod, dont get the fix, if it can't handle it, then this fix is perfect for you.
if you got a computer that can handle this mod (geforce 8xxx and up) and it didnt work for you then you should just update the drivers provided at http://www.Nvidia.com.
btw dafama2k7, nice job with the fix it looked beautiful except for the testarbprogram part, i love the shaders your working with!!
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darthvade569 From: (florida port orange) Joined: March 22nd, 2008 Posts: 1 | um i got this mod., and tried playing it but when i was like the screen was like black and i can sorta see the lights but they only were there not giving any light and there was this big black box next to the hp bar and its just unplayable... |
dafama2k7 From: (Salt (Girona)) Joined: September 28th, 2006 Posts: 3019 | @asdf - After downloading and installing the DentonMod3 mod, you then need to download and install the small FIX update file and place it into the DentonMod3 folder, after this is done, when you load D3 plus DentonMod3 you will be able to see the light and forgot the ugly black textures, ok ! 
@Alextehqr8 - Where exactly can i download the latest OpenGL v3.1 update/fix, please ??? 
@Dark_Dude - Thanks as usual for the screenshots and the feedback, to you and of course to all the users posting here.. 
Another Unofficial updates for this mod and also for other good mods is in the works, for example one another for DentonMod v2, Zakyrun Nightmare, Ultimate 2, Doom Chronicles demo 2, In Hell and more... |
dafama2k7 From: (Salt (Girona)) Joined: September 28th, 2006 Posts: 3019 | @asdf - Please READ the post #88, there is a link to download the small fix .pk4 file to be placed into the DentonMod3 mod folder, understand it. |
Nemesis6 From: Joined: February 2nd, 2005 Posts: 256 | Anyone know how to fix the damn footsteps? Some people love sounding like a terminator when the walk, but last I checked, Mr. Unknown marine was very much an organic, carbon-based life-form. |
Alextehgr81 From: (Illinois) Joined: February 17th, 2009 Posts: 10 | this is where i got my opengl support driver
http://developer.nvidia.com/object/opengl_3_driver.html
I dont know why, but only on my main computer i can get opengl 3.0+ to work, it seems the other computers just don't want it to work. So to see if you guys can get the same effect, ill tell you exactly what i did.
First i logged on to my administrator account, also i had more recent drivers then the ones that are made for opengl 3.0, i think that may have helped, anyways, i downloaded the drivers, install them, restart my computer, and log on to my administrator account.
Instead of saying installation is complete, my computer acts like i dont have any drivers(ran really slow) and said "found new hardware:video controller" and it asked if i wanted to search for drivers on my computer. I clicked yes, it found the drivers and installed them. I then went on to doom 3, and loaded this mod to see if i had opengl 3.0 and surely enough, it did. the drivers i downloaded were 182.46, i dont know if thats the current one now.anyways Good luck with getting this to work on your computer! |
G4meM4ster Joined: May 18th, 2009 Posts: 2 | YEEEEEEEEEEES, this mod did not work at first, but with dafama's fix, everything works FINE, well...almost everything
the only problems i have are:
Shooting explosive barrel crash
Minor lag (due to huge amounts of blood etc. this mod contains so much stuff)
Minor clipping
many other very minor bugs, but hey, this is an alpha after all
even if its an alpha, i give this mod 10/10 GREAT MOD
oh yeah, dafama, his name is not ASDF, that was just the comment title lol, it was darthvade569 |
G4meM4ster Joined: May 18th, 2009 Posts: 2 | How do you turn your flashlights for the guns on? i see its on, but i can't turn it on |
dafama2k7 From: (Salt (Girona)) Joined: September 28th, 2006 Posts: 3019 | bind "q" "_button5" // binding a key for alternate fire or to set some wepons features ON/OFF like for example mounted flashlights.
Copy this to autoexec.cfg or type it into the in game console and then pressing the Q key you will be able to toggle flashlights and other things ON/OFF. |
ShadowDancer88 From: Joined: March 14th, 2006 Posts: 28 | Can't say i understand the reasoning behind making the screen wobble so much, or the screen kick whenever I punch, which seems like it would only hinder me when it comes to gameplay, and doesn't make any logical sense anyway.
The human mind has a feature that filters out the movement of the body, so that when you move, your vision stays level. You won't see it wobble aorund like that unless you're drunk or otherwise impaired.
The compromise between all black or super-low grapics settings I canf orgive because it's still alpha, but please reconsider the excessive screen wobble and kick. Unless I'm supposed to be hammered... |
fraggles From: Joined: August 1st, 2007 Posts: 1117 | Someday, I'll get an nVidia and all you can rot in Hell because I'll be happy and not care about you all.
Nah I love you guys a bit, but Shadow's point stands out too. |
dafama2k7 From: (Salt (Girona)) Joined: September 28th, 2006 Posts: 3019 | I am working on NEW much BETTER unofficial second FIX for DentonMod v3 following my last fix and fixing more bugs, adding some features and bettering specially the weapons and the shaders with more support for Parallax also but keeping anything as TRSGM wanted for this GREAT mod that i admire and love ! |
fraggles From: Joined: August 1st, 2007 Posts: 1117 | Make it work with ATi. |
dafama2k7 From: (Salt (Girona)) Joined: September 28th, 2006 Posts: 3019 | To make it work with ATI i will need to edit almost all shaders included on the glprogs and remove the NVidia only parts on each one, then substitute for a more generic instructions, maybe slower or not as detailed but it will work and i hope that nothing is lost in translation...
But, well, i will do it, when made i will post the update and include with them an ATI/Generic xxxxx.pk4.zip file disabled by default but that any ATI user will have to rename to xxxxx.pk4 file to enable and then the light will come... 
Hard work for me, but i enjoy making so wait for this update, very soon on your screens... |
dafama2k7 From: (Salt (Girona)) Joined: September 28th, 2006 Posts: 3019 | My update for the DentonMod is for the unofficial revision v3.0.5 ALPHA developed by TRSGM, and as all of you should know its a VERY GOOD MOD, but still its a work in progress...
My update is made to be used with this rev. v3.0.5 ALPHA or higher mod, it fixes some small bugs and lets, at this moment, to all NVidia gfx card users that supports NV_ARB2 or higher, to play this awesome mod, soon of course i will add ATI/Generic support into this mod, but not yet.
I am now going to upload VERY SOON an already finished or almost finished NEW version of this update with great new features, more bugs fixed and enhanced many already good functions of this mod !
Thank you all for waiting. |
Nemesis6 From: Joined: February 2nd, 2005 Posts: 256 | I think the most pressing issues are the square particles, namely the bullet holes and the blood particles. |
dafama2k7 From: (Salt (Girona)) Joined: September 28th, 2006 Posts: 3019 | New DentonMod Rev. 3 Unofficial latest NEW Update + Fixes v0.3 almost finished...:
-Fixed skin on weapon Flashlight + Pistol, that last appearing as black.
-Added also on the same the possibility on turn ON/OFF the flashlight with using the same key that you have binded the command _button5, for example i have by default in my Autoexec.cfg on this mod folder this...:
Bind q _button5
So when you press this key it does what the weapon you already have selected can do, like always.
-Changed the offset for the shotgun weapon, i personally don't like it as it was on this mod, because it fill too much the vision.
-Also i have the Plasmagun offset fixed.
-All weapons now are more responsive and faster because of the new optimizations i made on code and shaders.
-The shaders are more fixed, but keeping what TRSGM original author wanted. (NVidia only as of yet, though.)
-Both the Two Pistols weapon and the Flashlight + Pistol weapon now have the muzzleflash fixed, doesn't do it before.
-Enhanced debris and brass for many weapons and barrel explosions.
-Fixed bullet holes.
-More small things that i will detail later...
Soon available... |
dafama2k7 From: (Salt (Girona)) Joined: September 28th, 2006 Posts: 3019 | Well, its work in progress but now it many new fixes and updates, so its here for download, the link for latest NEW DentonMod3 Rev.3.05 Unofficial v0.3 Alpha FIX update...:
http://rapidshare.com/files/290185740/Dentonmod3_Unofficial_Update_Fixed_v03_alpha.zip
Oh, latest feature that is already included but i forget to mention in the docs...:
- Now, both the Machinegun & Shotgun weapons mounted flashlights triggers any monster, zombie or npc entity like it does the normal flashlight weapon (in this mod the Flashlight + Pistol weapon), so any entity that is pointed with the flashlight on will react to them.
Enjoy. |
Gurra400 Joined: January 15th, 2008 Posts: 226 | good that ur trying to fix up this mod hopw RTSM comes with fixed version soon, downloading ur patch dafama now |
dafama2k7 From: (Salt (Girona)) Joined: September 28th, 2006 Posts: 3019 | For ATI & NVidia users...:
This are all latest generic updated shaders glprogs folder from Doom 3 that are contained into the official folder called base, (of course, into the pertinent .pk4s) plus the glprogs folder from the latest generic updated shaders from D3 ROE that are contained into the official folder called d3xp, (also, into the pertinent .pk4s)...:
http://www.doom3world.org/phpbb2/download/file.php?id=416
*** Very Important - First RENAME this .zip file so it ends in .pk4 - This is absolutely required to be able to use this shaders with D3/Roe ***
This are only enhanced, not tweaked, they should be 100% compatibles, but better quality, only new feature added is Self Shadows, but for example this shaders doesn't have added support for Parallax like the originals.
For the people that want something more i recommend to open this .pk4 (.zip) archive file with some program like winZIP or winRAR then go into the glprogs folder and remove both interaction.vfp and test.vfp files, doing this and nothing more (always make backups first), you will be able to mix this shaders .pk4 file to complement and even fix many other shaders mods copyng that resulting .pk4 file to the same folder that the other shaders that you may want to mix them.
It can be always enabled with all or nothing at all, mods by copying them into both the official base and d3xp folders.
So, what are you waiting for Marines, let's go and try it, now !!! |
Genesis101 Joined: June 26th, 2007 Posts: 6 | Im currently having trouble playing the mod, it seems I have the same problem displayed in the screenshots, where there is no light in levels. When I tried to turn Bloom on, the option was greyed out, but I know my hardware supports bloom (real and faked). While waiting for this mod to come out of alpha, I collected all of the pieces of it that interested me, But I can't seem to find Floor Reflections anywhere. Im not mod savy so I cant make it myself, can anyone help? |
Ice_Trey From: Joined: February 15th, 2005 Posts: 771 | hehe as i always stated, mr Dafama should have his own section around here xD |
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