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Infernal Death Orgy (1.7)
Filename: 2009_08_05_idov17.zip

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256.64 MB
Mods > Single Player

Average User Rating: 10
Number of Votes: 4
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5 Other Files by Benzo:
- Infernal Death Orgy 1.6 (v1.6)
- Infernal Death Orgy (1.5)
- Infernal Death Orgy (1.4)
- Lewdicrous Pack (2.0)
- Lewdicrous Pack (1.0)

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Infernal Death Orgy (1.7) - File Description  

Tech: 10
Balance: 7
Quality: 10
FunFactor: 10
Stability: 10
Creativity: 9
Item Placement: 8
Size vs. Usefulness: 7
Installation Instructions: 10

Overall Rating: 9

Benzo has brought an outstanding modification to us, Infernal Death Orgy!

Infernal Death Orgy is a mod that improves Doom 3 in many ways. It makes Doom3 ultra realistic, beautifull looking, and ramps up the difficulty. It does all this while keeping the original game's atmosphere.
It uses, and improves upon Denton's Enhanced Doom 3.

Infernal Death Orgy (1.7) - Screenshots  
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Infernal Death Orgy (1.7) - File Download Options  

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Infernal Death Orgy (1.7) - Readme  
Readme File:

Infernal Death Orgy is a mod that improves Doom3 in many ways. It makes Doom3 more realistic, better looking, and more difficult. It does all this without meddling with the game's atmosphere. It further improves Denton's Enhanced Doom3 2.02, a mod which has already received an outstanding score at doom3.filefront.com. (http://doom3.filefront.com/file/Dentons_Enhanced_Doom3%3B76838)

This mod is more difficult than plain Doom3. Doom3 was actually a rather easy game, and Infernal Death Orgy remedies that. If you're a real Doom maniac, try using the optional UltraViolence and/or TurboMonsters packs for extreme difficulty.

I also included bits and pieces from other mods, all of which are referenced near the bottom of this page. I encourage mod authors to use Infernal Death Orgy 1.7 as a base for building their own Doom3 mods. The file IDOv17_in_detail.txt was written specifically for other mod authors.

This mod works with the 1.31 patch. If my mod doesn't work for you, leave a post on the mod's page at doom3.filefront.com. Leaving a message might help others if they get the same problem, which makes it a better choice than sending me email. Like just about everyone else who makes free game mods, I am not responsible if my mod wrecks your computer. This mod worked on my computer with no errors.


Extract IDOv17.zip and drop the extracted files into your Doom3 folder. Then decide which optional paks you want to use by copying them from the {{{OPTIONAL GOODIES}}} folder and pasting them into the the IDOv1.7 folder. Run Doom3, click MODS at the main menu and click IDOv17.

If you like to use DoomEdit (for building maps and modding), you may find it useful to copy the file pak005_CleanStuff_compacted_V2.pk4 and paste it into your Doom 3/base folder.


To use the stuff in the {{{OPTIONAL GOODIES}}} folder all you need to do is copy the file(s) you want and paste them into your IDOv17 folder. Note that files starting with the same pak# are not compatible with each other (for example, pak102_Vorse's_monster_skins is not compatible with pak102_Xio's_monster_skins).

1. pak100_Brilliant_Highlights_for_IDO.pk4
This makes textures look shiny and more metallic.
For more info and screenshots, go to http://doom3.filefront.com/file/Brilliant_Highlights;89132

2. pak101_Dentonsounds.pk4
This contains sound replacements from Denton's Enhanced mod. Most of these sounds make your weapons sound beefier. I predict most people will prefer the sounds in this pack over the sounds in plain Doom3.

3. pak102_Vorse's_monster_skins.pk4
For more info and screenshots, go to http://doom3.filefront.com/file/VorsesDoom3Skins;69621

4. pak102_Xio's_monster_skins.pk4
For more info and screenshots, go to http://doom3.filefront.com/file/Xios_Skin_Pack;31191

5. pak103_Xio's_character_skins.pk4
For more info and screenshots, go to http://doom3.filefront.com/file/Xios_Skin_Pack;31191

6. pak104_Xio's_object_skins.pk4
For more info and screenshots, go to http://doom3.filefront.com/file/Xios_Skin_Pack;31191

7. pak105_Dr.Blood_wounds.pk4
This contains new wound decals.
For more info and screenshots, go to http://doom3.filefront.com/file/DrBlood;31041#Download

8. pak106_UltraViolence.pk4
This enables random monster spawning, which makes the game significantly more difficult and intense. The code that makes this work was taken from the Double Doom3 v2.1(final) mod by Mausus Atlas and edited slightly by me.

9. pak107_TurboMonsters.pk4
This increases the speed of kombat oriented monster animations by 50%, thereby making monsters more furious.

10. pak108_Lewdicrous_Pack.pk4
This pack contains many new sounds and images to make Doom 3 rather crazy and absurd. You might want to invest in some diapers or rubber underwear before using this pack.


1. Further improved the weapons indicator on lower-right part of the HUD.
2. Upgraded to the most recent version of Brilliant Highlights by Maha_X. This ought to get rid of the 'black water' graphic problem some folks were reporting.
3. Included 6th Venom's high quality main menu. I edited it to include my Infernal Death Orgy logo.
4. Edited plasmagun so it recoils in a similar manner as the machinegun. This makes sense because they are both shoulder-braced automatic rifles. I also adjusted the recoil for machinegun.
5. Reenabled the crosshair and removed the now unnecessary lasersights from pistol and rocketlauncher.
6. Switched the main menu music again. The featured tracks are:
- megAsfear by The Orichalcon (track 1 of Delta-Q-Delta album, which you can get at http://doom2.ocremix.org/)
- Welcome to Hell by TO and Pixietricks (track 1 of The Dark Side of Phobos album, which you can get at http://doom.ocremix.org/main.html)
7. Incorporated TheRealSceneGraphManager's Chromatic Dispersion Special FX.
8. Increased the movement-bobbing effect for improved immersion, but without overdoing it. The player bobs up and down more noticeably while moving (pm_bobup increased), leans more noticeably when strafing sidways (pm_runroll increased), and the view dips or rises while moving forwards or backwards (pm_runpitch increased). I also adjusted pm_walkbob so it is in sync with the player's footsteps... more or less. (I don't know why, but somehow setting pm_crouchbob to 0.375 is a little too fast and setting pm_crouchbob to 0.374999 is a little too slow)
9. You can hear your footstep sounds while crouched.
10. You can hear zombie security goons pump their shotguns after firing.
11. I fixed a bug where the hazdoor1 texture was completely black. It turns out the culprit was that the skin file was commented out in Eutectic's CleanSkins pack.
12. Trites don't sound like a grenade exploding when they self-destruct. I made a new set of sounds instead.
13. Lots of little edits to def files.
14. Rearranged folder structure so it is more intuitive for other mod authors.
15. Added a toggleable flashlight to the machinegun. Press mouse button #3 to toggle it on and off.


1. The shotgun and machinegun flashlight sometimes flicker with g_showplayershadow "1". Therefore, I use g_showplayershadow "0" in this mod, which is the same as default Doom3.
2. .ogg sound files with shakes cause a WARNING message to be written on the console. This is stoopid because shakes work perfectly fine with .ogg sounds. If I knew how to edit the gamex86.dll file, I could probably fix this.
3. When using the UltraViolence pack, sometimes monsters spawn outside the map (and are therefore trapped there).
alleviate this issue altogether.so it is only a minor problem that should be fixable by editing my sloppy weapon scripts.
4. This is really a bug with plain Doom3. If you run out of grenades, the 'grenade-slot-dot' in your weapon indicator on the lower-right of the screen won't go away.
5. This is also a bug with plain Doom3. When suffocating, the player grunts in pain in addition to gasping for air. I tried to fix this by adding no_sound to the damage_noair def, but it didn't solve the problem.


Here are a few imperfections I admit I left unattended to:
1. If you sneak up behing a monster then shine your flashlight on their back, they will be alerted to your presence. This isn't the case with the flashlights attached to your shotgun and machinegun. I would like to fix this but don't know how.
2. I didn't check and adjust the material types for all objects and surfaces in the game. So occasionally you will find something like a bulletin board that sparks like metal when you shoot it.
3. I would have liked to change the machinegun script so both bullets impact horizontally from each other, but I don't really know much about scripting.
4. The new main menu doesn't let you change the button for weapon alt-fire. I remedied this by binding mouse button #3 to _button5, which stands for alt-fire. You'll have to edit autoexec.cfg if you want to bind alt-fire to a different key.
5. I couldn't figure out how to prevent decals such as blood and bulletholes from overlapping GUIs. This is only an issue because I set decals to not fade away. So if you get blood splattered on a GUI, bring down the console and type vid_restart. That will erase all decals.


Clone JC Denton: new gamex86.dll and MANY other changes
Trent Reznor: many sound replacements, Quake monster sounds
Maha_X: Brilliant Highlights mod (interaction.vfp in glprogs folder)
Vorse: monster skins
Xio: character skins, object skins, monster skins
Captain Obvious: shadow wraith
Dark Side of Phobos: menu and ending music - http://doom.ocremix.org/main.html
Delta-Q-Delta: more music - http://doom2.ocremix.org
Mausus Atlas: script for pak667_UltraViolence.pk4
Baris Caglar: optional wound texture packs
Henk "Obi-Wan" Bernhardt: Quake monsters (qdemon, qshambler, qvore, qwizard)
Boglito: prolonged decals
Silentdeath: chainsaw skin
TheRealSceneGraphManager: Chromatic Dispersion Special FX
6th Venom: bitching new main menu
Dafama: FullShadows 1.4


That's all you need to know to get started. If you want to read about all the details of this mod, read the file IDOv17_in_detail.txt.

love Benzo

Infernal Death Orgy (1.7) - User Comments  
The following comments are owned by the user that posted them. Doom 3 Files is not responsible for their content.

Total comments: 10 | Last comment: 08-12-2009 at 13:35

 #1 - Amazing !!! - 08-10-2009 at 23:46
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3128
A new version of this mod by Benzo, great, downloading right now... Rock

 #2 - 08-11-2009 at 09:47
Joined: July 9th, 2007
Posts: 305
Some screenshots would be Two Thumbs Up!

 #3 - 08-11-2009 at 09:48
Joined: July 9th, 2007
Posts: 305
err... my message got cut off. that should've said:

"Some screenshots would be nice... Two Thumbs Up!"

 #4 - 08-11-2009 at 10:38
Joined: March 23rd, 2005
Posts: 27
I just sent in 10 screenshots. Hopefully you will see them on this page soon. They look nifty.

 #5 - Questions...: - 08-11-2009 at 12:54
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3128
@Benzo - Couple of questions for you...:

1- ¿ Why have you made the two weapons with mounted flashlights, shotgun & machinegun, to reset its ON/OFF status instead of keeping it, like the flashlight item/weapon does already ?

2- You updated the ZCommando_cgun radius from the too low "120" to the much better and real "220" value, to keep it the same as it is in the "weapon_chaingun.def" used by the player and now its much better and real, this is what i think also. smile
But i want to let you know that you missed to do the same into the monster_turret.def entity !!!

3- Also both weapon_BFG.def and weapon_chaingun.def have one bug each one !
This bug is very easy to fix, just find on each of the two files one line that contains a particles effect name that should end in .prt but is written wrong as ending in .ptr so you neeed to find for that .ptr word on both BFG and chaingun .def files and replace it by the correctly written .prt

So a word wrongly written, for example...:


Should be now replaced by the correctly written next one...:


Done, for now...

 #6 - Q & A...: - 08-11-2009 at 13:10
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3128
@Benzo - As for the mounted flashlights used on both shotgun and machinegun weapons in your IDO mod actualliy NOT being able to trigger demons, zombies or any entity when pointing at them, its a Dentons gamex86.dll custom library fault, not your. This could be fixed changing the library, maybe asking directly to the good J.C. Denton friend... big grin Or meanwhile it can be fixed or patched in different couple of ways for example one could be to add a couple of extra lines of code into both shotgun and machinegun weapon .script files to make it to trigger the entity that the weapon mounted flashlight are pointing at, ONLY if that flashlight its activated, (Status = ON).

 #7 - 08-11-2009 at 19:11
Hfx-Rebel (Staff)
From: (Nova Scotia)
Joined: April 19th, 2003
Posts: 765
Screenshots added

 #8 - Hellhole map with full shadows updated !!! - 08-12-2009 at 06:05
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3128
I have seen that you disabled the Hellhole map from the full shadows .pk4 because it will collide with your own custom Hellhole own map, so i found it and updated all of the up to 60 lights, that now cast full shadows in all they're glory, just like in all the other Full Shadows mod maps !

If you want it just tell me and i will send you a copy, zipped is very short in size. Two Thumbs Up!

 #9 - 08-12-2009 at 11:53
Joined: February 15th, 2005
Posts: 771
lol @ Dafama, im beginning to suspect you have cloned yourself into like seven diff versions of yourself in order to be able to be all over ^^ smile

 #10 - Hi Ice Trey ! - 08-12-2009 at 13:35
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3128
@Ice_Trey - Well, in fact yesterday was made a custom entity defs. only .pk4 zipped file with updates & fixes made in a hurry for this mod .

And there is more that this, more, believe me... Beer! Beer!

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