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Perfected Doom 3 (5.0.0)
Filename: perfecteddoom3v5.0.0.zip


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236.73 MB
5.0.0
John Carrizales
7597
08-16-2010
Doom 3 v1.3.1
Modification


Average User Rating: 7.6
Number of Votes: 57
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4 Other Files by John Carrizales:
- Perfected Doom 3 version 5.1.0 Patch (5.1.0)
- Perfected Doom 3 (v4.0.0)
- Perfected Doom 3 (v3.0.0)
- Perfected Doom 3 (v2.5)


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Perfected Doom 3 (5.0.0) - File Description  


Description:
This is the latest upgrade to my Perfected Doom 3 Modification. It includes even better graphics, balanced enemy difficulty, better effects, and much much more. I also fixed several problems that were reported to me by other users. I hope you all enjoy it.



Perfected Doom 3 (5.0.0) - Screenshots  
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Perfected Doom 3 (5.0.0) - Readme  
Readme File:
Perfected Doom 3 version 5.0.0
By John Carrizales aka VICTORIOUSGAMES

**************************************

Features:
--------------------------------------------------------------------

1. Weapon Tweaks.

2. Monster Tweaks.

3. Added Deadly Attacks.

3. General Tweaks.

4. Blood and Gore Tweaks.

5. Ragdoll Tweaks

6. Sound Tweaks.

7. Graphics Tweaks.

8. Map tweaks

9. Main Menu Enhancements

Installation:
--------------------------------------------------------------------

1. Unpack the Perfected directory to your DOOM3 directory like any standard mod.
2. Start DOOM3.
3. Select 'Perfected Doom 3 v5.0.0' from the mods list.
4. Enjoy.

Check out the "Special Commands" text file included in this zip file to learn how to enable special abilities.

Weapon Changes:
--------------------------------------------------------------------

1. Fists - Halved its damage rate and now it does not make flesh wounds and
it does not make blood spray.

2. Pistol - Increased the firing rate a bit and gave it its own smaller version of
the burstysquirt blood effect. Better metallic look.

3. Shotgun - Added a new skin that makes the current shotgun look like the classic shotgun. Fixed the reload flaw where the
player reloaded 2 shells at a time. Cut the spread down to 11 and set the amount of pellets to 20. Knockback has been
set to 75. If you hit a target with at close range with all of the pellets then that's like hitting him with a knockback of 1500.
Better metallic look and firing sound.

4. Machinegun - Increased the bullet damage to 15, now holds 30 rounds per clip, and can fire 30 rounds per second
and now has a max ammo amount of 210. The weapon's bullets now having a homing capability which makes it ideal for long
distance combat aswell as mid range combat. Better metallic look and firing sound.

5. Chaingun - Enlarged the clip size to 500 rounds and raised the max ammo amount to 1000.
Added a better GUI to allow one to see 3 numbers better. Also upped its firing rate and set its spread to 6. Also, when you run out of
ammo, and you don't let up on the trigger, the barrels will continue to spin until you release the trigger. The bullets have a small blast
radius added to them for more destruction. Better metallic look, firing sound, and effects.

6. Grenades - Less bounce has been added to the projectile. Cut back a little on the damage
that is done by the splash but made the weapon more powerful altogether and now has better explosion effects.
Also added a glow to the grenade that lights up a small area around the bomb and it now throws out shrapnel upon explosion.

7. Plasmagun - Better Damage. Faster projectiles. Added a radar to the weapon aswell. It fires twice as fast.
Plus clipsize is now 100. Also has its original prototype skin and classic blue color has been brought back.
All of it's effects now have that old skool blue color and the gun has a bigger glow to it. The projectiles emit a small blast radius now.

8. Rocket Launcher - Adjusted the damage done by the splash and made the weapon a lot more
powerful overall and now has better explosion effects. Better metallic look and firing sound.

9. Soul Cube - No changes except that when it hits a monster it will make a lot of blood spray out of the beast.
Knives have a better metallic look.

10. BFG - A lot more powerful and now has better explosion effects. Better metallic look, explosion sound, and it
now fires off extra projectiles that are guided and will inflict extra damage on the targeted enemy. The number of guided
projectiles that are fired out will depend on how much the weapon is charged.

11. Flashlight - Set its damage rate to 15 since the fists damage rate is now at 10. It should have
a much wider beam. Also, it does not make flesh wounds and it does not make blood spray when
used as a melee weapon. Also tweaked the light to make it even more real looking.

12. Chainsaw - More powerful. Now has blood splattered along the bar and a little on its body.

13. All guns now have the same muzzle smoke effects whether they are being fired by monsters or humans.
For example, the Cyberdemon's rocket launcher has the same smoke effect as your Rocket Launcher.

14. All bullet types have the same spread no matter who's using them. For example, The Cyber Demon's
rockets have the same spread as your rockets.

15. All ammunition pickups have been changed to make them more realistic. For example, the single machinegun
magazine pickup now gives 60 rounds because 1 magazine can hold 60 rounds. And the double machinegun magazine
pickup now gives 120 rounds.

16. All bullets now have tracer effects.

17. Velocities have been set for bullet types depending on their size. So the bigger the bullet the faster it can move.

18. All weapons will push the player backwards when being fired. The push amount depends on the weapon, and for some
weapons the push will add some difficulty for the player trying to use them.

19. All weapons that have metal on them now have a better metallic looking textures.

20. All damage values for the different bullet types have been balanced out to a very realistic amount.

***********************************************************************************
***********************************************************************************
21. Added a Double Barrel Shotgun straight from Resurrection of Evil. It has twice as much spread as the pumpshotgun and
its pellets do the same damage as the pumpshotgun's. Plus it fires off twice as many pellets all in one burst and the
knockback has been set to 75 too. If you hit a target with at close range with all of the pellets then that's like hitting him with a
knockback of 3000.
***********************************************************************************
***********************************************************************************

Monster Changes:
--------------------------------------------------------------------

1. All damage ratios for monster attacks have been doubled or greatly increased.

2. All ZSec Zombies' weapons and the Commando Zombie's chaingun and Sawyer's chainsaw now do the same amount of damage
and knockback as your weapons. So if your chainsaw does 37.5 damage everytime it hits someone then so does Sawyer's
chainsaw. The shotgun is the only weapon that differs in knockback between the player's and the monsters' guns. Your shotgun
pellet makes 75 knockback and the baddies pellets each have a knockback of 3. You still get knocked around quite a bit.

3. All Zombies are very tough now. You must get a headhsot on them to bring them down. That includes
the ZSec and Commando Zombies. Body shots are harmful but pointless.

4. Pinky's health is now 500.

5. Revenant's health is now 372.

6. Cacodemon's health is now 800.

7. All characters now have different damage scales for their body parts depending on their size. So
if you try to take out a Hellknight with arm and leg shots, it'll take a while, but with headshots
and chest shots, you can chop him down much faster. Same goes for all the monsters, NPC's, and
the Player too. Arm and leg shots do little damage. Players beware, get hit in the
head by a severe attack (gunshots) and it's almost positive that you will die instantly.

8. All bosses' health have been greatly increased depending on their rank.

9. Hellknight's health is now 5800 and the demon has green fire constantly flowing from his hands while he is fighting you.
The branded Hellknight's body symbols now glow green.

10. Mancubus's health is now 3600.

11. The Cyberdemon's missiles now do the same amount of damage as your missiles. Which means
instant kill if a direct hit is made.

12. The Revenant's missiles do about half the amount of damage that your missiles do and they are slower. But they may be
able to score an instant kill if a direct hit is made, so do not underestimate.

13. The Mancubus's projectiles do about the same amount of damage as your missiles, just slightly less, and they are slower.
An instant kill will be made if a direct hit occurs.

14. The Cyberdemon will now fire missiles at you continuously as long as he can see you. Just like the old version
from Doom.

15. All monsters NOFOVTime has been changed to 1 or 0. The monsters will pretty much always see you if you are in their
FOV range. Which means they won't let up on attacking you as much now.

16. Zombies are now able to be resurrected by the Archvile. So now the Archvile can have all of the monsters,
except for the Bosses, at his side.

17. The Vagary's debris attacks now do 3 times as much damage when they collide into you.

18. The Archvile's Flame Wall attack can now go twice the distance that it originally could.

19. All monsters' dodge rates, except for the zombies', have been multiplied by 4. Expect more dodging from
those demon bastards.

20. The Wraith is now much harder to combat against. Expect a more difficult target to hit.

21. The chaingun-wielding Commando's accuracy has been tweaked quite a bit. He's still tough.

22. All of the Z-Sec Zombies' accuracies have been tweaked quite a bit. That way they can't get off a headshot as easily,
but they are still pretty tough.

23. Imps now throw barrels at you if there are any around.

24. Hellknights now throw nearby Imps and Zombies at you if he feels like it. And sometimes he'll just slam
them into a wall.

25. All enemy AI has been greatly tweaked to make them even more fearsome. Don't expect any of the monsters to just walk
into your gunfire, especially the ZSecs.

26. Lostsoul's health is now 30.

27. All monsters with metal on their bodies, except for bosses, have a much more realistic metallic look to their metal body parts.

28. Added in the Pain Elemental, original Lost Soul, and Baron of Hell which all have their own FX, sounds, and attributes.

Deadly Attacks:
--------------------------------------------------------------------

These are all of the attacks done by monsters that will severely wound you or kill you instantly.
Be very cautious of these attacks, they are very deadly. If an attack is marked instant kill that
means that it will kill you instantly if your are hit in the chest or head. You may live if hit in
an arm or leg but more then likely you won't. If an attack is marked severe damage that means that
you may be able to live through a head or chest hit and you'll more then likely live if hit in the
arms or legs.

1. Boss_Cyberdemon - Rocket Attack - INSTANT KILL
Kicking Attack - INSTANT KILL

2. Boss_Guardian - Charging Attack - INSTANT KILL
Headbutting Attack - Severe Damage

3. Archvile - Incinerating Attack - INSTANT KILL

4. Cherub - Leaping Attack - Severe Damage

5. Hellknight & Baron of Hell - Biting Attack - INSTANT KILL
Fireball Attack - Severe Damage

6. Imp - Leaping Attack - Severe Damage

7. Maggot - Leaping Attack - Severe Damage

8. Mancubus - Fireball Attack - INSTANT KILL
Stomping Attack - INSTANT KILL

9. Pinky - Biting Attack - INSTANT KILL

10 Revenant - Rocket Attack - INSTANT KILL

11. Tick - Leaping Attack - Severe Damage
After Death Burst Explosion - Severe Damage

12. Trite - Leaping Attack - Severe Damage
After Death Burst Explosion - Severe Damage

13. Wraith - Stabbing Attack - INSTANT KILL

14. Cacodemon & Pain Elemental - Biting Attack - INSTANT KILL

15. Lostsoul & Original Lost Soul - Charging Attack - Severe Damage

16. Commando - Tentacle Attack - Severe Damage

17. Sawyer - Chainsaw Attack - Severe Damage

General Game Changes:
--------------------------------------------------------------------

1. All decals, except explosion and plasma rifle burn marks, stay forever.

2. Many lighting effects for weapons, projectiles, and monsters have been added to the game.
If a monster is using a weapon that you have, that weapon will have the same effects as yours.

3. Bullet casings will stay on the ground for about 5 minutes. The debris from explosions will stay forever.

4. New particle effects for bullet hits on walls added. Each bullet type has a different sized effect.

5. An Armor suit will give you full Armor now.

6. Added spark and thick smoke particle effects to all explosions.

7. Made the player walk a bit slower.

Blood and Gore:
--------------------------------------------------------------------

1. Gibbing is gone.

2. Blood stays forever.

3. Blood now squirts out of the bullet wound that you put on a monster for a short while. Very cool effect.

4. All monster attacks that should make blood spray now make blood spray. The amount is dependent
on the damage ratio of the attack.

5. Added small, medium, large, deadly, and Soul Cube specific burstysquirts. The original burstysquirt acts as the
medium sized version of the particle effect with some added effects.

6. Blood is now darker.

7. Added a much better blood spray effect to the chainsaw.

8. Added burning effect to rockets and grenades hitting someone directly. Sprays blood and leaves smoke
and fire on the victim for a short period.

9. Made new burning effects for plasma and BFG htting someone directly.

10. Added new bulletwound decals for the pistol, machinegun, chaingun, chainsaw, and plasmagun.

11. Added a bloody screen splatter effect that happens when you are hit by a melee attack.

Sound Changes:
--------------------------------------------------------------------

1. The opening menu music is a song that was actually the foundation for the Doom 1 level song for
the first level of the third chapter called the INFERNO. That song was from Pantera's album
Vulgar Display of Power, and it was called Mouth for War. True Doom-ites will recognize it right off the bat.

2. Added better zombie sounds.

3. Added better pistol firing sounds.

4. Added better double barrel shotgun firing sounds.

5. Added more bullethit_flesh sounds.

6. All monster weapons sounds and player weapon sounds now make the same sounds when firing.

7. All volume levels for explosion and weapon firing sounds have been doubled.

8. Added a better machinegun firing sound.

9. Added a better pumpshotgun firing sound.

10. Added a better rocket launcher firing sound.

11. Added a better explosion sounds for barrels, rockets, bfg, and grenades.

12. Gave the Hellknight's fireballs their own exploding sounds.

13. Added new teleporter sounds.

14. Added a better chaingun firing sound.

15. Added a cooler low ammo alert sound for the BFG and Plasmagun.

Graphics Changes:
--------------------------------------------------------------------

1. Added new shaders to make the game's lighting, normal mapping, haze effects, and shadows more realistic.

2. Raised the heightmap values for all textures and skins a whole lot. This gives extreme depth to all of the textures
in the game. Rocks look like rocks, fabric for clothing looks like fabric, metal looks like metal, etc. The game
looks 100 times better. And best of all, it doesn't add any kind of framerate lag.

3. All objects, monster parts, or character parts that should have shadows now make shadows.

4. All objects, monsters, weapons, and characters now have selfshadowing enabled making the game look even better.

5. Added Bloom, Motionblur, Depth of Field, and Filmgrain effects.



Map Changes:
--------------------------------------------------------------------

1. I've changed up several of the maps to include the new double barrel shotgun weapon pickup. That way you don't
have to use a cheat to get it.

2. I've added several bot soldiers into some of the maps to help you out.

3. Added the Spectre to several maps.

4. Added some Barons to the Hell Hole map.

5. Added Barons, Deadsouls, and Painelementals to the Hell map.



Main Menu Changes:
--------------------------------------------------------------------
Thanks to 6th Venom I have incorporated an awesome new main menu system that brings the main menu in Doom 3 up to date.
You no longer have to restart the game to make video changes and you now have a level select. Plus the visuals are top
notch and I spruced it up a bit more by sharpening the Mars planet texture and increasing the bump mapping for the
player models in the model select section of the multiplayer options. I also edited the weapon keys section of the options
menu to include the double barrel shotgun. So you can set it to a certain key like the other weapons.

Thanks To:
--------------------------------------------------------------------
A special thanks to Dafama2k7 for all of his help with creating an awesome set of shaders for higher quality graphics.
The D3 FullShadows v1.4 mod for the better light and shadow settings for each map.
Sikkpin for the Motion Blur and Depth of Field effects.
Maha-X for his Brilliant Bloom shaders.
MWoody for the cluster grenade script from his website - http://mwoody.com/clusternades10.php
The Enhanced Doom 3 Models for the great models that were edited to add better, smoother curves to monsters and humans.
The AMS mod for the marine allies.
The Gears of War-style Blood Spatter Mod for the cool looking screen blood splatter effect.
The DENTONMOD REVISION 3 v0.5 ALPHA Mod for some better sound effects and better flesh wound bullet decals.
The Upgraded Teleport Sounds Mod for the better teleport sound effects.
The Labyrinth Mod for the particle FX references that I used for the bullet projectiles impact effects and the lightning effects.
The 6thVenomHQ Main Menu for the great looking and up to date main menu system that is brilliant.
The "Oldskool" Plasma Gun v1.0 Mod for the awesome classic colors for the plasmagun's muzzleflash and projectile.
Hector Gonzales from FPSBanana.com for the new machinegun firing sound.
Ryft and Scott James Lambert aka "Scotty" for helping me find bugs and glitches caused by the previous version of this mod.
The Battleready Mod for some of the particle effects.
The Bog Decal Mod for the great code used to make all decals stay.
The ExpSpice Mod for some of the particle effects and effects coding.
The MegaEfX Mod for some of the particle effects.
The No ID Humor Mod for the files used to make this mod.
The Plasma Radar 1.0 Mod for the files used to make this mod.
The Classic Cyberdemon Mod for the code used to make this mod.
The Shadow Wraith Mod for the code used to make this mod.
The Ultra Realistic Tactical Lights (RTL) Mod for the new flashlight shader.
The Trent Reznor Sounds Pack for the truely amazing sounds.
The NO-F.E.A.R. 1.2 Mod for some of the particle effects.
The Resurrection of Evil Add-on for Doom 3 by ID Software for their Double Barrel Shotgun.
The SDChainsawBlood Skin Mod for the awesome bloody chainsaw skin.
The Imp Barrel Toss Mod for the code used to make this mod.
The Hellknight Imp & Zombie Toss Mod for the code used to make this mod.
The UAC Redux mod for the excellent AI scripts used to give the enemies better tactical combat skills.
The Tinman Squad b3 Mod for the security allies.
The Awesome Sauce v1 Mod for the awesome Prototype Plasmagun Skin.
The Classic Shotgun Skin v1.1 Mod for the shotgun skin that took me back to the old days.

All of the readme files from these mods are included.

Thank you to everybody that donated something to my purpose.
I guarantee you that you made this mod so much more better then it would have been.

--------------------------------------------------------------------

If anybody would like to copy parts of this mod or include it into another mod please go right ahead.
However, I would like some credit. Contact me first and then include my name in your readme and include
this readme file along with your mod. Thanx.

My email is: johncrystal00@embarqmail.com

--------------------------------------------------------------------

VG


Perfected Doom 3 (5.0.0) - User Comments  
The following comments are owned by the user that posted them. Doom 3 Files is not responsible for their content.

Total comments: 121 | Last comment: 02-19-2012 at 16:33

 #1 - 08-16-2010 at 19:16
Ice_Trey
From:
Joined: February 15th, 2005
Posts: 771
ummm im curious, WHY have that "player gets pushed backwards while firing" thingie? That was THE reason for me to not use the M249 mg in HL OpFor expansion, i mean no offense by asking it, its just that to me its very much not realistic at all

 #2 - 08-16-2010 at 20:58
Victorious_Games
From:
Joined: June 12th, 2008
Posts: 86
Because I like that feature. But don't worry, I've toned it down quite a bit since the last version mainly for people like you who didn't like it in the first place. But I still kept it for people like me who did. And actually it is realistic. Shooting big guns pushes you back.

 #3 - Looks insanely awesome - 08-17-2010 at 05:12
HarbingerOfLive
Joined: August 13th, 2010
Posts: 3
But I did what I was told in the readme, and when I try to load it in the Doom main mod menu, I get the infamous error message "Wrong Game DLL API Version". What do I do? my version is 1.3, Should I update it? I just got it so lol stick out tongue

Also I think Victorious is right in the argument, the recoil would normally push you back, well for those big **** guns........

 #4 - 08-17-2010 at 06:37
Ice_Trey
From:
Joined: February 15th, 2005
Posts: 771
hmmm when i was in the army i carried a KSP58, a 7.62 mm beltfed machinegun, and i cant say i rem being pushed backwards for every shot .. Anyhow to each their own smile

 #5 - 08-17-2010 at 13:46
Victorious_Games
From:
Joined: June 12th, 2008
Posts: 86
The requirements clearly say version 1.3.1 Harbinger. Upgrade and then get back to me ok.

 #6 - 08-17-2010 at 15:05
HarbingerOfLive
Joined: August 13th, 2010
Posts: 3
Ah fu*k so I should update, OK I will. I didn't update it because I heard mods don't work when you do update it. Well ok, I will come back when done.

 #7 - 08-17-2010 at 16:32
IcemanO11
Joined: August 17th, 2010
Posts: 2
Hey, Great work Victorious, This is a great mod so far, I'm loving it, but Ive run into a slight problem, mainly with a massive framerate hit... almost unplayable during many segments. I can normally run Doom 3 on Ultra and all settings enabled with no skips, but this mod drops my framerate to a solid 15... the solution seems to be disabling the vertex and fragment option, but when I do so, I get 2 screens running the same view, one inside the other, and a blue crosshair between the both of them. I was hoping you had some insight? as I would love to play this with a faster framerate haha

 #8 - 08-17-2010 at 20:17
Victorious_Games
From:
Joined: June 12th, 2008
Posts: 86
Do that and then get back to me Harbinger.

Iceman, this mod pushes Doom 3 even further then it was intended to go. You may have been able to run vanilla Doom 3 with the graphics maxed out, but this mod incorporates a lot of graphical enhancements seen in todays games. So that explains why you can't run it like you can without this mod running. I created this mod with a PC running on a phenom 2 quadcore amd processor, an ATI HD 5870 GPU, and 3 ghz of ddr2 RAM. If you're not running something the same as or better then what I got you may just have to run this mod on lower graphics settings. Sadly a lot of the graphics enhancements only show up when you use the ultra graphics settings. Let me know what you got on your PC.

 #9 - 08-18-2010 at 08:36
IcemanO11
Joined: August 17th, 2010
Posts: 2
Well, I have a Core 2 Duo 2.2, 3 GB DDR3 of Memory, and a Geforce 8600 GT 256mb. I understand that I may have to turn some stuff down to run it well, but my concern is the one option which seems to provide the best framerate boost when I turn it off (Vertex and Fragment) creates graphical artifacts/gltches when I do turn it off. Just wondering if you had any experience with this kind of glitch. This is a screen of what it looks like: http://img196.imageshack.us/img196/5025/shot00001ai.jpg

 #10 - 08-18-2010 at 18:31
Victorious_Games
From:
Joined: June 12th, 2008
Posts: 86
I've had issues with that when I was trying to get certain video enhancements into the game. But that was a while back. I could see how turning off certain features could cause different problems on different machines seeing as how we all have different GPU's from different companies. Your main problem is your GPU. 256mb is not enough these days. Look for something closer to the 1GB range. I spent around $500 for my GPU, and trust me it's worth it if you're into PC Gaming.

 #11 - HUD occasionally absent - 08-19-2010 at 01:24
Gordok999
Joined: August 19th, 2010
Posts: 1
Great Mod, I'm really enjoying it. It runs over 70 fps on ultra at 1680 by 1050. But sometimes when I start a game in Perfected Doom 3, the HUD is no-where to be found - even when the option to Show HUD is selected under Options. This was the case yesterday when I had de-select the camera/motion blur effect under advanced graphic settings. After I re-selected the camera/motion blur, the HUD returned. Has enyone else experienced this, or something like it?

 #12 - 08-19-2010 at 14:43
Victorious_Games
From:
Joined: June 12th, 2008
Posts: 86
I haven't heard of any issues like this. I've turned off motionblur before and never ran into this problem. I guess you should just keep it on, I mean it looks better anyways with motionblur turned on.

 #13 - Mod Freeze at Startup - 08-19-2010 at 15:29
SirAlez
From: (QC)
Joined: January 13th, 2007
Posts: 3
I just both doom on steam and install your mod but when it loads it freeze. Could it be steam.

 #14 - Graphics - 08-21-2010 at 03:42
xXxTMODxXx
From: (sydney)
Joined: June 27th, 2008
Posts: 48
Btw Victorious this mod doesnt have the same graphics as today's games and iceman your getting lag because this mod wasnt constructed very well and plus my "newdoom" mod has alot better graphics AND runs alot better AND the file size is only like 600 KB or something like that this mod is 236 MB so yeah not the best mod

 #15 - 08-21-2010 at 12:12
Victorious_Games
From:
Joined: June 12th, 2008
Posts: 86
Don't come to my mod forum to pimp your little mod which has a lower rating then mine by the way. That's very rude of you. My mod runs great on my PC. Iceman needs to beef up his GPU so that he can keep up with the rest of the pack. 256MB of video memory is very low these days. And a 600kb mod means nothing more then tweaks. Even your version 1.1 is only 7MB. My mod didn't set out to just make the graphics better like your attempt. It was created to give Doom 3 a whole new feeling of fear. That's why you die easier and every bullet counts. Where's your readme file? I bet it's like 1kb right? That makes it a better readme right? I'm sorry I couldn't cut my readme file down any less then 21KB. I just had to much stuff that I added into Doom 3. And I know that this mod doesn't give Doom 3 today's graphics, that was just a figure of speech.

Rock

 #16 - 08-21-2010 at 12:31
Ice_Trey
From:
Joined: February 15th, 2005
Posts: 771
i was gonna check out the mod but then i saw the "patch 1.31 required" part, so i guess not, nothing that "requires 1.31" comes near my doom folder, 4 attempts of upgrading resulted in 4 ruined doom installments, and then i learned about how the 1.31 is a vista patch, and i dont use vista (i may be dumb but im no fool haha ^^) so im stickin with the 1.3 patch, i have no issues with crashes and stuff, so theres def NO reason to even think about upgrading (altho since its vista shouldnt it be "downgrading" instead of "upgrading"??)

 #17 - 08-21-2010 at 12:36
Victorious_Games
From:
Joined: June 12th, 2008
Posts: 86
Have you tried my mod with Doom 3 v1.3?

 #18 - 08-21-2010 at 14:17
Ice_Trey
From:
Joined: February 15th, 2005
Posts: 771
umm no since you say it needs 1.31 i didnt bother,
umm does your mod incorporates any .dll changes?? if not then its a fairly good chance it MIGHT work anyway =)

 #19 - 08-21-2010 at 14:21
Ice_Trey
From:
Joined: February 15th, 2005
Posts: 771
ok im dl now, will see if it works without the 1.31 patch

 #20 - 08-21-2010 at 14:26
Ice_Trey
From:
Joined: February 15th, 2005
Posts: 771
as i suspected - wrong api version, so no sorry, i cant offer any feedback

 #21 - 08-21-2010 at 19:11
Victorious_Games
From:
Joined: June 12th, 2008
Posts: 86
I'm sorry. I misread your post. I thought you had said that you played my mod with Doom 3 version 1.3. I didn't mean to waste your time. I wish you could upgrade without problems, then you could play my mod.

 #22 - 08-22-2010 at 06:46
Ice_Trey
From:
Joined: February 15th, 2005
Posts: 771
me too, altho as said the 1.31 patch is superfluos unless you run vista and play mp, neither applies to me, im curious tho, exactly what parts of your mod needs the 1.31 .dll? Maybe you could do what Denton did with his mod, he made it so any patch could play his mod and thus many more people could play it, rem that not all uses the 1.31 patch, many players/modmakers i know dont run 1.31

 #23 - 08-23-2010 at 06:22
Kommunist
From:
Joined: June 8th, 2007
Posts: 12
Yeah i'm getting a launch crash too. Running the Steam version.

 #24 - 08-23-2010 at 09:18
Genesis101
Joined: June 26th, 2007
Posts: 6
This mod is really awesome. Any chances of a ROE version? I would really like to play this top quality mod through the entire doom 3 experience. smile

 #25 - 08-24-2010 at 11:13
Sergiroth
From: (Cagliari)
Joined: July 1st, 2007
Posts: 6
http://doom3.filefront.com/screenshots/File/116304/8

IMHO, this mod has a pretty good graphic.

 #26 - 08-24-2010 at 15:24
Victorious_Games
From:
Joined: June 12th, 2008
Posts: 86
Genesis: Sorry man, there will not be a ROE version of this mod as far as I know. Frankly I'm done with Doom 3 modding. If needed I'll make a patch to fix any serious problems with this mod. But that's it. I'm glad you really enjoyed my version of Doom 3.

Sergiroth: Thank you very much for the complement. It took me a while to figure out which shader tweaks I was gonna use and if I was gonna include a custom dll to enable features like motion blur and bloom. I guess it all worked out for the best.

 #27 - 08-25-2010 at 19:24
Ice_Trey
From:
Joined: February 15th, 2005
Posts: 771
you love guns that kicks you backwards while firing AND motionblur?? we def shouldnt ever be on same modteam ;o

 #28 - 08-25-2010 at 20:07
Victorious_Games
From:
Joined: June 12th, 2008
Posts: 86
The guns don't kick you back nearly as far as they did in version 4. I got tired of that myself. I just wanted to show off their power. And yes motionblur is good ever since I played Crysis. Rock

 #29 - 08-26-2010 at 11:41
Ice_Trey
From:
Joined: February 15th, 2005
Posts: 771
hehe well, if it was possible, id def play your mod just to check it out, comments given here would suggest its a good mod

 #30 - 08-26-2010 at 14:10
Victorious_Games
From:
Joined: June 12th, 2008
Posts: 86
Thanks man. If you ever feel like risking it, update Doom 3 and come get some. Devil!

 #31 - 08-26-2010 at 16:58
Ice_Trey
From:
Joined: February 15th, 2005
Posts: 771
well maybe the fifth time is the charm? four times i tried to install that 1.31 patch and four times it screwed up not only my own mod but also the vanilla doom ^_^ Thats why im trying to make my own mods non-patch dependant, so more people can enjoy them =)

 #32 - 08-26-2010 at 20:53
Victorious_Games
From:
Joined: June 12th, 2008
Posts: 86
I did that with the first 4 versions of Perfected. But eventually you get to a point where you have to use the SDK. I was able to pull off some nice tricks without the SDK but you can't make the graphics any better without using the SDK. So after 4 versions of trying to make the game look a lot better, it was the SDK that allowed me to have cool features like bloom, motionblur, and depth of field.

 #33 - 08-26-2010 at 23:42
Genesis101
Joined: June 26th, 2007
Posts: 6
Like I said before, The mod is awesome. Matter of fact, its too awesome. Or Im just a noob. I play this on the easiest settings, and Im getting blown away. Is there any way to bring the difficulty down to a more vanilla doom 3 level? Im having particular trouble with the lost souls attack speeds when theyre in packs, and some enemy melee is crazy. I got to the empro plant and couldnt continue. Any help is appreciated. Thanks in advance.

 #34 - 08-27-2010 at 04:10
AconyX
From: (Rovaniemi)
Joined: August 27th, 2010
Posts: 6
This mod works fine, but the only problem is that all the characters and textures looks blurry/smooth, and I have putted Video Quality as Ultra and Texture Quality as Very High, but it everything is still so blurry/smooth.

Does this have to do with my PC or something is missing?

Great mod anyway.

 #35 - 08-29-2010 at 12:21
Victorious_Games
From:
Joined: June 12th, 2008
Posts: 86
Genesis I'd have to increase the player's resistance to damage. But that would be taking away from my mod. I made this mod to put fear back into this supposed survival-horror/FPS. So I won't be doing that. You'll just have to get better.

Aconyx, the mod makes my textures look just fine. Is it the bloom effects that you don't like?

 #36 - 08-29-2010 at 12:50
AconyX
From: (Rovaniemi)
Joined: August 27th, 2010
Posts: 6
I've tried Bloom effects ON and OFF, but everything looks still smooth and not detailistic.

 #37 - 08-29-2010 at 13:01
AconyX
From: (Rovaniemi)
Joined: August 27th, 2010
Posts: 6
This is what I'm talking about:

http://img840.imageshack.us/img840/672/shot00001tk.jpg

(Ignore that message on right)

 #38 - Not working - 08-29-2010 at 15:00
alexleal
From: (Texas)
Joined: July 20th, 2005
Posts: 9
It freezes in the initialing menus screen then you need to ctrl+alt+del to get out of it. Help! Runing in Vista 32, Phenom II , 3Gb, Radeon 2400 HD

 #39 - 08-29-2010 at 16:10
Victorious_Games
From:
Joined: June 12th, 2008
Posts: 86
Whoa! Don't know what the heck is wrong with that AconyX. I haven't had anybody come to me with that problem. Try not using the autoexec config file that came with the game and make a brand new doomconfig file for your game.

Alex, is your Doom 3 patched to 1.3.1?

 #40 - 08-30-2010 at 06:26
AconyX
From: (Rovaniemi)
Joined: August 27th, 2010
Posts: 6
I did what you said, but still looks same.

To be exact sure, do I only move PerfectedDoom3v5.0.0.pk4 and game99.pk4 to Doom3/base directory and nothing else is necessary? Mod is running automaticly when I start playing Doom3.

Unless the problem is with the PC.

Windows7 Home Premium - AMD Athlon(tm) II X3 440 Processor 3.00 GHz

 #41 - 08-30-2010 at 17:49
Victorious_Games
From:
Joined: June 12th, 2008
Posts: 86
Dude! You didn't read the readme did you? Put the perfected folder and all of the stuff inside of it in your main doom 3 folder. That means that you should have a folder called perfected in the same folder that the base folder is located. Run the game and select the mod from the mod list on the main menu of the game. Use it like any other mod. See if that works.

 #42 - 08-31-2010 at 05:53
AconyX
From: (Rovaniemi)
Joined: August 27th, 2010
Posts: 6
Graphics still look same, just like in that image. So it still didn't help out.

I did exactly what you said and I can now run this mod via "Mods" in main menu.

 #43 - 08-31-2010 at 15:34
Victorious_Games
From:
Joined: June 12th, 2008
Posts: 86
Sorry man, don't know what to tell you. confused

 #44 - The Mod ROCKS - 09-01-2010 at 15:42
Synops74
Joined: September 1st, 2010
Posts: 3
Just dusted off D3 and started loading mods. This blows them all away. I do have to say that I am real rusty. I need to start on the regular version.

Thanks for all the hard work on this. Rock

 #45 - Helpers - 09-07-2010 at 15:43
Synops74
Joined: September 1st, 2010
Posts: 3
VG,

I try and get the sentry Robot to help. I can spawn him. but it's like he needs to be turned on. he just sits there asleep. any ideas, its the same with or without the flashlight. got about 4 more auto saves to go before I beat it. Mancubus was tough. but the double barrel was my friend. The Radar on the Plasma is such a help. BTW the other spawns work great. except the guys die real fast.

Thanks,
Robert

 #46 - 09-08-2010 at 14:46
Victorious_Games
From:
Joined: June 12th, 2008
Posts: 86
Make sure you're spawning the right one. There's several, I'm pretty sure I explained which one to spawn in the special commands text file that came with my mod. The marine allies aren't meant to stay with you forever. They can be killed just like anything else. They're not as tough as you. smile

Glad you're enjoying the mod. Let me know what you think when you've played it all that you can. cool

 #47 - Robot - 09-08-2010 at 15:54
Synops74
Joined: September 1st, 2010
Posts: 3
VG,

I have spawned both. They both seem to sleep. I have copied and paste your special command verbatim, I seem to be doing OK with out the Robot so far, but I imagine that it will get tougher as I go along. The heat seeking Rockets SUCK! Is there a way that I can Load two Doom 3 Versions at the same time. I have mod's that only work on 1.3 that I can not play now that I have upgraded. Thanks for all your help. BTW I have never been so jumpy playing a game like your MOD. I have to save like every time I beat one room. it is helping my attack method. I have improved my game quite a bit. up to 45% on hit count.

Peace,
Robert

 #48 - 09-08-2010 at 18:25
Ice_Trey
From:
Joined: February 15th, 2005
Posts: 771
as said shame it cant be played during 1.3 cuss it seems that most ppl like it, o well thats life smile

 #49 - 09-09-2010 at 17:57
Victorious_Games
From:
Joined: June 12th, 2008
Posts: 86
Rob, what you're getting out of of my mod is what I hoped some would get. And that's more skill. You've become even more tactical and precise with how you play the game. That was one of my goals for this mod. To add more realism, not just by increasing monster attack and monster projectile damage rates, but by forcing the player to actually slow down and pace theirselves with the game as if they were really there. Thanks for "getting" it. And yes you can have multiple installments of Doom 3. Just change the installation path for the game and the patches.

Once again, if you ever get the nerve to update Ice_Trey, you know where to get some. Rock

 #50 - 09-14-2010 at 06:02
AconyX
From: (Rovaniemi)
Joined: August 27th, 2010
Posts: 6
This problem seems to be caused by atioglxx.dll, therefore it must be a driver issue.

Thanks for your help anyway.

 #51 - ATI Users. - 09-14-2010 at 07:01
Pikkuhippi
From: (Vantaa)
Joined: April 11th, 2006
Posts: 11
This issue which AconyX reported @ comment #36:

I've managed to find the reason to his problem.
Basically, it's atioglxx.dll causing the crash because it fails to load the IndexBuffers and VertexBuffers, and obviously.. if you remove autoexec.cfg it doesn't really use the "seta r_useVertexBuffers" command. Therefore this is mostly an ATI issue with the drivers. This mod/game isn't the only one with OpenGL related issues, infact Star Wars Jedi Knight: Jedi Academy had the same crash, however it was fixable with an older version of atioglxx.dll, which only had to be put in the game root folder. I've tried to use older atioglxx.dll versions but no luck so far.. Any suggestions?

If there are any ATI users playing this mod, please reply! I need to know which version of ATI Catalyst you're using and on which Operating System. Thank you. Also report your graphics card model.

 #52 - ATI Users. - 09-14-2010 at 07:14
Pikkuhippi
From: (Vantaa)
Joined: April 11th, 2006
Posts: 11
Note: This is also for alexleal #38 since it crashes after trying to initialize menu.

Infact it is for every single ATI Radeon user out there.

 #53 - ATI Users. READ - IMPORTANT - 09-14-2010 at 12:12
Pikkuhippi
From: (Vantaa)
Joined: April 11th, 2006
Posts: 11
I've found the fix for the issue above.. You have to disable Catalyst A.I. from the Catalyst Control Center which is located in Cstick out tonguerogram Files (x86)ATI TechnologiesATI.ACECore-StaticCCC.exe or the explorer toolbar (ATI logo with red background). Yes it is still ATI's problem and yes it is still an atioglxx.dll problem.. but it's caused by Catalyst A.I.
If anyone wants you can try to report this issue to ATI but I doubt they'd fix it since this is only a "mod".

Enjoy the fix smile

 #54 - 09-14-2010 at 14:50
Victorious_Games
From:
Joined: June 12th, 2008
Posts: 86
I was just about to say that it's catalyst AI. Disable that and enjoy the mod. I too use an ATI GPU, 5870 HD to be exact. I figured everybody new about the Catalyst AI and Doom 3 mods problem by now.

Rock

 #55 - 09-15-2010 at 04:30
Pikkuhippi
From: (Vantaa)
Joined: April 11th, 2006
Posts: 11
Great, just would like to comment on one thing you mentioned earlier.. You said people experienced fps lag because of their VRAM.. Well this is bull***** smile

They lag because their GPU is not powerful enough to process the graphics.
If VRAM is insufficient it only makes the game stutter and load textures all the time, since VRAM only processes stuff like textures etc. Unless of course your mod improves texture resolution to like HD.. But still, you should manage with 256MB. However you are partially right, newer games demand more and more video memory, and I sort of regret having only 512MB Graphics Card.

Also if you figured everybody knew of this Catalyst A.I. thing.. wouldn't it be obvious to mention it alot earlier, afterall.. if it's obvious then you probably knew it, and since you commented that you had no idea.. oh well.

 #56 - 09-15-2010 at 04:40
Pikkuhippi
From: (Vantaa)
Joined: April 11th, 2006
Posts: 11
Actually, never mind.. Not sure whether I understood your earlier posts completely. First you said stuff about the GPU not being strong enough, and then that the 256MB VRAM is not much today.. So not quite sure whether or not you meant your mod's requirements, since that would be mostly just raw GPU power.

However.. You should never think something is obvious especially since Catalyst A.I. is set to enabled by default.. You should mention this on your readme.

BTW, this mod is quite great.

 #57 - 09-15-2010 at 05:17
Pikkuhippi
From: (Vantaa)
Joined: April 11th, 2006
Posts: 11
Sorry for triple posting. Forgot to mention, yes I don't really know how much more VRAM does your mod use in comparison to the original doom 3, and yes just noticed improved shadows and stuff.. If it exceeds 256 MB then yes.. you are absolutely right.
If not, then only raw GPU power is needed smile

 #58 - 09-15-2010 at 07:40
Ice_Trey
From:
Joined: February 15th, 2005
Posts: 771
hehe well i only have 256 mb vram on my old Nvidia 7600gt but its enough to run Doom effortlessly on High =)

 #59 - 09-15-2010 at 14:42
Victorious_Games
From:
Joined: June 12th, 2008
Posts: 86
Thanks for the comment.

I didn't see a reason to mention the catalyst ai problem in my readme because this is not the first mod that I've played that requires it to be disabled. The denton mod also requires this as does any other mod that uses dll's to enable better graphics enhancements. And I know we've all played the denton mods. So I'm sorry i didn't mention something that has been known for years now by ATI users.

My mod adds relief mapping which needs more vram to pull off. So 256mb is weak. Everybody should be running at least 1gb.

VG
big grinwink

 #60 - 09-24-2010 at 13:31
Ice_Trey
From:
Joined: February 15th, 2005
Posts: 771
well maybe its weak if one runs vista or windoze 7, for xp and games not newer than Doom 3 , Far Cry and Quake 4 256 mb vram is quite enough, esp when the puter is 7 years old hehe, my rig is perfect for my needs, if doom mods *requires* upgrades then imo its not my fault and i simply wont bother with them, but most mods doesnt *require* upgrades =)
Actually i only even have micro$oft on my puter just to run pc games, PuppyLinux rules stick out tongue

 #61 - 09-27-2010 at 21:14
Victorious_Games
From:
Joined: June 12th, 2008
Posts: 86
Your absolutely right, one's PC should fit his/her's needs. And sorry that my mod requires an upgrade for some people. But I wouldn't have it any other way. Even my MP2 mod requires a bit of an upgrade.

That's just how I roll. Rock

 #62 - Official Trailer - 10-09-2010 at 00:48
Victorious_Games
From:
Joined: June 12th, 2008
Posts: 86
http://www.youtube.com/watch?v=mod2xxAN3_Q

 #63 - Wow - 10-09-2010 at 13:00
darkstorm908
From: (Florida)
Joined: September 13th, 2009
Posts: 17
This has to be one of the best mods for doom3, however, I really dont like motion blur, it makes me feel drunk, is there a way i can take it out?

 #64 - 10-18-2010 at 22:11
Victorious_Games
From:
Joined: June 12th, 2008
Posts: 86
Yeah, go into the autoexec file that came with this mod and find this line:

seta r_useMotionBlur "1" // motion blur

Change it to this:

seta r_useMotionBlur "0" // motion blur

That's it.

 #65 - ... - 10-20-2010 at 23:27
Xaijin
Joined: March 31st, 2007
Posts: 212
I never gave you permission to use my custom "hellninja" +raised branding stuff, and furthermore it's a two-part staging for the model that depends explicitly on Ruiner's work; and it looks like you don't have permission from either of us. Take it out of your mod. The decal work changed from CJCD's original is also mine, not his, and you didn't ask permission for that either, right down to the glitched plasma scoring. I'll be contacting Jesse.

 #66 - rofl... - 10-20-2010 at 23:38
Xaijin
Joined: March 31st, 2007
Posts: 212
You also used my custom AFs.... without permission.

 #67 - hahah - 10-20-2010 at 23:52
Xaijin
Joined: March 31st, 2007
Posts: 212
AND the shotgun impact def stuff is identical.... right down to clustering.

(I also contacted revility, btw)

 #68 - hmm - 10-21-2010 at 02:04
Xaijin
Joined: March 31st, 2007
Posts: 212


2008:

http://img104.imagevenue.com/img.php?image=50400_shot00001_122_343lo.jpg

2010:

http://img256.imagevenue.com/img.php?image=51080_blatant_122_88lo.jpg

Not cool bra. In any other case I'd be more than happy to reciprocate in the spirit of all the great and generous folks here and at Doom3World... but in your case, nah. Remove it and anything else you "borrowed".

 #69 - No - 10-21-2010 at 07:51
Victorious_Games
From:
Joined: June 12th, 2008
Posts: 86
Sorry to burst your bubble but I made those myself. Sorry it looks like yours but it's not yours. I took the time to make my own. I didn't even know you had skin effects similar to mine. What decal work are you talking about. I made my own decals too. What custom AF's are you talking about? And I made my own shotgun def file. I never used anybody else's. That's all my stuff man. Sorry.

 #70 - 10-21-2010 at 07:53
Victorious_Games
From:
Joined: June 12th, 2008
Posts: 86
The only stuff I used from Ruiner were those monster models that were released to the public for use in our own mods. So I didn't use anything without permission.

 #71 - 10-21-2010 at 07:58
Victorious_Games
From:
Joined: June 12th, 2008
Posts: 86
The reason some of that stuff may look like yours is because there's really only one way to do it. So if it looks like yours, sorry, but it's not. Therefore you have no right to come here and try to push me around because i had ideas similar to yours.

 #72 - Nice try but nah - 10-21-2010 at 16:14
Xaijin
Joined: March 31st, 2007
Posts: 212
Dude it's the exact same file, same for the changes that aren't in DentonMod vanilla.

In the case of the TGA it's exact, right down to the cheesy -new to CS3- over sharpening I used, it has the exact same artifacting in the exact same areas, and it's missing the bottom and head/eye ridge shading on the branded texture itself and inside swirl droplets (which I removed), and it's the exact same hue value. Secondly defs seem rather oddly close for just random happenstance, particularly when matched together with Winmerge.

If GiJ fails to show up, I'll simply be in touch with Raz0r or Rebel

 #73 - What is your deal? - 10-21-2010 at 21:18
Victorious_Games
From:
Joined: June 12th, 2008
Posts: 86
Dude I don't care what you say. I made those myself. I don't even know who you are and I've never played your mod. I had to google your name just to find out the name of your mod. I've never downloaded your mod. You can talk to whoever you want. I haven't borrowed anything from any mod without permission or without a go ahead found in that mod's readme file. Did you not see the list of mods that I borrowed from in my readme file? Did you not see the many readme files that I included from every mod that I borrowed from in my mod's zip file? Why would I try to hide the fact that I borrowed something from your mod? Why would I try to lie and say that I made something all by myself when I've made other things way cooler. It's not like making those glowing skin brands for the baron of hell was hard or impressive to accomplish. I have no reason to lie. This mod has been out for months now and all of a sudden you come up with this crap. Did you not see the baron of hell screenshot up above? You can forget me removing anything from this mod that I made myself. I think you need to get a life and move on man. You're not the only one with good ideas and a successful mod. And don't you know that if you use the same programs as other people the same artifacts and similar flaws will appear in the exact same places. I too use Adobe Photoshop CS3. Your theory is in vain my friend. Don't bother me anymore about this, you're wasting your time.

As for the def files, if your def files are like mine, then you stole mine because my def files have custom particle effects names in them. I made my own body impact and wall impact effects for all bullet types, and they all have their own names. So I don't think they're exactly like yours. Quit knit picking.

By the way, did you like my mod?

 #74 - ? - 10-21-2010 at 21:21
Victorious_Games
From:
Joined: June 12th, 2008
Posts: 86
Why did you mention the Denton mod? My mod has nothing to do with that mod except for some sound effects and some bullet wound decals that I used for reference.

 #75 - Can't get working with Steam Doom 3? - 10-26-2010 at 05:29
lukeman3000
Joined: October 26th, 2010
Posts: 6
Hello sir;

Thank you for the tremendous amount of effort you have put into this mod. I love Doom 3 and I cannot wait to go back through it with your modifications and improvements.

That said, for some reason I cannot get it to show up in the mod list in-game. I drag and drop the Perfected folder into my Doom 3 folder (under steamapps/common/doom 3), but to no avail.

Can you help me figure out exactly what I'm doing wrong? I would GREATLY appreciate it.

Lucas

 #76 - By the way - 10-26-2010 at 05:33
lukeman3000
Joined: October 26th, 2010
Posts: 6
Forgot to mention that I downloaded Doom 3 from steam. Reading through everything, it sounds like this mod should work...

 #77 - 10-26-2010 at 13:56
Victorious_Games
From:
Joined: June 12th, 2008
Posts: 86
I don't know exactly how to setup a mod for Doom 3 in steam because I have the original retail version. What you're doing sounds like it should work though. I'll look it up and ask around. You should go to my moddb.com page for this mod and ask there too. Here's the link:

http://www.moddb.com/mods/perfected-doom-3-version-500

Good luck. I hope you enjoy it.

 #78 - Got it figured out! One more question.. - 10-26-2010 at 21:10
lukeman3000
Joined: October 26th, 2010
Posts: 6
Hey man, it looks AWESOME. It apparently just decided to start working lol.

I have another question for you. Whenever I start the game, it seems like it's starting it with the AA and the anisotropy set to 16x and 8x respectively, even though they show as being set to 2x and 4x (respectively). All I have to do is hit "apply", it restarts the renderer, and instantly my FPS's go way up.

So it seems like it's not remembering my settings of changing the Anti-aliasing and the anisotropy and it's keeping them maxed each time I start. I looked in the config file, but I couldn't find an option to define this -- is there a way to define these 2 options in any config file? Which file and what are the parameters if so?

Also, why is the intro music on the main menu so compressed? The song is freaking awesome.. would there be any way to fix that?

So far from what I've played, this mod is freaking awesome! Great work man.

 #79 - 10-26-2010 at 21:20
lukeman3000
Joined: October 26th, 2010
Posts: 6
So basically, if I start Doom, load the Perfected mod, and then start the game, my fps will be around 30 or so.

Then, if I simply bring up the console and do a "vid_restart", my fps go up to 60. And I found out that I can bring my fps back down again by jacking the AA and anisotropy up to max. So I'm pretty sure that it's just maxing out those 2 settings whenever I first start the game for some reason.. Any ideas?

I found the anisotropy setting in "DoomConfig.cfg", but I couldn't find a setting for anti-aliasing...

 #80 - 10-26-2010 at 21:23
lukeman3000
Joined: October 26th, 2010
Posts: 6
In other words, it's acting like it's not remembering my settings for anti-aliasing. What's weird is that when I check it in the menu, the value is set to 4x which is where I found my FPS is around 60, but it's definitely not because my FPS are down to around 30 until I hit "apply" in the menu. But I only have to hit apply, I don't have to turn the AA down to 4x because it is already set to it. It just doesn't seem as if it's actually 4x until I hit apply. If this is making any sense..

And as far as the anisotropy goes, I'm not sure, but it may actually be correct since it has a parameter in the DoomConfig.cfg file.

 #81 - 10-26-2010 at 21:58
lukeman3000
Joined: October 26th, 2010
Posts: 6
Ok so apparently the "multisample" parameter controls the anti-aliasing, but it is set to "2" in the config file, which is where I want it.

Still, the game behaves as if it's set to 16x until I do a vid_restart or hit "apply" in the menu..

 #82 - DIfficulty - 11-09-2010 at 16:53
Ressk
Joined: November 9th, 2010
Posts: 2
I really really like this mod, its just that enemies are waaay too easy to kill, and when bumping up the difficulty, it just turns it into a "who shoots first dies first" fest. Wish enemies would last longer in general, power of the headshot seems insane, pistol oneshots an imp? just aiming for the head makes even nightmare a breeze. just saying, love the graphical additions and some of the sounds (shotgun sounds... quiet...)

 #83 - Is there a vanilla version? - 11-09-2010 at 19:52
dEADMAN777
From:
Joined: November 9th, 2010
Posts: 1
I Love the Depth of field, motion, blur, new shaders, will you make a version of this mod with just these additions, I did not care for the no-gibs, and new monsters/skins, I really to love this mod just looking for a more vanilla doom3, with just depth of field, motion blur, new shaders. Thanks again!

 #84 - Sorry - 11-18-2010 at 21:19
Victorious_Games
From:
Joined: June 12th, 2008
Posts: 86
This mod is done friends. I won't be doing anything else for this mod unless somebody finds a huge game crashing bug in my mod. The baddies are just as I wanted them. If you don't like their damage scale settings fix it yourself. It's really not that hard to do. I encourage you to. smile

And if you want just a certain part of this mod running with your copy of Doom 3 extract just what you need and make your own small mod. It's really not tough to pull off. Give it a try. All of the files are there, all you have to do is figure out which ones you need to keep. Join a forum and learn.

Rock

 #85 - problem with lights - 12-12-2010 at 11:10
jp_b46
From: (La Rioja)
Joined: December 15th, 2008
Posts: 3
hello, i always liked perfected doom 3, i think its the best mod for this game, but with this new version im having a problem, there is no lights, i mean, everything is dark even the places that shouldnt be, and the flashlight doesnt produces light either... i tried to fix it but i couldn so i came here, im hispan, so im not sure if i explained miself right, shall i upload screenshots?

 #86 - 12-28-2010 at 18:15
Victorious_Games
From:
Joined: June 12th, 2008
Posts: 86
What kind of GPU are you using?

 #87 - Great mod but one HUGE problem that keeps it from enjoyable - 01-18-2011 at 13:17
Metalshadow1701
Joined: August 29th, 2009
Posts: 28
Took a while to get a computer to run this mod, but I finally can and I'm loving it; I just got a couple of problems one is the whole I try turning down/off the effects and sometimes it causes problems; namely the before mentioned turning off the motion blur and the HUD turns off as well. I'm already getting used to that though. I do kinda think the bloom effects are a little too bright. But that's just needing getting used to.

But my biggest problem with this is sound of the guns.I've only gotten up to getting the shotgun but my god the firing SFX on those is WAAAAAAAAY too loud! especially compared to all the OTHER sounds (example; voices, doors, other gun SFX) which are hush quite!

Care to make a like "5.0 sound fix version" or something??!! I can't even HEAR anything besides "BOOM!" or "BANG!" The quality is amazing but do something about the sound. That or tell me how I can fix them myself.

 #88 - explaination on the lights problem - 01-18-2011 at 13:21
Metalshadow1701
Joined: August 29th, 2009
Posts: 28
I know what problem jp_b46 is having, It's your graphics card. It's out-of-date. I know because my laptop's graphics card's out-of-date compared to my desktop computer. Nothing is wrong with the graphics of the mod.

 #89 - Nevermind! - 01-18-2011 at 13:53
Metalshadow1701
Joined: August 29th, 2009
Posts: 28
Nevermind for some reason it was a fluke.

 #90 - Made hard mode impossible. - 01-20-2011 at 20:51
Robco101
Joined: October 11th, 2010
Posts: 10
After playing your mod for a few hours, I am starting to wonder how the hell I'm going to complete veteran difficulty with your lovely perfected mod. The Vagary boss is now officially impossible to beat without cheating. You try moving around in there with a spider women that can somehow kill you really fast just by throwing ***** at you, and in just 2 shots your dead. And you can't dodge those when she makes use of 2 or more objects in the room.

Also note the Chaingun sound is extremely irritating, it would make your eardrums bleed from the resolution sounding like nails scratching against glass & steel. It's highly unpleasant to listen to this new sound effect spam into my speakers and headphones. Please change it back or make something good like the rest of the new sound effects which I enjoy.

Note these things.

1. Put the Bosses health back to the way they were (Or change the damage back to normal, I don't mind a long battle, but I do mind death attack spam in small locations.)

2. Change the Chaingun sound, it's really really hurting my ears!

3. Try to get the menu to save it's settings, I'd really like to not have to keep turning off the Bloom effect! (I know it looks cool, but, Id rather save looking at the sun for when I'm outside not looking at my PC monitor.)

Other than all that, I never had as much fun with Doom 3 until I downloaded your mod, fantastic job. But if you can, please correct some of the issues before I give it up in favor of other games. Please don't let me down sir!

 #91 - Figured out this mod sucks. - 01-20-2011 at 23:06
Robco101
Joined: October 11th, 2010
Posts: 10
Id wish you'd proscribe what kind of difficulty this mod was built for. Cause, I'm leaning it being made for normal and easy modes. You just beefed up the monsters to be harder for those mods, but not for the later skill levels.

(This comment was made on discovery of dissecting your PK4 file and its contents. I wish I could patch this mod, and give credit to its author, but its really hard you know?)

 #92 - Sorry man. - 01-28-2011 at 20:51
Victorious_Games
From:
Joined: June 12th, 2008
Posts: 86
The mod was created to make the normal mode much harder. When I played through vanilla Doom 3 on normal it was way to easy. I didn't die one time. Not once. So that was one thing I was aiming for with this mod. I have rebalanced the difficulty through every iteration of this mod since the very first release. I'm not doing it again. I feel that the game is hard enough but not over the top. I can kill the Vagary without cheating. And so can you. If you wanna play it on hard then that's what you'll get with my mod. Normal is normal and hard is hard and nightmare is a nightmare.

As for the sounds. I wanted them to be loud. If you've never actually shot guns before then you wouldn't know that when you shoot a gun that's all you can hear. They're supposed to be loud and deafening. Especially when you have one right next to your body and you're sqeezing off a few rounds.

I like the chaingun sound. It stays.

Options save just fine for me. Different versions of the game, like steam or retail, and different OS's have had different effects and problems with my mod. I can't fix things like that for you. You're actually the only person that has had that problem.

The mod is done. Change what you want to it for your own personal use, but don't re release it with your changes. I like it just the way it is. Rock

 #93 - 02-21-2011 at 15:26
Santiago_Rocha
From:
Joined: February 16th, 2011
Posts: 198
one of the best mod ever for doom3 !!!!

 #94 - Motion Blur - 02-22-2011 at 10:55
Derek_Smart
From: (New Jersey)
Joined: July 12th, 2006
Posts: 4
Is there any way to turn off motion blur? I use seta r_useMotionBlur "0" in the config but it doesn't work. It keeps resetting to 1 when I play the game.

 #95 - I get it now - 03-09-2011 at 16:39
Victorious_Games
From:
Joined: June 12th, 2008
Posts: 86
Ok. I just got around to installing Doom 3 and my mod on my new Win7 64 bit OS and I now see what you guys meant by that awful chaingun sound. It did not sound like that when I was running Vista. I will fix that ASAP and release a small patch for my mod to fix this.

 #96 - comment on config - 03-14-2011 at 14:46
Ice_Trey
From:
Joined: February 15th, 2005
Posts: 771
for those who have probs with AA going back to 16 etc, always have an "autoexec.cfg" (without the quotes) in the affected modfolder with the desired settings-tweaks-etc, that should take care of the issues ( :

 #97 - Thanks - 03-14-2011 at 18:49
Victorious_Games
From:
Joined: June 12th, 2008
Posts: 86
Good tip for all that have that problem. Don't miss out on the new 5.1.0 patch for all Win 7 users that had to put up with that terrible distorted chaingun firing sound.

 #98 - didn´t works - 03-19-2011 at 21:51
robe25gtz
Joined: March 19th, 2011
Posts: 4
the game say a falure i cant open it
says open coop are detected one problem and needs to be closed

 #99 - yeah - 03-19-2011 at 21:53
robe25gtz
Joined: March 19th, 2011
Posts: 4
if this can be used in open coop will be great

 #100 - Doens't Work Why ??? - 03-23-2011 at 12:10
Sn4k3R
From:
Joined: March 23rd, 2011
Posts: 2
I Put the Files on Doom 3 Folder , i Select Perfected Doom³ v5.0.0 on Mods Tab and doens' t Work , doom 3 close mad


How i can Fix this , Is my Video Board ??? ( Ati Radeon X800 GTO )
Need Pixel Shader 3.0 ???


Someone Help me to Fix That ....

 #101 - 03-29-2011 at 12:07
Victorious_Games
From:
Joined: June 12th, 2008
Posts: 86
I didn't design this mod to work with open Coop so if I was supposed to make it work with open Coop to allow it to be used with Open Coop I didn't. Because I don't play open coop. I don't even play Doom 3 anymore really. I just meant for this mod to be played in singleplayer. Sorry.

 #102 - Weird. - 03-29-2011 at 14:38
Metalshadow1701
Joined: August 29th, 2009
Posts: 28
For some odd reason the mod refuses to work on my brand new computer. Everything about the new one is great but when trying to play the mod it crashes. It kinda "works" when I remove the autoexec file. When I do the models get screwed up. Like I was running normal D3 on lowest settings but worse. Not just that, reflections become... weird. Kinda hard to explain, here's a screenshot: http://img838.imageshack.us/img838/6654/weirdi.png

I really don't understand why. The mod worked almost perfectly on my old computer, the only problem it had was lag and that was because of the amount of effects.

And yes, D3 is completely updated. My Operating system is Win7 Ultimate. running on 64-bit, and my Graphics card is an ATI Radeon HD 5800. I'd like some help please.

 #103 - 03-31-2011 at 12:00
Victorious_Games
From:
Joined: June 12th, 2008
Posts: 86
Did you turn off Catalyst AI in CCC?

 #104 - What? - 04-05-2011 at 18:46
Metalshadow1701
Joined: August 29th, 2009
Posts: 28
What's this Catalyst AI? And what's CCC?

 #105 - 04-06-2011 at 13:04
Victorious_Games
From:
Joined: June 12th, 2008
Posts: 86
Catalyst Control Center. It's what you use to set up your ATI card. You haven't set up your GPU? Catalyst AI is a setting in CCC that has do with how OpenGL is used. Turn it off and then try to run the mod.

 #106 - FINALLY - 04-12-2011 at 22:40
Metalshadow1701
Joined: August 29th, 2009
Posts: 28
Thanks for the advice! Unfourtunatly CCC doesn't have an option to disable Catalyst AI so I did some digging and found that RadeonPro could disable it.

Here's instructions to disable it in RadeonPro for anyone who has the same problems I did:

Create a profile for the game you want to disable Catalyst AI. Right-click the newly created profile, keep left shift key pressed and choose Open Location on context-menu, this will open the profile's XML definition. Append a new line and add entry like this

<Property name="CatalystAI" value="0" />

Save the file and start the game. CatalystAI should be disabled.

 #107 - Well? - 04-14-2011 at 07:29
Victorious_Games
From:
Joined: June 12th, 2008
Posts: 86
Did you like the mod?

 #108 - Good Mod, but AI issues. - 04-14-2011 at 14:34
BigMacMan22
Joined: November 13th, 2010
Posts: 4
Nice one! This mod is really kick-ass, but it has room for improvements.

In the parts with AI, they don't follow the correct paths. They just wander around EVERYWHERE, and some talking sequences are missing. That could use fixing.

 #109 - light artifacts - 04-14-2011 at 14:53
xezi
Joined: April 14th, 2011
Posts: 2
Hello,
After installing Perfected v.5 over DOOM 3 1.3.0,
I'm getting artifacts in fire (looks transparent) and
glass reflections (looks inverted).
Please advice.
Xezi

will post pics if needed.

Windows 7 x64
Phenom 3GHz, XFX 6870 HDMI 1080p, 4G 1333, HD SATA2

 #110 - Perfected + Rygel extreme quality textures compatibility - 04-14-2011 at 15:06
xezi
Joined: April 14th, 2011
Posts: 2
Also,
I've tried to use Perfected + Rygel textures,
with odd results (doubled and inverted HUDs, and so on...)
Is there a method to do so?
Tx,
Xezi


will post pics if needed.

Windows 7 x64
Phenom 3GHz, XFX 6870 HDMI 1080p, 4G 1333, HD SATA2

 #111 - Liked it! - 04-17-2011 at 19:09
Metalshadow1701
Joined: August 29th, 2009
Posts: 28
to answer you're question VG, I did!

I also played off and on with the third-person view. I have question how'd you get the aim site/hud to work with it?

I've tried playing with third-person mode before but could never get a version of thirdperson view without the camera passing through walls like no clip or a version without the cursor but the camera doesn't pass through walls.

Also how do you get the bump mapping working as well?

Sorry for the many questions but I'm making my self a mod. It pales in comparision to this though. I am however curious on how to get this mod to work with ROE though.. Maybe with you're permission I can try converting it.
Looking at the autoexec the majority of the effects are in there.

 #112 - Here's your problem: - 04-17-2011 at 19:41
Metalshadow1701
Joined: August 29th, 2009
Posts: 28
hey xezi here's you're problem: update! your Doom is at 1.3.0, it needs to be updated to 1.3.1 for the mod to properly work.

 #113 - Thanks - 04-18-2011 at 09:56
Victorious_Games
From:
Joined: June 12th, 2008
Posts: 86
@ xezi: Thank you for posting that fix. I don't understand how hard it is to read instructions. This mod has it's own set of textures that enable relief mapping, so using it with another texture pack won't work if that texture pack includes it's own specular maps.

@ Metalshadow: I didn't do anything with the third person view. It's the way it's always been. When you asked about the bump mapping, are you talking about the relief mapping that the map textures are doing?

@ BigMac: I didn't do anything with the AI except make them dodge more and attack more. You're probably dealing with incompatible versions of Doom 3 and my mod. Are you using the Steam version? Because I don't have any of these problems.

 #114 - This mod is bugged, where the ***** did my Soulcube go? - 04-27-2011 at 22:16
Bio_Booster_Underwear
From:
Joined: October 9th, 2009
Posts: 6
I just completed Hell on Veteran and when the next level Delta loaded my soulcube dissapeared. In its place was the BFG. This is a pretty damn serious bug please fx it. Lastly 5.1.0 Patch (5.1.0) link does not lead to a download. Two Thumbs Down!

 #115 - Here are my specs: - 04-27-2011 at 22:23
Bio_Booster_Underwear
From:
Joined: October 9th, 2009
Posts: 6
i7 950, 6gb DDR3 1333mhz, EVGA 285 GTX SSC

 #116 - 04-28-2011 at 14:02
Victorious_Games
From:
Joined: June 12th, 2008
Posts: 86
I'm not gonna upload here anymore. If you want the latest patch to this mod go here:

http://www.moddb.com/mods/perfected-doom-3-version-500

I'll look into that ASAP and make a patch for it if I have the same problem. Thanks for the input. The 5.1.0 patch can be found at the link I just posted.

 #117 - Wee I got a reply! - 04-29-2011 at 18:38
Bio_Booster_Underwear
From:
Joined: October 9th, 2009
Posts: 6
Thank you for posting a response to my message! Thanks also for posting another link to your patch! Rock

 #118 - HELP - 06-18-2011 at 04:00
Arnuxs
Joined: June 18th, 2011
Posts: 1
I have 1.3.1 patch. I put everything in Doom 3 folder and I run Doom 3 then select this mod from mods list then the game loads and crashes... Doom 3 has stopped working. I'm running win 7 home premium. I have Radeon HD 6870 vga so it's not a problem... All I see is that intiliazing game menus ( or something like that big grin ) and then it crashes

 #119 - Same as above - 01-03-2012 at 05:20
HouseOfAmon
Joined: August 20th, 2006
Posts: 94
I get the on menu loadinitialize issue as well.

It's likely your code, the "Ultimate" mod has messed up menus for some ppl too, me included, I fixed the MainMenu.gui, by removing the intro video changes(ie, I defaulted the intro, but left everything else.), the mod still isn't usable though, the hud.gui files also have issues, which I haven't tracked down yet.. (The remaining issue is causing half the screen to be rendered outside the viewing area.. Simply deleting the hud files caused the same kind of crash I get with this mod..)

Are you using SM3.0 shaders, etc, Non-Power-of-Two textures(NPOT), etc,. ??

You should use SM1.12.0(for higher compatibility) shaders, and power of two textures(ie, 256x256, 512x512, etc,.), that aside, always test under multiple resolutions when doing GUI mods. (This quickly reveals NPOT issues in most cases..)

To be really thorough, you need to test on mulitple PC's(with different hardware, ie, don't use two identical Dells PC's, use varied hardware), and also test on multiple OS's(XPVistaWin7 x86x64), this last bit is probably overkill, but, it helped me sort out issues in my last GUI mod.. (Turned out, it worked fine for VistaWin7 users, but, the .dll driving the mod crashed under XP, always, which meant, the .dll needed fixed, not my mod..)

Well, hopefully something here is helpful, to someone.

 #120 - Grr.. - 01-03-2012 at 05:24
HouseOfAmon
Joined: August 20th, 2006
Posts: 94
I forgot this site breaks formatting when you use slashes in your comments..

"You should use SM1.12.0(for higher compatibility)"

Should read: You should use SM1.1 or 2.0 (I used a backslash as an or statement..)

 #121 - Go here for the latest on PD3 - 02-19-2012 at 16:33
Victorious_Games
From:
Joined: June 12th, 2008
Posts: 86
http://www.moddb.com/mods/perfected-doom-3-version-500



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