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I am wondering, what are some of the biggest advantages of BFA over RBDoom 3 BFG?
I am trying to figure out the "best " way to experience Doom 3 again with a mostly vanilla experience but with some enhancements. My options seem limitless. There is original Doom 3 + mods (Redux for example), Dhewm + mods (Doom 3 source port) and then there's RBDoom 3 BFG and now BFA... I can't keep track of it all!
As far as I can tell, BFG seems more desirable by default since I can crank the FPS up to 120. But beyond that, why might you recommend BFA over RBDoom or vanilla BFG? And can you recommend texture packs or etc. that work with BFA?
For example, this (https://www.moddb.com/mods/doom-3-bfg-hi-def) looks pretty outstanding in that it seems to improve visuals and sounds but not gameplay, but it was last updated in 2017 and it apparently uses a custom RBDoom and not BFA?
Anyways, I am very much a lay person here and just looking for some help to get the best possible enhanced Doom 3 experience, and would appreciate any and all guidance you might be able to give. It's my understanding that BFA doesn't include any enhanced textures/sounds by default; if you could point me in the right direction I would be very grateful!
Edit: Also, I noticed that it mentions "game DLL support is nearly complete" - what does this mean for me as someone who is wanting to play through the game? Does this effect me in some way or is this more for modders or something else?
Is this mod dead or will we see a new version? Furthermore, is it possible that it might be based on BFA Edition this time?
For real? Major bummer...
Did you ever figure this out?
Yes, that is what I'm trying to figure out. Can you tell me how you extracted the textures?
I really like the other features of this mod but not being able to configure sikkmod is a bummer... I don't see the point of including it, unless I'm doing something wrong, because it actually kind of looks worse than the default lighting.
Same here; can't figure out soft shadows, POM, depth of field or any of the other awesome features of sikkmod...
Also, I noticed when using Redux with dhewm3 I hear the intro music but don't see the intro video (black screen). The game seems to work otherwise. Is this expected behavior, or a problem on my end?
Further, is it possible to disable the intro altogether if desired?
Edit: Yet another question: When using dhewm, do I use the zzpakratio_UI(Dhwem3)AltCrosshair.pk4 in addition to the crosshair of my choice, such as Crosshair2? Or do I only want to drag and drop the AltCrosshair.pk4 into the dhewm3 folder?
Not sure that Crysis needs such a mod, but I wouldn't complain
I haven't used the mod yet but are you saying that you can't change sikkmod settings through the 6th venom menu?
Also, when he's asking about how to use version 2.0 with sikkmod, what's he talking about? Version 2.0 of what?
Someone needs to make a youtube video explaining all this!
A couple questions:
1. Is there any reason to use sikkmod and wulfen+monoxead textures individually at this point? Or does this pretty much supplant all that?
2. Is POM (parallax occlusion mapping) enabled by default when using sikkmod? I didn't see any instructions for enabling/disabling POM or any other feature of sikkmod in the readme..
3. Can sikkmod options be tweaked in real-time with 6th Venom's Menu?
4. Will there be another release after 2.0 RC and if so, what might be different? How long might we have to wait? I'm trying to decide if I want to play through D3 with 2.0 RC or wait for a final release, when and if it's coming...
5. Did you use trent reznor's sounds in this mod? Cause those are pretty badass.
6. Does this mod include any updated enemy or character models?
7. Is this mod compatible with any co-op mods? Can you recommend a good mod for playing through the story co-op?
8. What's the likelihood we'll see a Redux for RoE?
I want to say I think this is great. I'm so glad that you are combining all of these great mods without altering gameplay. This is absolutely fantastic and Doom 3 deserves this. Thank you!
Fyi, you can see what I'm talking about if you view the original thread that wulfen created on doom3world (via the wayback machine), here:
At the very bottom of wulfen's post it says "fix for monoxead floor and doorframe" with a link to the above mentioned zzz_parallax.pk4 file. Unfortunately, that link is dead.
I'm wondering if this package has that fix, or if possibly you can obtain it otherwise?
Hey, does this include Wulfen's fix for monoxead's floor and door frame textures which was called zzz_parallaxfix.pk4? I cannot find it anywhere (on the internet). Is it already applied?
Also, when you say that you deleted "the base_wall.mtr" file in the archive, was this a file from either the wulfen or monoxead texture pack, or something from either OpenCoop or Absolute HD? In other words, is this wulfen+monoxead pack incomplete if I won't be using it with opencoop or AbsoluteHD because you've deleted a certain file from it?
Actually, yes. Under the early access business model, it's perfectly acceptable to release and pay for a partially-finished product.
That's kind of the freaking point.
When using Zandronum the menus don't seem to scale with the resolution (they stay big). When selecting difficulty, one of the difficulty options actually runs off the screen. Any way to fix this? GZDoom doesn't seem to have this issue.
Also, when playing multiplayer using Zandronum and Doomseeker, it looks like I can only select the default difficulty settings that are available in Doomseeker. The additional Brutal Doom difficulty options aren't there. How can I select those Brutal Doom difficulty options when playing co-operatively with Doomseeker?
So in other words, if I'm interested in playing through Doom 3 cooperatively, this will be the "definitive version" of the co-op campaign experience, so to speak?
Hi; Whenever I click "create server", nothing seems to happen. It gives me no indication that the server has been created. What's going on?
Is there something that indicates how many grenades you have?
Is there any way to make the voices louder relative to the music and sound effects? The voices seem to get drowned out easily by gunfire.
Isn't it possible that my extra explosion sounds are getting overwritten by the pk_doom_sfx_201220224.wad?
Ok, I'm confused. You state the order as such:
1.Sound Mod V4
2.Extra Explosion sounds
3.Your sound mods (Doom 64 sounds?)
4.Then BrutalV20 Sound ModV4 with Sound Cut Fix
5.And then into the engine
So my question is, why would I load Sound Mod V4 first only for it to be overwritten by my other sound mods (like Doom 64 sounds)? Won't it be a non-issue as long as the Brutalv20+Sound ModV4 is loaded last, thus overwriting anything before it? I guess I just don't understand the issue.
Also, this is my batch file. Is this order correct?
-file "mods\Extra Explosion Sounds.pk3"
-file "mods\BRUTAL AHHNULD VOICE PACK.pk3"
-file "mods\BrutalV20 Sound ModV4 with Sound Cut Fix.pk3"
If so, and out of curiosity, why are the extra explosion sounds loaded at the very first before anything else?
Also, is there any way to make your visor mod not check compatibility for anything but brutal doom v20 so I don't have to see all that red? I know that's very OCD of me, but I thought I'd ask anyways.
Thanks for your help so far, UDV is freaking awesome.
Edit: Didn't mean to start a completely new comment thread, but I can seem to delete this.
Ok. I did everything over again and for some reason it actually works this time (I see the helmet model and everything). Looks really cool. Though, I have another question if you have time:
When I'm starting a new game some of the menu screens look like this: I.imgur.com
For some reason the font changes and it makes it really hard to see and it's just kind of jarring. I've noticed this happens right after I choose an episode and also when I choose between "yes" and "no" when quitting a game. Perhaps most importantly, the options menu seems to be this way as well. If there was a black backdrop behind the font it would be much easier on the eyes.
Hi; So, I'm trying to figure out what are the main differences between this and something like OpenCoop or LMS? Could you highlight the major "selling points" for me?
Also, please tell me this will incorporate sikkmod as well as wulfen/monoxead textures!
This doesn't seem to work for me using the most recent version of GZDoom (g2.0.05) and Brutal Doom v20. I get some very basic aspects of the HUD but most of it doesn't show up at all.
Ok, that was part of the problem. I didn't even notice the "j" in there.
This time the game actually launches and I can see part of the HUD, but it seems like some of it is missing compared to the screenshots I've seen (like the grey part that's supposed to look like the helmet). As the game is launching GZDoom is still throwing up a bunch of red errors but it disappears before I can see what they are.
I'm running Brutal Doom v20 therefore I'm using the BDv20.pk3 UDV version. I load the "A" first and the "B" second, both are placed at the end of my batch file as instructed in the readme.
Confirmed - artwork is pretty sweet.
Holy crap that guy is on crack
This is absolutely hilarious. I actually kind of like being able to hear other movie sounds during some of the clips, just adds to the humor for me.
My question is this - if I'm playing co-op with a friend, will he hear the taunts as I hear them if we both have the pack installed?
Awesome mod. One thing that would be nice is if you could start firing while the gun's "iron sight" animation is playing. I've noticed that if you bring up iron sights and immediately after try to fire, the gun will not fire until you let go of the left mouse button and press it again.
Hi; please forgive my ignorance as I'm probably doing something wrong. I read the howto and placed UDV_v1.51_A_BASE_GZDoomOnly.pk3 and UDV_v1.51_B_ADD_IN_Mod_BDJ20.pk3 in my gzdoom mods folder and added these lines under [Global.Autoload] in my .ini:
When I run GZDoom I get a bunch of script errors, for example:
Script error, "UDV_v1.51_B_ADD_IN_Mod_BDJ20.pk3:actors/udvradar.txt" line 252:
Parent type 'The Cyberdemon' not found in The Cyberdemon_UDV
Script error, "UDV_v1.51_B_ADD_IN_Mod_BDJ20.pk3:actors/udvradar.txt" line 252:
Replaced type 'The Cyberdemon' not found for The Cyberdemon_UDV
Execution could not continue.
21 errors while parsing DECORATE scripts