Remember all those crazy-looking Doom 3 screenshots that sported HDR, soft shadows and Depth Of Field/Bokeh Filter? Well everyone, Sikkpin has just released the next version of his mind-blowing – and demanding as hell – mod, Sikkmod v1.2. The most important addition in our opinion is the inclusion of a number of replacement interaction shaders that use various parallax methods, thus offering better compatibility for those who are using high-res texture packs with heightmap support. You can view the entire changelog and download link after the jump.
Sikkmod v1.2 Changelog:
v1.2:
Gameplay:
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– Added a cvar to select between normal, Doom, and custom max armor values. The values used are set through their respective def files.
– Added a cvar to select between normal, Doom, and custom ammo capacity values. The values used are set through their respective def files.
– Added a cvar to select between normal, Doom, and custom ammo clip size values. The values used are set through their respective def files.
– Added a cvar to toggle weapon awareness. Having weapon awareness on also reduces spread/recoil while zoomed in.
– Added a cvar to select weapon handling type meaning what kind of spread/recoil to use. Fixed means the values are fixed and variable means that the values increase as you continue firing. The mechanic is very basic but it works well enough for Doom 3 gameplay.
– Added a cvar to toggle the origin point where the player’s weapon projectile is launched from. Default means it uses what’s defined in the weapon’s def and “From Barrel”, of course, means all projectiles are launched from the weapon’s barrel. The Precise crosshair works with both methods.
– Added a cvar to toggle player fall damage on/off.
– Added a cvar to set the player’s movement speed. 0(Doom 3) and 1(Doom 1&2) are hard coded. 2(Custom) means it uses the values that are set in “pm_crouchspeed”, “pm_walkspeed”, and “pm_runspeed” cvars.
– Added a cvar to select between normal, Doom, and custom damage values. The values used are set through their respective def files. The Doom 1 & 2 values use the same math as use in the original Doom games.
– Added a cvar to select between normal, Doom, and custom locational damage scale values. The values used are set through their respective def files. Doom 1 & 2 mode means there’s no locational damage.
– Added a cvar to select between normal, Doom, and custom enemy health values. The values used are set through their respective def files.
– Added a cvar to select between normal, Doom, and custom weapon damage values. The values used are set through their respective def files. The cvar also changes enemy damage values.
– Added a new monster: Spectre. Basically just a pink demon with a custom skin. It randomly replaces the normal pinky based on value of “g_enemySpectreFactor”.
– Added two monsters from revility’s Demon Expansion Pack: The Baron of Hell and Pain Elemental. The Baron randomly replaces the Hellknight and the Pain Elemental randomly replaces the Cacodemon. Their appearance factor is controlled by the cvars: “g_enemyBaronFactor” and “g_enemyPainElementalFactor”, respectively.
– Cyberdemon no longer takes splash damage when “Cyberdemon Damage Type” is set to “All Weapons”, like in the original Doom games.
– Fixed “Precise” crosshair. It’s completely accurate now for all weapons.
– Added Chainsaw Stickage. This is to mimic the behavior of the Doom chainsaw where the view follows the monsters being chainsawed. Should make chainsawing lost souls and other monsters easier.
– Monsters now have a “pain chance” while hacking them up with the chainsaw. The pain animation overrides their melee attack similar to how it is in Doom 1 & 2. This is to make the chainsaw a more viable weapon and, not to mention, much more fun to use.
– Removed the chainsaw’s need for plasma fuel.Graphics:
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– Fixed sun shafts shader.
– Fixed/improved a number of ao shaders. HBAO (low, medium, and high), ray marching, and vo have all been touched to either work better or to actually work correctly.
– Improved the look of the explosion radial blur shader.
– Some minor tweaks to the interaction shaders that will hopefully improve performance some.
– Went through every shader and fixed/tweaked various things where needed.
– Added a number of replacement interaction shaders that use various parallax methods. These are to maintain mod compatibility for those who are using high-res texture packs with heightmap support. It is recommended to use one of these shaders as opposed to the ones that come with any of the texture packs.
– Reverted all of the glass materials to their default states, so no more glass specular.Interface:
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– Updated main menu with the new cvars
– Added a cvar to select between the use of Doom 3’s default hud gui and the custom Alpha hud. One thing to note is that “g_useDynamicHud” only effects the Alpha hud.Misc:
————————–– Added a cvar to select between the use of Doom 3’s default player head model and the marine helmet as the player’s head.
– Moveable items now have collision sound effects.
– Fixed a bug in Delta1 where the outer ring of the reactor would move into place due to colliding with a medkit.
Those interested can download the mod from here.
![John Papadopoulos](https://www.dsogaming.com/wp-content/uploads/2020/08/dasdasdsadsa.jpg)
John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved – and still does – the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the “The Evolution of PC graphics cards.”
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