Sikkmod v1.2 Released

Discussion in 'Game Tweaks and Modifications' started by EL1TE, Sep 4, 2011.

  1. BetA

    BetA Ancient Guru

    Messages:
    4,526
    Likes Received:
    479
    GPU:
    G1-GTX980@1400Mhz

    there you go mate...
    --> http://www28.zippyshare.com/v/71682570/file.html

    need anything else?
    i got all the Files. took me quite some work to get them all, hehe...
     
  2. BetA

    BetA Ancient Guru

    Messages:
    4,526
    Likes Received:
    479
    GPU:
    G1-GTX980@1400Mhz
    ummm, so many questions....
    isnt monoxead stuff allready integrated in wulfen textures ?!?!?!
    i think so..

    you put teh wulfen / mono.. in teh BASE FOLDER!!!!!!!!!!

    this is in my BASE:

    zzMonoxeadWulfen2Fix.pk4
    zzROTWhelltex-fix2048.pk4

    rest goes into sikkmod Folder...
    like:

    zHighPolyWeapons.pk4
    zPhrozo3SikkmodCompatibleD3.pk4
    zVenomHQmenu.pk4
    zzNiukNiuksLoadingScreens.pk4
    zzplasmaradar.pk4
    zzz_parallaxfix.pk4

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

    theres more, but i allready integrated them into the main pak_modfiles.pk4...

    i hope that helps you :)

    also u need to change the settinmgs to ULTRA etc. so it uses teh textures..

    if u want ill post my autoexec and doomconfig..

    greetz BetA
     
  3. Dictator93

    Dictator93 Master Guru

    Messages:
    276
    Likes Received:
    1
    GPU:
    EVGA Titan X
    Wow- Thanks quite a lot!
    Nah, I think I have everything else by now! (I think!)

    these are the .pk4s I am using
    [​IMG]

    I think those would be all the great ones.

    Oddly enough, I am not sure if this file you nicely provided for me actually fixes the problem I am seeing. If you have parallax mapping with offset limiting on, any texture without parllax (i.e. all normal and bump maps) become broken and are no longer correctly aligned (weapon textures), have big seams (character faces), or are distorted (elevators textures for example).

    Anyone have any idea how to fix that?
     
  4. HonoredShadow

    HonoredShadow Ancient Guru

    Messages:
    4,326
    Likes Received:
    21
    GPU:
    msi 4090
    Thanks man! Will take a look.
     

  5. -Tj-

    -Tj- Ancient Guru

    Messages:
    18,097
    Likes Received:
    2,603
    GPU:
    3080TI iChill Black

    You know what's your problem? :smile:

    move monoWulfen2fix file out of sikkmod to Doom3 game base folder.
     
  6. BetA

    BetA Ancient Guru

    Messages:
    4,526
    Likes Received:
    479
    GPU:
    G1-GTX980@1400Mhz
    +1 hehe

    also....

    zzROTWhelltex-fix2048.pk4 ---> BASE Folder !!!
     
  7. Dictator93

    Dictator93 Master Guru

    Messages:
    276
    Likes Received:
    1
    GPU:
    EVGA Titan X

    My problem is this, when using parallax mapping or parallax with limited offset (the only options which do not destry framerate), all non-parlaxxed textures break and artifact. Like in the pictures below.

    With parallax in the glprogs folder (look at the gun and wall):
    [​IMG]

    Without (gun and wall are normal and not distorted):
    [​IMG]

    It only happes with parallax and parallax with limited offset. Not POM, relief, or steep parallax. It is curious.

    Also, thanks for the idea to move the two texture files to the base folder! Should the Highres pipes file be in the base folder too?

    BTW, the plasma gun radar mod breaks monster disolving. THey just disappear when that mod is installed.
     
    Last edited: Aug 8, 2014
  8. cicala

    cicala Member

    Messages:
    22
    Likes Received:
    1
    GPU:
    Geforce GTX 1080-Ti
  9. The Janitor

    The Janitor Maha Guru

    Messages:
    1,280
    Likes Received:
    92
    GPU:
    GTX 3080 Ti
    I'm doing a sound overhaul for the guns, to make them feel more satisfying to shoot.
    So I've replaced most sounds, and integrated Phrozo's particle mod. So the audio and visual feedback when shooting is a lot better.

    Here's what I got so far:

    https://www.youtube.com/watch?v=KdhKcm4owH0

    If anyone wants this I could release it
     
  10. vbetts

    vbetts Don Vincenzo Staff Member

    Messages:
    15,140
    Likes Received:
    1,743
    GPU:
    GTX 1080 Ti
    You can try the Next Shaders 4.0+Parralax+Sikkmod

    http://quake4.gamebanana.com/gamefiles/3760

    I'm going to try that next.
     

  11. calan

    calan Guest

    Messages:
    1
    Likes Received:
    0
    GPU:
    none
    Does anyone know what the "damage_doom_range" and "damage_doom_scale" are for in the damage definitions? Some of them vary radically.

    Here is the one from the pistol:

    Code:
    entityDef	damage_bullet_pistol {
    	"damage"				"14"
    	"damage_doom_range"		"3"	// sikk - Damage: Doom
    	"damage_doom_scale"		"5"	// sikk - Damage: Doom
    	"damage_custom"		"40"	// sikk - Damage: Custom	
    	"dv_time"				"100"
    	"gib"					"0"
    	
    	"kickDir"				"1 0 0"
    	"kick_time"				"250"
            ...
            ...
            ...
            ...
    
    }
    
    ...and the one from the BFG:

    Code:
    entityDef damage_bfg {
    	"damage"				"200"
    	"damage_doom_range"		"8"	// sikk - Damage: Doom
    	"damage_doom_scale"		"100"	// sikk - Damage: Doom
    	"push"										"1000"
    	"gib"					"1"
    	"smoke_wound_flesh"		"bloodwound.prt" 
    }
    
     
    Last edited: Nov 3, 2014
  12. Rafnagud

    Rafnagud Master Guru

    Messages:
    259
    Likes Received:
    38
    GPU:
    INNO3D RTX 4080
  13. dhruv990

    dhruv990 Guest

    Messages:
    1
    Likes Received:
    0
    GPU:
    GT 755m 2GB GDDR5
    We dont have to but we must, can hyou please upload it? :nerd:
     
  14. (.)(.)

    (.)(.) Banned

    Messages:
    9,089
    Likes Received:
    0
    GPU:
    GTX 970
    Hey Beta, have you seen this pack before:
    http://sourceforge.net/projects/cbadvanced/files/sikkmod/

    Skinner posted the link in the Sikkmod SLI thread in the driver section.

    Edit: Hey Skinner or anyone else.

    I grabbed the Doom 3 + sikkmod pack you posted here and was wondering how you came across this pack. I've tried using it, but the doom3.exe that comes with the pack seems to have been modified directly and as such, there is a setting that im not sure how to change to get more performance out of it or if its actually possible without hexedit or programming knowledge.

    Its like this:
    Run the game with the included doom3.exe and you get a game that is quite bright with a high gloss factor on everything, but use the original doom3.exe and these effects are removed (obviously).

    If I use the original exe, the game still works with the texture packs, but just the two effects i mentioned above are gone. These two effects seem to be quite resource intensive and I'd like to know how to reduce them. Also, all sikkmod specific features are turned off, so its not sikkmod that is causing this.
     
    Last edited: Dec 7, 2014
  15. (.)(.)

    (.)(.) Banned

    Messages:
    9,089
    Likes Received:
    0
    GPU:
    GTX 970
    Anyone know how to use the Plasma Radar and zPhrozo3SikkmodCompatibleD3.pk4 with Absolute Mod?

    Keeps crashing if I just place them in the mod folder.
     

  16. BetA

    BetA Ancient Guru

    Messages:
    4,526
    Likes Received:
    479
    GPU:
    G1-GTX980@1400Mhz
    hey,

    ummm, what link is this? where does it go or better supposed to go, since, well, it says herE: Error 404...lol

    greetz
     
  17. BetA

    BetA Ancient Guru

    Messages:
    4,526
    Likes Received:
    479
    GPU:
    G1-GTX980@1400Mhz

    maybe integrate them in the MOD .pk4?

    with winrar. if u do it this way, u also will find out if thios stuff is double in there, or not working with other mods allready in teh pk4.. ?!?!?!?

    greetz
     
  18. (.)(.)

    (.)(.) Banned

    Messages:
    9,089
    Likes Received:
    0
    GPU:
    GTX 970
    Hey BetA,

    The link above is working for me, juzt tred it. As to where it goes, its someones upload folder on sourceforge containing a mod pack that contains a bunch of mods (textures, sikkmod), but the exe seems to be modified in some way (7mb vs vanilla1.3.1's 5~mb) If you replace the provided exe with a 1.3.1 version, it decreases the lighting and some other effects back to sikkmod standard or vanilla if you play without sikkmod. The provided exe really tanks performance also.

    Was just wondering if you had come across it before and if you new how the exe would have been modified to make changes that are seperate from the mods and sikkmod. Oh, and changing setting via the console has no affect on said modified exe. You can still change all the setting youd expect, just there seems to be some light or other change integrated into the exe.
     
  19. BetA

    BetA Ancient Guru

    Messages:
    4,526
    Likes Received:
    479
    GPU:
    G1-GTX980@1400Mhz
    nope, never tested it. but i will download and test it.. :)
    sounds interesting.

    doh, i will make an backup of my own modded doom3. i messed it up tooo many times before, haha...

    greetz
     
  20. (.)(.)

    (.)(.) Banned

    Messages:
    9,089
    Likes Received:
    0
    GPU:
    GTX 970
    Yeah i've got about 4 different Doom 3 directories atm, one for D3 Absolute, HD (the ver in the link above) and one for the Sikkmod + textures packs from this thread.:D

    The absolute mod is the one Id like to use, it includes all the highrex textures from other packs, some extra animation etc, but Id like to add this pack to it, or more specifically https://drive.google.com/file/d/0B8PDRPK8eOjRaXprd1daQWx3TzA/edit?pli=1 one from -Tj-.

    If just drop the zPhrozo3SikkmodCompatibleD3.pk4 into the absolutehd mod folder and try to start a new game or reload one, it starts to load but then goes straight back to the main menu of Doom 3. Annoying as this pack works with any other 'HD' pack ive tried. So not sure where the conflict is. Im unpacking both pk4s (phrozo and zz_ahd.pk4) now to see if there is anyway to merge them.
     

Share This Page