Finally PD3v7 has been released for both Doom 3 and it's ROE expansion pack. Along with the latest version of the PD3 Texture Pack 3.0 with HD skins and textures and the Source Code as promised for both versions of PD3v7.

Posted by VGames on Jul 8th, 2016

Perfected Doom 3 version 7 for Doom3:

Moddb.com

= WEAPONS/ITEMS =

-General-

All weapons make blood splatter on the screen when attacking monsters at close range.

Completely removed the Flashlight from the game.

All weapons have a melee attack for close quarters combat.

Added more push to several of the player weapons.

Adrenaline Powerups and Berserk Powerups will both give you the Berserk Powerup abilities but you decide when to use them and you can only hold one at a time in your inventory.

Adrenaline/Berserk Powerups no longer switch your current weapon to the Fists upon usage.

The Fists, Chainsaw, Machinegun, Chaingun, Plasmagun, Rocket Launcher, BFG, and Soulcube no longer zoom in when the zoom key is pressed.

Reduced the volume for some of the weapon gunfire sounds.

-Fists-

Increased Fist punching damage for player.

When using the Fists in Combat Mode 1 the primary fire will throw quick jabs while secondary fire will throw slower heavier punches that deal more damage.

When using the Fists the "Melee" button will make the player do an overhead double fisted hammer attack that is slower but does heavier damage then the secondary attack punches.

When in Combat Mode 2 the primary fire mode will allow you to pick up and hold objects and bodies in front of you as long as it's held down.

When in Combat Mode 2 the secondary fire mode will throw the object being held with the primary fire mode causing damage to whatever it collides with.

The "Weapon Special" button will throw rapid left and right punches delivering the same damage as the left jab attack but at a higher rate of fire.

-Chainsaw-

Made the marks left on walls and objects by the chainsaw glow for a short time.

Removed Chainsaw cutting feature where you were pulled into your enemy.

Headlight can now be used when the Chainsaw is equipped.

The Chainsaw is swung in different directions when using the "Melee" or "Weapon Special" buttons and will do 3 times more damage then when using primary or secondary fire.

-Pistol-

Added synthetic polymer grips to the Pistol.

Reduced the kickback on pistol ADS fire animation.

-Pumpshotgun-

Removed the Pumpshotgun's wooden stock.

Added the ability for the Pumpshotgun to slam fire its rounds using the secondary fire mode while in Combat Mode 1 or 2 but at the cost of less accuracy.

If not reloading the Pumpshotgun can now fire off all rounds in its magazine quickly without having to pump using the "Weapon Special" button while in Combat Mode 1 or 2 but at the cost of less accuracy.

While reloading pressing and holding the "Weapon Special" button will make the Pumpshotgun reload twice as fast.

-Double Barrel Shotgun-

Added the ability to dual wield the Double Barrel Shotgun.

Increased the Double Barrel Shotgun's damage rate significantly.

Added a synthetic polymer stock to the Double Barrel Shotgun.

Reduced weapon spread.

-Machinegun-

In Combat Mode 1 the "Weapon Special" key now activates a telescopic scope that can be zoomed in and out with the "Secondary Fire" key and a highly accurate very powerful bullet can be fired with the "Primary Fire" key.

In Combat Mode 2 the primary fire will shoot in 3 round bursts.

In Combat Mode 2 the secondary fire will shoot every round left in the magazine at an extremely high rate of fire.

Reduced weapon damage a little.

-Chaingun-

Increased firing rate for the Chaingun while in Combat Mode 2 and using the primary fire mode, barrels will start to glow and the spread will increase after using this firing mode for a little while.

Increased firing rate for the Chaingun while in Combat Mode 2 and using the secondary fire mode, barrels will start to glow after using this firing mode for a little while.

While being held down the "Weapon Special" button will keep your barrels constantly spinning eliminating the spin up time while in Combat Mode 1 or 2.

Reduced Chaingun Combat Mode 1 alt fire damage.

Increased ammo usage for Chaingun Combat Mode 1 alt fire.

-Handgrenades-

When in Combat Mode 2 primary fire mode will throw a proximity grenade that will explode when demons or zombies get within range. These proximity grenades can also be detonated manually when the secondary fire mode is used while in Combat Mode 2.

The "Weapon Special" button will throw a Cluster Bomb that will explode after 3 seconds releaseing 4 more smaller bomblets.

-Plasmagun-

Added skin FX to the Plasmagun when it's active.

Increased the hit detection size of the Plasmagun's secondary projectile.

Increased the recoil push amount for the Plasmagun's secondary attack.

Fixed a small glitch on the Plasmagun's guis when ammo was empty.

Smaller enemy types can now be gibbed by the Plasmagun's secondary projectile.

Enemy Radar is now activated with the "Weapon Special" key when in Combat Mode 1 or 2.

When on the radar screen is red.

Removed the ADS feature when in Combat Mode 2.

Increased the number of shots to 5 per trigger pull for the primary fire mode when in Combat Mode 2.

Added a flamethrower like liquified plasma attack for the secondary fire mode when in Combat Mode 2.

Reduced Plasmagun Combat Mode 1 alt fire damage and blast radius.

-Rocket Launcher-

Increased the Rocket Launcher's damage rate by 200 points for direct hits and 100 points for splash damage.

Homing rockets fired by the player's rocket launcher release clusterbombs upon impact.

Decreased the recoil push amount for both of the Rocket Launcher's fire modes.

Reduced the spread for the Rocket Launcher's CM2 primary fire mode.

Increased the firing speed for the Rocket Launcher's CM2 primary fire mode.

In Combat Mode 1 the primary fire mode fires a standard missile.

In Combat Mode 1 the secondary fire mode will launch a dummy missile that will bounce around like a grenade for 3 seconds before detonating.

In Combat Mode 1 the "Weapon Special" key now activates a telescopic scope that can be zoomed in and out with the "Secondary Fire" key and a homing clusterbomb missile can be fired with the "Primary Fire" key.

In Combat Mode 2 the primary fire mode will fire off all remaining rockets in the magazine rapidly.

In Combat Mode 2 the secondary fire mode will fire off all remaining rockets in the magazine rapidly but will cause them to act like grenades instead of the standard flying missile.

Made Rocket Launcher wait a few seconds before firing either of the fire modes that unleash all remaining ammo in the magazine.

-BFG-

Added a railgun like attack for the BFG's secondary fire mode while in Combat Mode 1.

Added a full auto guided plasma cannon for the BFG's primary fire mode when in Combat Mode 2.

Added an Orb turret that is released by the BFG to kill nearby enemies for 15 seconds with the secondary fire mode when in Combat Mode 2.

Added skin FX to the BFG when it's active.

Decreased the recoil push amount for the BFG's secondary attack.

Smaller enemy types can now be gibbed by the BFG's primary projectile.

The "Weapon Special" button will fire a Vortex projectile that will suck in smaller enemies to it eventually sucking them into a Singularity Hole. Larger enemies who cannot be sucked into the Vortex before it detonates can be sucked into the SIngularity Hole if they are close enough to it when its detonates.

-Soulcube-

The Soulcube secondary attack now has the player throw the soul cube on the floor and after 3 seconds The Soul Knight spawns where the Soulcube was last sitting.

Only one Soulknight at a time is allowed, if one is present he will be replaced by a fresh one if you try to spawn another.

When in Combat Mode 2 the primary fire mode will give you a Mega Health powerup boosting your health to 200.

When in Combat Mode 2 the secondary fire mode will max out your inventoried ammo with a Mega Ammo powerup.

The "Weapon Special" button will fire out an energy beam that can damage and shoot through enemies as long as the button is being held down.

-Shoulder Lamp-

Replaced Shoulder Lamp light shader with a much brighter one.

Doubled the size of the Shoulder Lamp.

Shoulder Lamp light is much brighter.

= ENEMIES/NPC'S =

-Skins-

Added orange glowing symbols to the branded Hellknights' bodies.

Added glowing demonic symbols to the Dead Souls.

Nightmare Imp now has its own set of textures when visible.

Removed the drool from the Pink Demon's mouth.

Added blood to all Zombie skins to make them a little more realistic and much more gruesome.

All bosses have been given much more terrifying looking skin effects.

Sabaoth has a bloody death skin now.

All demons and zombies in the Hell maps now have their own hellish skins.

Added green lights to Sentry bot bodies.

-Particles/Lighting-

Added particle effects to the Nightmare Imp fireball projectiles so they can now be seen.

Added dynamic lighting effects to the Baron of Hell's flaming hands.

Added dynamic lighting effects to the Soulknight's flaming hands.

Added dynamic lighting effects to the Lost Soul's flaming head.

Added dynamic lighting effects to the Dead Soul's flaming head.

Added dynamic lighting effects to the Archvile's flaming hands.

Lost Souls will now produce streams of fire when killed.

Dead Souls will now produce streams of fire when killed.

Lost Souls have an explosion effect when killed.

Dead Souls have an explosion effect when killed.

Added dynamic lighting effects to Bernie the flaming zombie.

Nightmare Imp now has blue/purple disintegration effects.

Added particle and sound effects to the Spectre when they flash into view while getting hurt and killed.

Added a red head light to the Cyberdemon.

Added a green light to the Sabaoth's BFG cannon.

Added a pair of red lights to the Revenant's shoulder cannons.

-Gameplay-

Damage rates for monster attacks have been rebalanced.

Blast Radiuses for monster attacks have been rebalanced.

Friendly Characters and Monsters have been rebalanced.

Soulknights will now explode upon death causing damage to nearby entities.

Barons of Hell will now explode upon death causing damage to nearby entities.

Reduced lost soul spawn rate from Pain Elementals.

Pain Elementals now explode into chunks and release 3 Dead Souls when killed.

Cacodemons now explode into chunks and release 10 of their electrical projectiles in random directions when killed.

Lost Souls when killed will sometimes turn into a Dead Soul.

Spectre Pink Demon will now flicker into visibility while getting hurt and will become visible when killed.

Nightmare Imp will now flicker into visibility while getting hurt and will become visible when killed.

Lost Soul kick and knockback amounts caused by attacks have been reduced.

Dead Soul kick and knockback amounts caused by attacks have been reduced.

Increased the hit detection size of the Revenant's homing missiles to equal the same size as the Rocket Launcher's missiles.

Doubled the Archvile's max health.

= MENU =

Added more screen resolutions to the options menu.

Added the Sikkmod menu for better optimizing of individual hardware setups.

Added new Sikkmod key commands to the standard controls options menu.

All maps loaded from the New Game Menu except for the Mars City 1 map will not start a new game and will load the player inventory correctly.

Added a map select menu for the new maps from the In Hell mod.

Set camera perspective toggle to a key press instead of an on/off option.

Added on/off crosshair option to the options menu in place of the on/off HUD option.

**( On/Off HUD Option was removed to make sure the new Rocket Launcher and Machinegun Scope Overlays worked correctly )**

= MISCELLANEOUS =

HD skins for all characters, monsters, weapons, and items have been added to the Texture Pack and fixed textures that had sliding issues when using any kind of parallax mapping.

HD variants of map load screen pictures have been added to the Texture Pack.

Blood spraying on screen from close range gunfire or melee attacks and monsters hitting you now look the same and now have normal mapping effects.

Went through every single height map setting for every single skin and texture and set them back to their original settings and then doubled them.

Edited the Mars City Underground "Flashlight Tip" to reflect the fact that it has been completely removed from the game.

Added all singleplayer and multiplayer maps from the awesome mod In Hell and reset several of its textures to use better ones.

High Poly models have been added for all characters, monsters, items, and some of the weapon view models.

Self-shadowing has been removed on all character, monster, weapon, item, and map object models.

Increased player jump height a bit.

Increased player run speed a bit.

Ammo casings and general debris stay on the floor for 5 minutes before disappearing.

Adjusted the camera in third person to be more like Gears of War.

The Grab Command has been disabled.

Added a chance that a Pumpshotgun will be replaced by a Double Barrel Shotgun in any given map.

Armor Protection Ratio increased.

New gibbing system added to the game that will cause cause some of the smaller enemies to get blown to bits by the rocket launcher and handgrenade or have their flesh vaporized by the Plasmagun, BFG, and Soulcube.

= BUGS FIXED =

Fixed the Mars City Underground scripted events that didn't work correctly.

Fixed a crash in 3rd map - Return to Mars City.

The Sabaoth's death scene game crashing bug that occured when a Soulknight was present has been fixed.

Spawned Sentry Bots via console commands now move around as they should.

Fixed an inverted controls glitch caused by aiming all the way up or down.

Perfected Doom 3 version 7 for Resurrection of Evil:

Moddb.com

= WEAPONS/ITEMS =

-General-

Chainsaw has been added back into the game.

All weapons make blood splatter on the screen when attacking monsters at close range.

Completely removed the Flashlight from the game.

All weapons have a melee attack for close quarters combat.

Added more push to several of the player weapons.

Adrenaline Powerups and Berserk Powerups will both give you the Berserk Powerup abilities but you decide when to use them and you can only hold one at a time in your inventory.

Adrenaline/Berserk Powerups no longer switch your current weapon to the Fists upon usage.

The Fists, Grabber, Chainsaw, Machinegun, Chaingun, Plasmagun, Rocket Launcher, BFG, and Artifact no longer zoom in when the zoom key is pressed.

Reduced the volume for some of the weapon gunfire sounds.

-Fists-

Increased Fist punching damage for player.

When using the Fists in Combat Mode 1 the primary fire will throw quick jabs while secondary fire will throw slower heavier punches that deal more damage.

When using the Fists the "Melee" button will make the player do an overhead double fisted hammer attack that is slower but does heavier damage then the secondary attack punches.

When in Combat Mode 2 the primary fire mode will allow you to pick up and hold objects and bodies in front of you as long as it's held down.

When in Combat Mode 2 the secondary fire mode will throw the object being held with the primary fire mode causing damage to whatever it collides with.

The "Weapon Special" button will throw rapid left and right punches delivering the same damage as the left jab attack but at a higher rate of fire.

-Grabber-

The Grabber can now hold objects for 30 seconds.

The Grabber can now store up to 12 non living objects, except for exploding or burning barrels, when tapping the primary fire button in CM2

and then launching them out when pressing the secondary fire mode button in CM2.

The Grabber will launch all stored items extremely fast whe pressing the Weapon Special button while in CM2.

-Chainsaw-

Made the marks left on walls and objects by the chainsaw glow for a short time.

Removed Chainsaw cutting feature where you were pulled into your enemy.

Headlight can now be used when the Chainsaw is equipped.

The Chainsaw is swung in different directions when using the "Melee" or "Weapon Special" buttons and will do 3 times more damage then when using primary or secondary fire.

-Pistol-

Added synthetic polymer grips to the Pistol.

Reduced the kickback on pistol ADS fire animation.

-Pumpshotgun-

Removed the Pumpshotgun's wooden stock.

Added the ability for the Pumpshotgun to slam fire its rounds using the secondary fire mode while in Combat Mode 1 or 2 but at the cost of less accuracy.

If not reloading the Pumpshotgun can now fire off all rounds in its magazine quickly without having to pump using the "Weapon Special" button while in Combat Mode 1

or 2 but at the cost of less accuracy.

While reloading pressing and holding the "Weapon Special" button will make the Pumpshotgun reload twice as fast.

-Double Barrel Shotgun-

Added the ability to dual wield the Double Barrel Shotgun.

Increased the Double Barrel Shotgun's damage rate significantly.

Added a synthetic polymer stock to the Double Barrel Shotgun.

Reduced weapon spread.

-Machinegun-

In Combat Mode 1 the "Weapon Special" key now activates a telescopic scope that can be zoomed in and out with the "Secondary Fire" key and a highly accurate very powerful bullet can be fired with the "Primary Fire" key.

In Combat Mode 2 the primary fire will shoot in 3 round bursts.

In Combat Mode 2 the secondary fire will shoot every round left in the magazine at an extremely high rate of fire.

Reduced weapon damage a little.

-Chaingun-

Increased firing rate for the Chaingun while in Combat Mode 2 and using the primary fire mode, barrels will start to glow and the spread will increase after using this firing mode for a little while.

Increased firing rate for the Chaingun while in Combat Mode 2 and using the secondary fire mode, barrels will start to glow after using this firing mode for a little while.

While being held down the "Weapon Special" button will keep your barrels constantly spinning eliminating the spin up time while in Combat Mode 1 or 2.

Reduced Chaingun Combat Mode 1 alt fire damage.

Increased ammo usage for Chaingun Combat Mode 1 alt fire.

-Handgrenades-

When in Combat Mode 2 primary fire mode will throw a proximity grenade that will explode when demons or zombies get within range. These proximity grenades can also be detonated manually when the secondary fire mode is used while in Combat Mode 2.

The "Weapon Special" button will throw a Cluster Bomb that will explode after 3 seconds releaseing 4 more smaller bomblets.

-Plasmagun-

Added skin FX to the Plasmagun when it's active.

Increased the hit detection size of the Plasmagun's secondary projectile.

Increased the recoil push amount for the Plasmagun's secondary attack.

Fixed a small glitch on the Plasmagun's guis when ammo was empty.

Smaller enemy types can now be gibbed by the Plasmagun's secondary projectile.

Enemy Radar is now activated with the "Weapon Special" key when in Combat Mode 1 or 2.

When on the radar screen is red.

Removed the ADS feature when in Combat Mode 2.

Increased the number of shots to 5 per trigger pull for the primary fire mode when in Combat Mode 2.

Added a flamethrower like liquified plasma attack for the secondary fire mode when in Combat Mode 2.

Reduced Plasmagun Combat Mode 1 alt fire damage and blast radius.

-Rocket Launcher-

Increased the Rocket Launcher's damage rate by 200 points for direct hits and 100 points for splash damage.

Homing rockets fired by the player's rocket launcher release clusterbombs upon impact.

Decreased the recoil push amount for both of the Rocket Launcher's fire modes.

Reduced the spread for the Rocket Launcher's CM2 primary fire mode.

Increased the firing speed for the Rocket Launcher's CM2 primary fire mode.

In Combat Mode 1 the primary fire mode fires a standard missile.

In Combat Mode 1 the secondary fire mode will launch a dummy missile that will bounce around like a grenade for 3 seconds before detonating.

In Combat Mode 1 the "Weapon Special" key now activates a telescopic scope that can be zoomed in and out with the "Secondary Fire" key and a homing clusterbomb missile

can be fired with the "Primary Fire" key.

In Combat Mode 2 the primary fire mode will fire off all remaining rockets in the magazine rapidly.

In Combat Mode 2 the secondary fire mode will fire off all remaining rockets in the magazine rapidly but will cause them to act like grenades instead of the standard flying missile.

Made Rocket Launcher wait a few seconds before firing either of the fire modes that unleash all remaining ammo in the magazine.

-BFG-

Added a railgun like attack for the BFG's secondary fire mode while in Combat Mode 1.

Added a full auto guided plasma cannon for the BFG's primary fire mode when in Combat Mode 2.

Added an Orb turret that is released by the BFG to kill nearby enemies for 15 seconds with the secondary fire mode when in Combat Mode 2.

Added skin FX to the BFG when it's active.

Decreased the recoil push amount for the BFG's secondary attack.

Smaller enemy types can now be gibbed by the BFG's primary projectile.

The "Weapon Special" button will fire a Vortex projectile that will suck in smaller enemies to it eventually sucking them into a Singularity Hole. Larger enemies who cannot be sucked into the Vortex before it detonates can be sucked into the SIngularity Hole if they are close enough to it when its detonates.

-Artifact-

The Artifact can now spawn a bloody variant of the Forgotten Lost Soul called a Blood Soul with the secondary fire mode when in Combat Mode 1 if the weapon has been upgraded to level 1, requires 1 soul. Blood Souls will only stay around for a short time.

The Artifact can now spawn a bloody variant of the Pinky Demon called a Blood Hound with the secondary fire mode when in Combat Mode 2 if the weapon has been upgraded to level 2, requires 2 souls.

The Artifact can now spawn a bloody variant of the Baron of Hell called a Blood Knight with the Weapon Special button when in Combat Mode 1 or 2 if the weapon has been upgraded to level 3, but only 1 at a time can be present, requires 3 souls.

The Artifact has a new melee attack that sprays a deadly jet stream of blood that does a good amount of damage with a limited amount of distance if the weapon has been upgraded to level 1.

-Shoulder Lamp-

Replaced Shoulder Lamp light shader with a much brighter one.

Doubled the size of the Shoulder Lamp.

Shoulder Lamp light is much brighter.

= ENEMIES/NPC'S =

-Skins-

Added orange glowing symbols to the branded Hellknights' bodies.

Added glowing demonic symbols to the Forgotten.

Removed the drool from the Pink Demon's mouth.

Added blood to all Zombie skins to make them a little more realistic and much more gruesome.

All bosses have been given much more terrifying looking skin effects.

All demons and zombies in the Hell maps now have their own hellish skins.

Added green lights to Sentry bot bodies.

-Particles/Lighting-

Dynamic lighting effects added to all 3 Hunter Demons.

Added dynamic lighting effects to the Baron of Hell's flaming hands.

Added dynamic lighting effects to the Blood Knight's flaming hands.

Added dynamic lighting effects to the Lost Soul's flaming head.

Added dynamic lighting effects to the Forgotten's flaming head.

Added dynamic lighting effects to the Archvile's flaming hands.

Lost Souls will now produce streams of fire when killed.

Forgotten will now produce streams of fire when killed.

Lost Souls have an explosion effect when killed.

Forgotten have an explosion effect when killed.

Added dynamic lighting effects to Bernie the flaming zombie.

Added a pair of red lights to the Revenant's shoulder cannons.

Added a pair of blue lights to the Bruiser's cannons.

-Gameplay-

Sawyer zombie added to a couple maps to get the chainsaw back into the game.

Helltime Hunter takes half the time he originally did to recover from feeling pain and attacks twice as much.

Berserk Hunter stays in berzerk mode twice as long.

Invulnerability Hunter has had his health values for each stage of his boss battle increased.

Added Painelementals and Barons of Hell to the Hell map.

All harvest bodies no longer gib.

All bodies or gibs thrown with the Grabber no longer disintegrate.

Damage rates for monster attacks have been rebalanced.

Blast Radiuses for monster attacks have been rebalanced.

Friendly Characters and Monsters have been rebalanced.

All spawned Blood Demons will now explode upon death causing damage to nearby entities.

Barons of Hell will now explode upon death causing damage to nearby entities.

Reduced Forgotten spawn rate from Pain Elementals.

Pain Elementals now explode into chunks and release 3 Forgotten when killed.

Cacodemons now explode into chunks and release 10 of their electrical projectiles in random directions when killed.

Lost Souls when killed will sometimes turn into a Forgotten.

Lost Soul kick and knockback amounts caused by attacks have been reduced.

Forgotten kick and knockback amounts caused by attacks have been reduced.

Increased the hit detection size of the Revenant's homing missiles to equal the same size as the Rocket Launcher's missiles.

Doubled the Archvile's max health.

= MENU =

Added more screen resolutions to the options menu.

Added the Sikkmod menu for better optimizing of individual hardware setups.

Added new Sikkmod key commands to the standard controls options menu.

All maps loaded from the New Game Menu except for the Erebus 1 map will not start a new game and will load the player inventory correctly.

Set camera perspective toggle to a key press instead of an on/off option.

Added on/off crosshair option to the options menu in place of the on/off HUD option.

**( On/Off HUD Option was removed to make sure the new Rocket Launcher and Machinegun Scope Overlays worked correctly )**

= MISCELLANEOUS =

HD skins for all characters, monsters, weapons, and items have been added to the Texture Pack and fixed textures that had sliding issues when using any kind of parallax mapping.

HD variants of map load screen pictures have been added to the Texture Pack.

Blood spraying on screen from close range gunfire or melee attacks and monsters hitting you now look the same and now have normal mapping effects.

Went through every single height map setting for every single skin and texture and set them back to their original settings and then doubled them.

Added all singleplayer and multiplayer maps from the awesome mod In Hell and reset several of its textures to use better ones.

High Poly models have been added for all characters, monsters, items, and some of the weapon view models.

Self-shadowing has been removed on all character, monster, weapon, item, and map object models.

Increased player jump height a bit.

Increased player run speed a bit.

Ammo casings and general debris stay on the floor for 5 minutes before disappearing.

Adjusted the camera in third person to be more like Gears of War.

The Grab Command has been disabled.

Armor Protection Ratio increased.

New gibbing system added to the game that will cause cause some of the smaller enemies to get blown to bits by the rocket launcher and handgrenade or have their flesh vaporized by the Plasmagun, BFG, and Artifact.

= BUGS FIXED =

Spawned Sentry Bots via console commands now move around as they should.

Fixed an inverted controls glitch caused by aiming all the way up or down.

PD3 HD Texture Pack 3.0 Part 1 and 2:

Moddb.com

Moddb.com

PD3 HD Texture Pack 3.0 ROE Patch:

Moddb.com

PD3v7 Source Code:

Moddb.com