About this mod
A mod designed to raise the game graphics to a modern level, keeping the original gameplay and game atmosphere.
- Permissions and credits
- Donations
As a result, all of game resources were modified by me and a final result became very different from Doom Remake 4.
I decided to name my mod as Doom Remake 5 and make it publicly available in case anyone else likes for my improvements.
For detailed information about the changes, see a "Changelogs" spoiler below.
Installation and running
- Extract the content of the archive to any place on your choice;
- Copy to the "..\Doom Remake 5\WADs" folder a following files:
SIGIL_v1_21.wad, SIGIL_II_V1_0.WAD, HontE_remastered_Experimental_REV1.103.wad,
TNT.WAD, TNTR.wad, PLUTONIA.WAD, PL2.WAD
If you don't copy any of these files, the corresponding game or mission pack will not run.
Note. These files are not included in mod to avoid a copyright problems.
- Run a DooM_Remake5.exe and click the game you want to play.
Changelogs
v.2.2:
- Migrated to version g4.14.1 of GZDoom engine;
- Added a shell casing ejections for pistol, shotgun, double-barreled shotgun and chaingun. Monster's shooting causing a shell casing ejections too;
- The chaingun has become more elongated and thin;
- New improved weapon swaying;
- Corrected tracers for pistol and shotguns. Corrected muzzle flashes position of double-barrelled shotgun and chaingun;
- Supported "Plutonia 2" episode. A corresponding button added to the launcher. Necessary of HD textures with PBR was created for this megawad;
- Added new game option ""Icon of sin does not spawn the monsters", you can enable it on your choice;
- Fixed a bug where sometimes a 2D sprite appeared instead of a dead imp 3D model;
- Fixed an issue where a 2D sprite appeared after crushing the monster's corpse, now a 3D model of crushed minced meat appears;
- Fixed some textures of interior, items and gore;
- The lighting mode has been changed, now it is brighter and more details can be seen;
- The launcher has been reworked. Now there is no binding to a specific version of the WAD file - the versions are recognized automatically. For example, if you replace the "SIGIL_v1_21.wad" file with "SIGIL_v2_34.wad", the game will run fine. If there are no WAD files, only the list of missing files is now displayed, in addition, it is now displayed the link where you can get these files. The launcher design has been slightly changed;
- The launcher now supports individual settings for each episode. In particular "Honte Remastered" episode have such settings;
- Various internal changes.
v.2.1:
- Migrated to version 4.13.2 of GZDoom engine;
- Removed "HD_Data\DoomTerrains" folder, all it functionality moved to "HD_Data\3D_models_other" folder. Fixed the splash effects, there are no awful sprites when shooting to gray-orange slush. Now, when the gibs fall into the acid, they sizzle and evaporate;
- The launcher has been redesigned. Improved the interface, the messages are more informative (now a list of files needed to launch the mission is displayed). Now the launcher is much smaller and reads all the data from the HD_Data folder, it does not store anything inside itself;
- Minor textures fixes;
- Changed the settings: Vulkan is used instead of OpenGL, sorting and caching of textures are enabled to reduce a lags.
- Migrated to version 4.13.1b of GZDoom engine;
- A barrels explosion gives more ambient light;
- Much more ambient light at rocket explosions;
- Monsters don't glowing;
- Monsters are casting shadows(imitation of shadows);
- There is no the brighter halo effect around the player;
- Improved weapons change animations;
- Fixed bugs in textures, reworked many textures;
- Improved skins of zombie soldiers;
- Reworked a double-barreled shotgun model, now the barrels are longer and more round, also few minor fixes was made;
- Removed a special key bindings "Show interactive objects(switches, doors, teleports etc.)" from the minimap config menu. Now all the map objects always displayed on minimap and no need the special key for refreshing the objects;
- Supported "TNT: Revilution". Tons of new HD textures with PBR was created for this megawad;
- Integrated mod "Universal Ambience 1.7" so that all surrounding sounds from the different sources (water, lava, equipment, etc.) will be presented. This mod was reworked so that, for example, the sounds of water from a large lake were throughout the entire area of this lake, and not just one sound of water in the geometric center of this lake(as its made in original mod);
- Added sounds for flaming barrels and torches;
- New icons added to minimap for triggers/switches and doors that fire or open only 1 time;
- Now the muzzle flashes and bullet tracers are correct positioning when player shoots at crouching;
- Supported "Ultimate Doom The Way id Did", "Doom 2 The Way id Did", "Doom 2 HontE Remastered";
- New launcher created to easy run any episode;
- Replaced "Bolognese Gore Mod" v2.0 with "Smooth Bolognese Blood and Gore" v3.0 mod. Created BPR textures for blood;
- Instead of old UniversalGibs3d mod added new(github last commit on 21 October 2024) "Universal Gibs" mod. Added all the 3d gibs from old mod to new so new mod generates twice more different 3d gibs;
- Other tweaks and changes.
v.1.0 (in comparison to Remake 4):
- Migrated to version 4.11.3.a of GZDoom engine;
- A lot of textures were reworked because they didn't match the vanilla theme. Created many new HD textures and PBR materials. Fixed bugs in existing textures.
Now all the textures looks much closer to vanilla;
- Created HD textures for some 3D models;
- Improved the monster textures, corrected the monster sizes, fixed a bug when Cacodemons does not attack the player;
- The old lighting has been replaced with a new relighting (Relighting mod https://www.moddb.com/mods/relighting);
- Fixed dynamic lighting settings for objects: removed settings for non-existent objects, corrected object names if existing objects with a similar name were found;
- Added a mod so that player does not slide like on ice when moving (Nashmove mod https://forum.zdoom.org/viewtopic.php?t=35761)
- Weapons changes:
- Reworked HD textures for weapons;
- The animation of weapons changing has been redesigned, now it is more natural, with less sharp change of models during the animation;
- Decreased a weapons spread, added a vertical spread;
- Increased a speed of bullets tracers;
- The horizontal spread of double-barreled shotgun now is slightly larger then the horizontal spread of a single shotgun. The number of pellets fired from the double-barreled shotgun is equal to twice the number of pellets from a single shotgun;
- Removed the smoke was when firing a machine gun. The machine gun has a normal "responsiveness", i.e. it now does not fire after you release the firing key. The bullet tracers flying like bullets, not indifferent random direction. Machine gun damage increased from 5(a pistol damage) to 6. Enhanced the "metal shine" of the machine gun;
- Increased maximum ammo count the player can carry, increased the ammo count in cartridges and ammo boxes for pistol and machine gun;
- The plasmagun damage has increased from 5 to 10;
- Added a mod for nice looking liquids (Doom Liquid textures pack https://www.moddb.com/addons/doom-liquid-texture-pack);
- Added a mod for minimap drawing (UltimateClassicMinimap https://github.com/Lewisk3/UltimateClassicMinimap/releases). This mod was reworked, a following changes are made:
- A doors icons now displayed. Now you can distinguish doors from other objects on the minimap;
- A doors that require keys now will be shown, it displayed on top of other objects. The door icon displays what color the key is needed;
- An icons of teleporters now displaying on the minimap;
- An icons of normal and secret(if presented) exits now displaying on the minimap;
- Fixed a problem - removed duplication of objects on the minimap;
- Redesigned the menu, removed unnecessary confusing items for the user, added new items for interactive objects on the map (doors, teleporters, switches, etc.);
- Added a new menu item to assign a key to display interactive objects on the map (doors, teleporters, switches, etc.);
- Replaced the option to hide monster types with the option to completely hide monsters;
- Fixed object display bugs, now all objects are displayed and displayed correctly (only triggers, teleports, etc. activates by player);
- Other tweaks in game "structures" (i.e. removed mods that spoil the original game atmosphere) game settings and other changes.