Counter-Strike Doom 3 "Widescreen / file merge update" (2025)
So, i've decided to celebrate 20 years of Doom modding by updating few old mod's of mine.
https://www.moddb.com/mods/counter-strike-doom-version-3-2013
One of the most requested features was the possibility of merging all the separate files into one, to make the mod easier to load with sourceports of their choice. Now, I can gladly say, that feature is accomplished.
The original idea of the mod was to make it modular enough for people to modify it the way they wanted. The downside was that the mod got splitted into dozens of files, making it harder to load without the proper batch file.
But, with 12 years of retrospective and considering no one did mod's for csdoom3, decided to merge all files into one (per modtype)
The only downside is an increment in filesize, since most of the modtypes featured repeated sprites, but alas, a small price to pay.
Another thing i wasn't entirely happy with, was the original 4:3 aspect ratio.
Yeah, it was the original aspect ratio the game ran on, and ratio my crt motior I had back then supported.
Eventually updgraded the monitor to led, 16:9 format, but the guns were cropped, and there was no easy fix for that.
Also, each sprite had its own size, so that meant tweaking multiple offsets would had driven me insane.
Nowadays i figured out a formula to batch edit multiple sprites and adjust offsets in a relatively simple way, so then I though, why not give this thing a try?
And so it did.
The mod also comes with several bigfixes and quality of life upgrades.
Here, the changelog:
Updated GZDoom build to 1.8.6 (previously was 1.7.01)
Updated Zandronum build to 3.1 (previously was 1.2)
Merged most files into one (per modtype, makes it easier to load at expenses of extra filesize)
Merged pistols mp autofire with sp semiauto. (Now bot forces autofire while players still can use semi)
Merged grenade bots instafire with grenade singleplayer behaviour. (Now bot forces autofire while players still can hold then release)
Fixed misbehaviour on old nashgore that made few hanging actors solid when they were not supposed to.
Fixed gore bug that spawned infinite blood trails while underwater, tanking performance.
Converted sprites into 16:9 compatible format at expenses of no longer having "uber optimized" sprites.
Converted outdated hirestex weapons lumps into hires folders.
Created skirmish option on main menu (csdzan)
Fixed an invisible typo bug (unnoticed on older sourceports) on weapons modeldef.
Added back hq muzzleflash sprite on csd3_zandronum.
Improved flashbang behaviour (monsters no longer returns attack behaviour if being attacked while on flashbang state)
Added mod options menu with frequent options and keybinds.
Added experimental buy keybinds that can be placed on numbers (aka replaces weapon slots definitions, hud will still look like characters)
Added few default keybinds.
Fixed portable health pickups, so they stay after you completed a level.
Updated csdlegacy's KEX port version, so it will show which mod you are using while saving a game.
Updated csdlegacy's KEX port version, so it now supports 16:9 format.
deleted extra white image that blinded the players when impacted by flashbang (script only supported 4:3 format)
(csd3zan) players now start with full ammo, for dm purposes, bots now take longer to run out of ammo.
Added alternate invulnerability sphere that doesn't inverse colors, but adds a subtle shade of white.