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Game Patch Downloads @ MoFunZone.com
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Patch File Size:
32 MB
Game Publisher:
Activision
Operating System:
WinXp/Win2k/Win9x
Date Posted:
Feb/4/2007
Patch Release Information:
Doom 3(TM) 1.3 Update README ============================
Last updated 4-13-2005
Please note that in-game console commands are not supported by Activision(R).
This update for Doom 3 addresses issues found in multiplayer and single player since release. A complete list of what we have fixed and added is below. For future releases and more information about the game, please visit our web site: http://www.doom3.com
For additional technical help with Doom 3, please see the Help system that came with the game, or visit our web site: http://www.doom3.com
A few notes about Vista:
We've tested Doom 3 and Quake 4 to run fine on Windows Vista, provided you have an OpenGL ICD installed (provided by your GPU vendor). Both NVidia and AMD/ATI have released an OpenGL ICD in their latest driver line.
If no OpenGL ICD is present, the default OpenGL driver is a wrapper to D3D provided by Microsoft, which lacks the necessary features to run id games with their full performance and graphical impact.
The install CDs (and DVDs) for Doom 3 and Quake 4 will install the game fine under Vista. The Quake 4 installer may require you to install Flash Player first, and Vista may pop occasional warning windows but in the end you will get a working installation.
NOTES FOR MOD USERS: ====================
- It is recommended that any user modifications that have been installed to the Doom3 directory be removed before installing this update. These modifications are not supported by Activision and may not be compatible with some of the new features that are included.
NOTE FOR SINGLE PLAYER SAVED GAMES: ===================================
- Using this update will reset your progress in whatever map you are currently saved in. When loading a saved game, the player starts at the begining of that map with their inventory intact.
- Using this update will reset the Nightmare skill setting. If you are playing in Nightmare mode before applying the 1.3 update, you will need to re-enable it in the console (g_nightmare 1). After enabling it in the console, the game must be relaunched in order for nightmare mode to show up as a selectable option.
NOTE FOR WIN32 DEDICATED SERVER EXECUTABLE ========================================== - Also included in the 1.3 update is a Win32 dedicated server executable. This allows servers to be run under Win32 without a CD Check. You can launch this with command line options or configure it through the console once launched. Just launch "Doom3Ded.exe".
Fixes & Updates in 1.3.1: ============================ - Tested and improved Vista compatibility - Fix a potential crash in physics - Fix an issue with pak downloaded being immediately appended without filesystem restart - Fixes to DNS lookup, reduced the stalls - Updated the code to gcc 4.0 compliance, for Mac OSX universal binaries and GNU/Linux x86 binaries - Threading implementation for Mac and Linux is more compliant with the Win32 behaviours - Fix Alsa sound backend (Linux) - Fixes to tty code (Linux)
Fixes for modding/SDK: - Fix RevBitFieldSwap issue (affected only big endian platforms) - Fix ReadBindFromSnapshot - Verbose overflow check in idBitMsg::WriteBits and apply related fixes - Fix a GetFileList issue - Expose key states and button states to the game - Pass lastPredictFrame to the game (client prediction) - Pass HandleMainMenuCommands to the game - Pass the GUID to the game (in ClientConnect call) - Allow game to override gui load menu
Fixes & Updates in 1.3: ============================ - PunkBuster(TM) support has been added. - EAX(R) ADVANCED HD(TM) support in the sound engine contributed by Creative Labs(R). Doom 3 base game comes with room reverb data. - To utilize EAX(R) ADVANCED HD(TM) in Doom 3, you must have 100% EAX 4.0 compatible sound card. Please refer to your sound card manufacturer for details on whether or not your sound card supports EAX 4.0. - Sound Blaster(R) Audigy(R) 2 users who wish to utilize the new EAX 4.0 feature in Doom 3 should download the latest Creative Beta Drivers for the card released on April 5th, 2005. Not using these drivers may result in game instability while using EAX 4.0. - Server provides .pk4 file download URLs (http/ftp), client has internal download. - New class of .pk4 files: 'addon paks' are only referenced when the map is loaded in. - .pk4 downloads and addon paks come with a number of fixes to the 'pure server mode' filesystem code. - Fixed ragdoll bounciness. - Fixed how Doom 3 detects LAN client vs. Internet clients. - LZW compression of render demos. - Fixed command line parameter passing. - Added a QuakeIII-style graph of the connection quality for network clients defaults off, enable with net_clientLagOMeter 1 displays a graph of how much the client predicts ahead of the server note that you can change the minimum predict ahead of a client by setting net_clientPrediction
Changes relevant to mod developers (SDK):
- Added UploadImage to idRenderSystem interface. This lets the user blit images to the renderer. - Supports fs_game_base; this lets you base a mod off base game + d3xp + your own content. - Most of the download redirection is handled in the game code, and can be extended.
Linux specific:
- ALSA device opened non-blocking to avoid hangs.
Fixes & Updates in 1.2: ============================
- Engine changes to support DOOM 3(TM): Resurrection of Evil(TM) features ( time groups is the main difference ) - Mod support fixes ( also for DOOM 3: Resurrection of Evil support ) - Online cd key check during startup ( with DOOM 3: Resurrection of Evil key support if DOOM 3: Resurrection of Evil is installed, whatever the current mod ) - Fix net_clientServerTimeout when server crashes / disappears - Cut down on projectile net traffic ( both base/ and DOOM 3: Resurrection of Evil/ code ) - Lots of compatible internal savegame code changes from OS X(TM) and Linux(TM) in order to do things in a portable way - Networking fixes to hitscan projectiles - Fix a bug in the usercmd transmission - Fix client drops when server in pure mode changes maps too fast for clients - Reworked the synchronization of firing animations over the network
Fixes & Updates in 1.1: ============================
GENERAL - Querying a cvar (typing name with no value on the console) now also prints out help text - Updated some cvar docs
STABILITY - Fixed desktop crash when loading a QuickSave made when during influence in EPD Lab in Alphalabs 1 - Fixed game freezing if in-game MP menu is opened just after a change map vote Passes and just before the map changes. - Fixed duplicate player names shutting down a server during map changes
INTERFACE - Fixed scrolling lists with arrow keys while holding control crashing game - Added toggle functionality to movement commands (i.e. toggle crouch as opposed to holding the button down) - Added in_togglecrouch, in_togglerun, & in_togglezoom - Added dialog to multiplayer video settings menu telling user that changes require exiting game before they'll take effect - Fixed remote password field only displaying 3-4 characters at a time. - Fixed g_voteFlags so that spectator and nextmap could be individually toggled - Made print screen bindable. - Made Alt-Gr (right alt) bindable separately for European versions. For english versions, right alt and left alt both bind as "alt" so that US users who currently have something bound to right alt don't have their config affected by the update. - Added mouse wheel scrolling to server list (GUI list boxes).
SINGLE PLAYER - Fixed issue when switching between flashlight and previous weapon after using the PDA.
NETWORKING/MULTIPLAYER - Bumped damage up on rocket jumping in multiplayer - Decreased damage from chaingun to 25 in multiplayer - Exploding barrels to full damage to attacker in multiplayer - Increased height for falling damage in multiplayer - Made g_fov modifiable in mutiplayer from 90 to 110 - Changed server protocol version from 1.33 to 1.34 - Changed idEntity::SetName to allow entities to be named after startup during network games - Changed idClass::PostEventArgs to allow script threads to post events during network games - Changed net_allowCheats to allow cheat commands during network games - Fixed projectile launched from wrong position when player exits teleporter while holding fire - Fixed rocket launcher dealing no splash damage to player at certain angle in Edge 2 - Fixed light from flashlight remaining after player is killed. - Fixed frags going negative when over 64. Maxfrags now at 100. - Fixed -1/1 ammo count while dropping weapon in multiplayer - Fixed no rockets in view-model rocket launcher when first picked up - Exploding barrels now give credit for kills to the player who damaged the barrel in multiplayer - Fixed chaingun flickering on/off when spectating another player in Tourney - Fixed no "You lose" message being played for loser in Last Man Standing. - Added join messages when players join an MP game. - Fixed players stuck spectating when no spectators vote is passed. - Added chat and connection interrupted icons - Fixed Frag Chamber doors killing player if they're moving towards them just as they open (kill trigger was turned off too late in the script). - Added build for a dedicated server executable (DooM3Ded.exe) on Win32. - Fixed problems with server list: - wrong server being joined when sorting - wrong server being joined when filtering - server list not being sorted initially by ping. - Chat text no longer converts high-ASCII chars to periods - Fixed problem with players logging on and being stuck in spectator mode, yet not really spectating - Fixed Incorrect scoring information appears on scoreboard - Fixed backpack secret exploit on d3dm5 "Lights Out" - Added chat/lag icons - Elevators now return to their home position even if someone is standing on them
RENDERING - r_aspectRatio now uses 0, 1, or 2 (4:3, 16:9, 16:10) - Fixed in-game videos disappearing if you go to the menu and return - Fixed inconsistent worldview of players exiting teleporter.
SOUNDS - Fixed weapon sounds always playing the first sound in a sound shader instead of randomly picking one. - Fixed bullet ricochet sound when punching glass.
LOCALIZATION - Localized key names in bind menus - Localized multiplayer text * warmup text * spectator text - "QuickSave" name in save / load menu is now localized - Fixed key binding issues with European (Italian, French, Spanish) keyboards * all keys should be bindable now * this includes modifying scan tables - Fixed pickup items not being localized. Not fixed in MP, as this would require including the .map files in the update. Any user maps created with update code should have the correct string id required for localization, however. - Fixed "General Access" not being localized on PDAs. - Added pure exclusions for all files that were causing pure server connection problems between mixed languages. - Localized "Press any key..." in binding menus. - Localized messages that client receives from the server when kicked or the server shuts down. - Localized "Server Full" message. - Fixed Huffman encoding in decl manager so all characters have a minimum frequency of one. This allows an optimal bit code length and fixes a memory overrun assert and crash when loading Russian decls. - Map names in Save / Load menu are now localizable. - Removed hard coded english text from "Player is ready" message in MP. - Fixed Italian accented i showing up as ^ and vice versa
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