or view the realistic carnage. With this mod, players who are not satisfied with Doom3's sudden gibbings will find their singleplayer experience more realistic and enjoyable
tossed barrel will damage the player. Imp AI: - chooses the closest barrel. - picks up barrels only if they are standing upright. - moves towards closest barrel as long as its not too far away, the player is not too close to the imp and the barrel is not exploding.
handle :p To get this to work extact the contents into you Doom Directory, EG: C:\Program Files\Doom3\ Then activate the Co-Op mod through the main menu and open your saved game or start fresh, then once ingame type the following into the console: spawn char_sentry_flashlight ...and u will now have a sentry robot with a flashlight mounted on its head to help u out :p Also this Mod includes the Flashlight on both the Handgun and the Machine Gun for your convenience, aswell as another nice suprise that I think you guys will find useful :)
to put any images that you have on your computer and put them in the game. This application will not just replace in-game pictures, it will replace walls, ceilings, floors, and/or anything you choose with the pictures you select to use. Doom 3 Museum could be just what you need to spruce up the Doom 3 rooms, hallways, etc...or maby you just want to personalize your map, whatever the reason, this is a great download...get yours now! Refer to the readme for more information.
toss it at the player. - tossed monster will damage the player. - demons do not burn away. HK AI: - chooses the closest imp or zombie. - does not pick up dead imps or zombies. - moves towards closest imp or zombie as long as its not too far away, still alive and the player is not too close to the hk. - occasionally, hk will toss the imp or zombie at a wall instead of player (because its cool)
mod. Features: - adds a flashlight to most weapons - changes weapons stats; in general, they will sustain less damage and inflige more to enemies - doubles stamina of most enemies -Bluehair
baddies? [/list] If you answered yes to any or all of these questions, then this mod is something you should consider downloading; Even if you answered no, and you prefer to play solo, Sabaoth New AI may still be worth your download contemplation...not only will this mod furnish you with a demon buddy, it can also give you some added challenge with the spawning of some particularily nasty baddies! [b]Some changes and features of this mod include:[/b] AI: new AI such that now it works as any other non-scripted monster can become angry on sight can chase you and choose melee/fire attacks accordingly to the enemy's distance and visibility slow down and stops if he's enough close to the enemy when he's damaged enough its engine start smoking and his speed is decreased Materials/Skin: new skin/material for burnaway effect Friendly version: All the good stuff of the hostile sabaoth Can follow you Can help you and becomes angry with your closest enemy first. Stops moving if enough close Go out of way if too close Refer to the readme for complete information.
add a wavey surface that\'s affected by object colliding but I can\'t really think of a fast way to do this so if anyone\'s got any ideas I\'m listening. I\'m still stuck with a DirectX 8 video card so I don\'t see any of the fancy vertex programs or anything but I know there are some good ones out there for anyone interested in looking around. What I\'ve provided is a slightly modified version of someone else\'s work (credits at the bottom). It\'s really only a place holder. ---------------- How to play ---------------- 1. make a a folder Doom3/waterphysics 2. unzip the contents of the zip file into that folder 3. Start doom and choose \"Water Physics\" from the mods menu 4. Go to console (CTRL+ALT+~) and type \"map test_water\" and play around a little I usually play with a key bound to \"toggle g_dragentity 0 1\" to help move stuff around but it\'s up to you.
around as well as walk pet imp Commands: - press 'n' to toggle spawner grenade - toss spawner grenade and pet imp will teleport at that spot - aim straight down and press 'm' for pet imp to follow you - aim straight up and press 'm' for pet imp to lead you - aim anywhere else and press 'm' for pet imp to move to that spot - aim at a npc and press 'm' for pet imp to target that npc as an enemy Known Bugs: - pet imp will not always move to where you would like due to the fact that 'monster clip' is every where - pet imp doesn't obey commands when in attack mode - pet imp looks just like other imps - probably others, but its a beta version anyway Additional: - if pet imp refuses to move as you wish, just toss another spawner grenade - if pet imp dies, just toss another spawner grenade
shotgun, and single bullet reloading has been added - Slightly increased damage for Pistol and Sub Machine Gun - Forced singlefire for pistol and shotgun (you have to press trigger again to shoot again, thx to d4r34lm0n60) - New gripskin for pistol (metal) - Improved gloweffect for Plasmagun - Removed fleshwoundeffect for fist hits and added it to flashlight punch - Primed grenades illuminating red, grenades don't explode anymore on contact with dead bodys! - Improved lighteffects for most weapons (muzzleflashes, explosions, rocket, plasma and bfg lights, grenades...) - Blood and bulletdecals stay longer (about 2 min) - New impact decals for pistol, shotgun, machinegun and chaingun - It's now possible to turn off the flashlight - Chaingun carries 200 rounds, increased reload time, spin-up time and fire rate, decreased damage/bullet, fixed LCD - Max ammo modified: -- max_ammo_shells' -- 120' // for Shotgun -- max_ammo_bullets' -- 180' // for Pistol -- max_ammo_rockets' -- 20' // Rockets -- max_ammo_cells' -- 500' // Plasmacells -- max_ammo_grenades' -- 15' // Grenades -- max_ammo_bfg' -- 32' // for BFG-9000 -- max_ammo_clip' -- 300' // for MG -- max_ammo_belt' -- 600' // for Chaingun [i]This mod also supports Resurrection of Evil[/i]
data which are generated by player and gameengine during the game in interaction. From these game data metadata are generated. These metadata will be represent in different ways. Aim is making game data accessible to the human player, which aren't revealed to him in the initial game course. This game data represent additional game relevant information which makes the game easier for the human player on the one hand, on the other hand shall contribute to the atmosphere of the game however also, changed into representation forms which harmonize with the game event. The mod should increase the fun at gaming!!!
button to add thrust - Press reload to return to fist weapon
loads of mini-mods that i think work great together in, and have included a modified version of my own Psych0s Weapon Modification, which i will relase on its own as well as v1.5 standalone. THis Mod, adds more fun, better gameplay, a bigger challenge, better effects, and a whole lot more! This mod is a reason in itself to play doom all the way through again! Instead of hunting down many individual mods, I have made everyone out there, a convenient, single download. I also thought its easier to give you all an auto-installer that installs it all for you, so i did that to :) So all there is left for you to do, is download this one file, well, what are you waiting for, DOWNLOAD IT! If you already have, please ignore my rambles, and go right ahead with the auto-install.
and the answer is yes, but only for very simple tasks (see notes, below). When a button on the GUI is clicked, the program randomly generates a "perfect" maze, meaning a maze where any one square has a path to any other square. You can drop down and run through the maze if you want, but the lighting might make that a little difficult.[/quote] NB: If you are only a gamer, then chances are you will find this quite useless. Modmakers - however - may find that maze making possibility interesting ;)
them projected from the weapon onto the game surfaces. A self-executable configuration file is also included, which allows for changing between first-person and third-person views, and changing the position of the camera, with simple key presses (refer to item 3 - usage - in this readme.). Please, keep in mind that this initial version of the mod is not perfect, and is thus not supposed to be used for \"serious\", competitive play. it is mostly an experience, and awaits input from more experienced coders in order to fix its flaws. However innacurate, I consider the crosshairs to be an imprivement, anyway, over playing the game with no crosshair at all.[/quote]
being shot. The shifting effect bursts from the wraith and spills onto the floor in a shower of black dust.[/quote]
this executable to your DOOM 3's ../base/ directory. NOTE: Make sure all previous versions of RyanDOOM are uninstalled prior to this current version being installed.[/quote]
skin, for you to get if you like monster skins. Suggestions: A more detailed Bumpmap would be nice i think.
the same made by Bok Choy, took like 4 sec to port but never the less here it is. Enjoy![/quote]
Console now responds to tilde key being pressed instead of requiring 3-key combination. * Cyberdemon fight and Caseon PDA fixed. * Players and entities do not gib with any weapons. * Bodies do not vaporize. * Weapon sounds for Pistol, Shotgun, Machinegun and Chaingun are changed (including monsters.) * Player now bleeds. * Pistol grip is now green. * Player shadow is now displayed correctly like in multiplayer. # * Game is bloodier in general (more blood.) * Player jump/land/pain/disorientation/step sounds are changed. * Chaingun takes about a second to wind up now to ensure full wind up sound is played. * Keycard sound is now an official DOOM 3 sound. * Menu theme is now 128kbps; secondary theme mirrors main theme now. * "idlogo" RoQ movie intro replaced with updated intro. * Several door sounds changed. * GUI sounds changed. * Low ammo sound removed. * Chaingun motor loop sound removed. * Swinging light sound changed. * World flashlight projection changed. * Rocket Launcher fire sound changed. * Grenade selection/activate/bounce sounds changed. * Shotgun clip changed to 5 shells. * Shotgun reload rate changed to 1 shell. * Low ammo for Shotgun changed to 1 shell. * Serial information added to Machinegun skin. * Weapon/reactive/step sounds changed for the following monsters: -- Thin Zombie/Scientist Zombie -- Fat Zombie -- Commando Zombie (both types) -- Imp -- Hell Knight[/quote]
stats. The player and some monsters are not spared either. Some game play tweakings are questionable though, such as making the fists and the flashlight a lot weaker, decreasing the player\'s walking speed, decreasing damage of most weapons while increasing their fire rate. My only concern is about whether this mod does a good balance of its changes. -Bluehair
Take a look at the readme text below for the full list ;) -Bluehair
where they hit for two seconds, distortion effects have been given to the BFG, and you will be given an e-mail with all locker combinations.
mod. This mod is not compatible with any other pistol mod! -FliX
2 granades, this is the mod for you!
walking speed - Added no gib to the models - Different damages to fist and flashlight - Gave the flashlight ammo