5.56mm Full Metal Jacket | MultiPlatform

Oneofthe8devilz has released his newest version of the Doom3 Modification, which has came to be because he wanted to create a shooter that c...

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Oneofthe8devilz has released his newest version of the Doom3 Modification, which has came to be because he wanted to create a shooter that combines the awesome looking graphics of Doom3 with a more tactical-driven style of game play. If you are looking for the Windows version, click here.

If your memory doesn't reach all the way back to 2005, which is when the last release of this modification appeared on Doom3Files, 5.56mm Full Metal Jacket is a Multiplayer Total Conversion which takes place in fictitious environments all over the world in the year 2020 where the two remaining superpowers (West and East) send their best men to outplay the enemy and be first to dominate the area of operation. The special forces teams consisting of battlefront experienced marines, skilled engineers and expert scientists fight it out on a great variation of different maps which range from huge deserted outdoor complexes to the narrow spaced metallic stations of the 22nd century (time travel).

Although 5.56mm Full Metal Jacket is considered a first person shooter it provides the player a third person view to help you get a better overview during intense firefights or just to enjoy the virtual world from a different perspective. Accordingly to your team, you receive the full weapon-arsenal available supported by your side.

There are 7 classes of weapons

  • Fists/Flashlight
  • Pistols
  • Shotguns
  • Sub-Machineguns
  • Assault Rifles
  • Sniper Rifles

The player can choose from 10 unique player models picking the avatar that fits him most. To enhance gameplay and game-fun fully customizable and voteable AI players have been added to the game which can run in dedicated or listen server mode

Some of the changes in this version include:

  • Weapons:
    • Finalized chainguns gui implementation and general weapon gui icons fix
    • Fixed sniper ammo only giving 4 rounds
    • Created new reload sounds for FMJ weapons
  • FMJ Map Fixes/Tweaks:
    • Improved cover posibilities in the connection-tunnels of de_cathedral
    • Improved de_omegacomplex
    • Widened exit/entrance zone for team red in at_war to make moving in and out easier
    • Fixed CTF flags for de_night
    • Removed snapshot/cubemapshot creation for de_omegacomplex
    • Finalized clipbrush surrounding for all outdoormaps
    • Replaced "shadow brighter" lights with an ambientlight for am_docks
    • Implemented adjustable gametype based respawn delays
  • General Features/Changes:
    • Added features like toggle crouch and toggle run
    • Added "Bloom settings" option to all menus
    • Made all explodeables respawn after 1 minute
    • Fixed telefragging issue at map start
    • Added custom teleport in/out effects for players teleporting
    • Improved Team DM gametype for all maps
    • Rebalanced respawn times for all maps
    • Improved all explosion effects
    • And more!

Refer to the readme for more information.

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Readme
5.56mm Full Metal Jacket (version 0.95)  
=====================================================

AUTHOR: Oneofthe8devilz 
E-mail: Oneofthe8devilz@hotmail.com
Homepage: www.556mmfmj.com

For a full list of new features and changes please head down to the "changelog" 
section below.

INSTALLATION 

Once you downloaded the rar file, unrar it and run the file 
"fmj_installer_v095.msi". Make sure to install the mod to your Doom3 
Folder so point to it (Example C:\games\Doom³)..Once the installation is 
complete, a shortcut called "5.56mm FMJ Mod" will be created on your desktop and a 
"5.56mm Full Metal Jacket" shortcut folder is created at your "programs" startmenu......

Double click the shortcut and play..........

In case you have downloaded the "non-installer-version" make sure the shortcut 
folder directories fit or simply run the bat files in the "556mmfmj" folder.
For ppl that want to run FMJ under Linux or macOS make sure to launch FMJ with 
the appropriate shortcut entries.... 

Thank you for downloading and installing the 5.56mm FMJ Mod ! I hope you will 
have as much fun playing this as I had making and testing it. 

If you encounter any problems while running this mod please send me an e-mail 
to Oneofthe8devilz@hotmail.com and I will try to answer your issue.

You may only redistribute this file for free, NOT as a part of any commercial 
package. Contact me if you want to put this file onto a cd-rom/dvd-rom or any 
other commercial distribution. This read me file must always be included with any 
redistribution of this mod. You may put this on your website for download, but 
only if non-subscribers can also download it. You may not make money with this 
in any way without contacting me first. You may NOT use any of the Mod's content 
for other Mods unless you received a permission from me. If you have any doubts 
regarding these rules then contact me via my e-mail. 

ChangeLog:

5.56mm Full Metal Jacket v0.95
=========================================

Sabots 
- added voteable auto-team-bot-balance routine
- added voteable bot count, bot_skill and si_autoteam voteable 
- made Sabots to emit smoke on weapon discharge 
- made viewmodel visible when spectating a Sabot in first person 
- enhanced ctf bot logic (pick up dropped flags)
- fixed bot ctf score/take flag issue 

Weapons 
- finalized chainguns gui implementation and general weapon gui icons fix 
- fixed sniper ammo only giving 4 rounds 
- created new reload sounds for fmj weapons
- fixed "best weapon" priority (grenades issue)

FMJ Maps 
- added new map tt_systemshock 
- added new map tt_spaceship 
- added new map tt_theoddplace 
- added new map tt_theother 
- added new map tt_lostworld 
- added new map tt_originfacility 
- added new map tt_medicalfacility 
- added new map tt_lostfleet 
- added new map de_distress 
- added new map de_bladerunner 
- added new map de_ancientvault 
- added new map de_stalwart 
- AAS48 creation for all 25 FMJ maps 
- implemented visportals for all brush based fmj maps (improves speed and eliminates lag during fights) 
- improved cover posibilities in the connection-tunnels of de_cathedral 
- improved de_omegacomplex
- widened exit/entrance zone for team red in at_war to make moving in and out easier 
- fixed CTF flags for de_night 
- removed snapshot/cubemapshot creation for de_omegacomplex 
- finalized clipbrush surrounding for all outdoormaps 
- replaced "shadow brighter" lights with an ambientlight for am_docks 
- implemented adjustable gametype based respawn delays 

Server/Client changes 
- added banning from server 
- added inactivity control for idle players and bots 
- added 8 player scoreboard GUI support for all gametypes
- fixed CTF icons display for the CTF scoreboard 
- changed hud scores display (8 scores showing total score of each team) 
- created 8 player server support 
- made bullet impact effects on player bodies completely rendered in client mode 

General Features/Changes 
- eliminated bunny hopping (strafe jumping) 
- added features like toggle crouch and toggle run
- added "Bloom settings" option to all menus 
- made all explodeables respawn after 1 minute 
- fixed telefragging issue at map start
- added custom teleport in/out effects for players teleporting 
- improved Team DM gametype for all maps
- rebalanced respawn times for all maps
- improved all explosion effects 
- enhanced voicechat distance
- added custom material dependant impact effects and sounds 

ChangeLog:

5.56mm Full Metal Jacket prerelease v0.91
=========================================

Sabots 
- implemented the Sabot source into FMJ
- created custom FMJ SABots (sabot defs) 
- fixed SABot weapon discharge slowdowns
- reduced SDK based SABot bandwidth usage
- changed 9999 ms ping display to "*" for bots at the scoreboard 
- removed "ProcessCommand" console message for SABots 

Weapons 
- created custom animations for shotguns, smgs, rifles and sniper rifles 
- added chainguns to FMJ
- fixed chaingun SDK related overflow message when using over 60 rounds belt capacity 
- fixed shotgun lag and rebalanced damage values

FMJ Maps 
- added new map "de_labyrinth" 
- added new map "de_omegacomplex" 
- improved visuals and performance for "am_docks" 

Server/Client changes 
- implemented adjustable gametype based respawn delays 
- added 12 player dedicated server support 
- made bullet impact effects on player bodies completely rendered on clients 

General Features/Changes 
- allowed all stages of r_bloom on clients in multiplayer  
- fixed double head for singleplayer (Singleplayer is currently not supported by FMJ) 
- changed Player strafe animations 
- added description.txt (adds colored and customized mod name under the "Mods" section of Doom 3 
- changed m3 weapon script to match m3 name 
- reduced distance of weapon sound shaders 
- reduced mp5 decal size to fit the smg class 
- visually improved impact effects (dust puffs) 
- visually improved muzzle smoke effects


5.56mm Full Metal Jacket Beta v0.75
===================================
- ported to Linux
- ported to macOS
- Custom CAC flags 
- Custom CTF flags 
- New map "de_sincity"
- New map "de_sewers"
- New map "de_cathedral"
- New map "de_lostfacility"
- New map "gz_springhill"
- New map "de_gowbarb" 
- Custom FMJ intro sequence
- Telefrag bug with 10 ppl fixed
- Crosshair fixed for bright and dark scenes
- Screensaver function
- New weaponsclass "Shotguns" 
- Up to 10 players (5vs5) support 
- Removed SP options from mainmenu
- Added thirdperson view
- New and nice looking bullet impact effects 
- New grenade explosion effects, sounds and physics 
- Improved weapon-balance 
- Improved weapons-soundshaders 
- Fixed WeaponViewmodel at Spawn in am_docks
- Fixed Jet_sound_playback in am_docks
- Fixed fmj_sensitivity for grenades
- Added 10 chooseable multiplayer CTF models
- CAC Gameplay implemented.
- CTF Gameplay implemented.

- Bleeding and Hurt decals fixed
- Medipack clears wounds
- g_showpayershadow can now be disabled in mp
- Weapon toggle system implemented.

- sticky Zoom added

5.56mm Full Metal Jacket Beta v0.45
===================================
- Sniperweapons !!!
- new map called AT_WAR
- Improved weapon view models
- Improved ballistics
- Countless little tweaks and bugfixes

5.56mm Full Metal Jacket Beta v0.43
===================================
- 8 different weapons, 4 per side
- Realistic bullet-ballistic (real modelled projectiles are fired and react 
  physically correct while getting dragged down by gravity as they proceed flying 
  through the landscape)
- Headshots that are deadly with any weapon from any distance 
- Really huge outdoor environments that are lit with a global lighting system 
- 6 players (3vs3) support (can be increased if necessary) 
- A BloomShader which creates a breathtaking HDR like look and makes the 
  Landscaps look more realistic 
- 5 unique maps
- realistic water correctly refracting and reflecting the virtual world

===================================== 

The Idea Behind it:

I always wanted to create a shooter that combines the awesome looking graphics 
of Doom³ with a more tactical game play. I hope I will succeed in melting those
two genres together and enrich the Doom3Community with a Mod that hopefully will
find its lovers ;)

Credits:
--------------------------------------------------

id software 		(for keep creating breathtaking 3d engines and for deciding to 
                         release them modfriendly)

doom3maps.org		(for keeping us updated about Doom³ and providing us with 
                         webspace and a news distribution platform)

doom3world.org		(for providing us with the world's greatest Doom³ related user,
                         editor and coder exchange forum) 

Nivelxe			(for working hard on this as a team adding sdk features and solving 
                         coding related issues)

Simulation|EMZ		(for optimizing and providing us with tons of smart & smooth SDK 
                         code and porting FMJ to Linux and MacOS)

TinMan & cusTom3	(for providing us with their awesome SABot source, making FMJ so much nicer) 


Nicemice		(for bugfixing, optimizing and syncing code related issues)

Sparhawk		(for adding the team_spawn/fmj_sensitivity function to the code and 
                         testing it out with me)

Der_Ton			(for the inspiring time and his awesome doom 3 exporting tools)

jcdenton22              (for his gui-code contribution and tips)

jlamb			(for his inspiration and assets contribution) 

mikebart		(for his inspiration and foliage-assets contribution) 

mikebart		(for his inspiration and foliage-assets contribution) 

Chad Pippenger		(for his awesome custom made viewmodel animations) 

Adam Sosnowski		(for writing this extremely useful timed keeping alive ded-server 
                         script for windows xp)

santaclaws		(for allowing me to use his awesome bloomshader code)

Use_less		(for modifying SantaClaws shader and porting it to version 1.3)

Ice Weasel		(for contributing his Omega Research Facility, Stalwart Redux and Origin facility maps)

Architekt		(for contributing his Chemical factory and Dark Base maps)

Psonig			(for contributing his PSODM5 map)

Kai Moosmann		(for contributing his Lost World 3 map)

BJA			(for contributing his Lost_Facility map)

XPAC27			(for contributing his Subterranean map)

The Matrixer		(for contributing his M_City4, Blade Runner and The Other maps)

Loren Schmidt		(for contributing his cathedral map)

Mordenkainen            (for contributing his atw map)

wishmop			(for contributing his map and inspiration)

The {KAN} clan	 	(for betatesting and giving us a good time)  



Final words:

Damn it ...... it was a hell of a long way to get to where we are now and even 
though it wasn't always easy to work on such a project as a small team it still
proved one thing......One man can make a difference.... 
 
-Oneofthe8devilz

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Oneofthe8devilz


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Registered 5th August 2004

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