Here I present a Doom 3 single-player mod called Cobolt's mod.
- Most weapons don't gib enemies - Tweaked every weapon in some ways - Flashlight attached to most weapons - Spark effects on bullet impact and the bullet leaves a molten hole on the ceiling -> "explosive bullets" (explains the huge bullet holes all weapons leave on enemies) - Spark effects on multiple explosives, enemy attacks and plasma bolts - Added some custom particle effects - Added a custom crosshair - Tweaked physics a bit
-\-------|-------/- Cobolt's mod v. 1.0 -/-------|-------\- Files in the rar: ----------------- pak005.pk4 = the mod file redme.txt = you're reading it now on line 8 autoexec.cfg = executes certain commands when you start Doom 3 fps.cfg = contains various FPS-enhancing console commands, that either degrade the graphics quality or increase the maximum used memory in-game. Most commands are explained, and you may tweak the configs as you want What is it? ----------- Cobolt's mod is a single-player mod for Doom 3, made by Cobolt (that's me). It adds some new effects and tweaks for every weapon in game. It also changes enemy behaviour and gibbing/burn-out effects. My goal was to try & tweak the game to look and perform cooler and more realistic. How to use: ----------- Put the pak005.pk4-file into your Doom 3 ..\base\ -directory (ie. C:\Games\Doom3\base\). If you wish to uninstall this mod just remove the pak005.pk4-file. That's it. The supplied autoexec.cfg and fps.cfg -files must be put to the ..\base\ -directory. !!!Remember to take a back-up of your DoomConfig.cfg-file!!! To uninstall the FPS configs just remove the fps.cfg and / or delete the line 'exec fps.cfg' from the autoexec.cfg. What you should know: --------------------- I've modified the .script files, which means that if you load a saved game, you must restart the level (the game does this automatically). You'll still have your inventory intact, though. Luckily, modifying the .def-files doesn't have this side-effect. Compability: ------------ I haven't tested this mod with any other mod so I can't tell if you will have compability issues. Use at your own risk. Features: --------- - Most weapons don't gib enemies - Tweaked every weapon in some ways - Flashlight attached to most weapons - Spark effects on bullet impact and the bullet leaves a molten hole on the ceiling -> "explosive bullets" (explains the huge bullet holes all weapons leave on enemies) - Spark effects on multiple explosives, enemy attacks and plasma bolts - Added some custom particle effects - Added a custom crosshair - Tweaked physics a bit Weapon tweaks: -------------- F. Flashlight - Flashlight attached :P - Doubled the reach for attack swing -> hits further 1. Fists - No more gibbing or punching holes in enemies 2. Pistol - New firing sounds (a loud bang) - Flashlight attached - Tracer bullets (yes, they illuminate) - Added bullet spread (inaccuracy) - No gibbing 3. Shotgun - New firing sounds - Narrower spread and fewer pellets - Increased damage - Increased pellet mass -> throws enemies around - Flashlight attached - Speeded up shooting a bit - No gibbing 4. Machinegun - New 'old' firing sounds (same sounds that were in the D3 beta) - Flashlight attached - Tracer bullets (light up hallways) - Increased the ROF - No gibbing 5. Chaingun - New firing sounds - Flashlight attached - Increased ROF -> shoots FAST now - Decreased damage to match the ROF - Increased clip size to 150 -> fixed the GUI to show 3-digit numbers - No gibbing 6. Hand grenades - Redone physics -> grenades no longer bounce like superballs and they fly further - Illumination effect when charged -> explosive "flares" - ! Grenades no longer explode when they hit enemies ! - Intensifed the explosion's dynamic light & added spark effects - Larger splash area and damage (no gibbing though) - Grenades have a certain amount of health -> shootable 7. Plasma gun - No flashlight attached :| -> nozzle glow now illuminates 2-4 feet around the player - Intensified muzzle flash & impact explosion lighting (earlier versions of my mod used to have dynamic lighting on the plasma bolt itself -> performance loss) - Decreased damage a bit - No gibbing 8. Rocket launcher - No flashlight attached :| - Increased explosion splash radius - Intensified the explosion's dynamic light & added spark effect - Dynamic lighting on the rocket 9. BFG - Flashlight attached - Increased clip size to 8 - Increased explosion splash radius & force - BFG projectile lights up corridors pretty good - But the explosion is blinding ~8P (the charged shot doesn't light up, I'm working on it..) 0. Chainsaw - Increased ROF - Decreased damage to match the ROF S. Soul cube - Added a hilarius sound to inform when the cube is energized - Intensified lighting Enemies: -------- Common behaviour - Every monster race is in a different team -> a lot of fights between monsters - Increased head damage scale for some enemies - Demon burn-out effect delayed for 3 seconds (ever thought about how the UAC managed to get demon specimens?) - Revenant & Cyberdemon use the same particle effect for the rocket explosion as the player's rockets, no further additions required Zombies - Increased health to 150 - A single headshot kills Security zombies - Added tracer effects for bullets -> + "explosive bullets" Chaingun commando - Added an "explosive bullets" effect for his chaingun Imp - Added a spark effect to imp plasma ball explosion Mancubus - Added a spark effect to mancubus projectile explosion - Intensified the dynamic lighting of mancubus projectiles - Increased mass Pinky - Increased mass Revenant - Added dynamic lights to rocket flight & explosion - Added a spark effect to revenant rocket explosion Cacodemon - Added a spark effect to cacodemon projectile explosion Cyberdemon (BOSS) - Added dynamic lights to rocket flight & explosion Player ------ - Now he bleeds when hit Known bugs: ----------- - Some spark effects stay in mid-air if you shoot an enemy - Sounds clip when you start to reload, not a big deal Greets and thanks: ------------------ - Thanks to all other modders for creating cool ideas (especially those that ended up in my mod :) - I'd also like to thank some of my friends for giving me ideas to work with - Special thanks to the id Software Things to add in future: ------------------------ I'm currently studying, so I don't have much time to work with my ideas. Feel free to copy any of my ideas.. - A Railgun! A rail-based, electromagnetic propulsion rifle that shoots depleted uranium slugs at extremely high velocities. My version of the railgun uses hydrocon to power the propulsion. Goes through enemies like butter. I'm currently working on the weapon model.. - An UZI, M11 or similar SMG. A hand-held sawing machine, that sprays bullets with an insane ROF. Maybe a more futuristic model would be nice. I'm currently thinking about a simultaneus 2-weapon system for D3.. - A Lasergun. A rifle or SMG, some kind of a beam weapon that shoots through enemies.. - A Thunder Cannon. Locks on to enemies and unleashes deadly electronic shocks as seen in Quake.. - An Ion / Neutron Cannon. Shoots accelerated ion particles that damage enemies. High ROF but poor accuracy make mean that it's a CQB-weapon.. - A Force Gun. Normally used in riots to push people away, a modified version of this gun is powerful enough to crush every bone in your enemy's body. Uses plasma cells as ammunition. Charged shots may disintegrate your enemy completely.. - Proximity nail-grenades. Easy to create from modified hand grenades, these 'nades stay around until an un-suspecting enemy walks closer. The explosion throws around dozens of nails that nail your enemy in the ceiling.. - A futuristic Nailgun. Shoots nine inch nails :) that nail your enemy in the ceiling. Shoots with a medium ROF, but has a big clip..
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