doomXL

Quick Features: - Flashlight Flare - Non-gibbing Firearms - Trailless grenades - Smokeless firearms - Tighter shotgun spread, 5...

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Quick Features: - Flashlight Flare - Non-gibbing Firearms - Trailless grenades - Smokeless firearms - Tighter shotgun spread, 5 shell clip - Plasma Rifle forcefield - Plasma Rifle railbeam - *NEW* Guided rockets - *NEW* Homing rockets - *NEW* Sentry Sidekick

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doomXL 1.1 Mod:

Author: Headshotfairy
Contact: http://www.doom3world.org/phpbb2/privmsg.php?mode=post&u=1967
	This is the DOOM3WORLD.org forum. You can Private message me here
	I am not giving out my email address because I don't want any
	email spam or viruses or what ever. I am notified by email when
	private messages are posted. You will have to have an account with
	DOOM3WORLD.org, which is free.

	I will probably not answer bug reports and people who engage in
	L337$PE4K. I'm just too busy at work. Don't send them. If I recieve
	a message regarding stuff included in this helpfile, I will most
	definately ignore you, um unless you work for ID or some other
	game company, or you're an admin from DOOM3WORLD.org
	
	This is released mostly as a programming resource and as a
	demonstration of what can be done with particle effects, and
	just for people to have fun with. You can contact me if you have
	REAL programming questions to ask me. Yes, you can rip the source
	code from this, just gimme a mention in your credits, OK?


Installation:

This mod is made to work with the DOOM 1.1 upgrade.

Unpack doomXL.zip to your DOOM3 Installation directory(The one with doom3.exe).
Make sure you tell your unpacking software to use the directory structures
embedded in the archive.

OK, now copy the following files from your DOOM 3/base directory into the
two new directories unpacked from the doomXL.zip archive:

DoomConfig.cfg	-- your keyboard cfg, etc...
game00.pk4	-- the base DLL for DOOM3
gamex86.dll	-- the base DLL for DOOM3 -- I think you need this too...

So, like I said, these files should be copied into

Doom 3/DOOMXL
	AND
Doom 3/DOOMXLNET

Usage:

Launch DOOM 3, and go to 'Mods'...

If you want to play single player, use DOOMXL
If you want to play multiplayer, use DOOMXLNET

DOOMXLNET is the same but the plasma rifle's extra features have been
disabled. They caused weird stuff to happen in multiplayer.

Want to make a DOOMXLNET dedicated server?

Make yourself a shortcut with the following parameters...
-----------------------------------------------------------
Target:			C:\Program Files\Doom 3\Doom3Ded.exe
Arguments:		+set fs_game doomXLNET

If you want to connect to a DOOMXLNET server, you'll have to
have the mod on your computer as well and have it selected
in the MODS menu...

I took a stab at script editing to add a little spice to the multiplayer
DM gameplay...

Features
====================
Flashlight Flare: Press your flashlight key... your flashlight appears, but OFF
Press Reload to switch it on and use like a regular flashlight... Press Reload
again to turn it off.

If you hit Fire while the flashlight is OFF, then you will toss a flare, and
switch back to your regular firearm. So, the best technique for the flaslight
is: switch to a shotgun, play like normal, but when you're about to enter a dark
area, tap your Flashlight key, Fire a flare into the room, and you will
automatically switch back to your main gun.
--------------------------------------
Non-gibbing Firearms: Tiny tweak that stops all lead-shooting weapons from
gibbing. Nice because it leaves human corpses around.
--------------------------------------
Semiauto pistol: Hold trigger for standard fire, rapidly tap trigger to shoot
faster! (fans of CounterStrike should be familiar with this...)
--------------------------------------
Trailless grenades: no more black chimney-smoke comes from grenades anymore.
Now they're just dark tumbling objects with that ominous whine...
--------------------------------------
Smokeless firearms: Look, I know that ID was trying to make them look COOL, but
really, I've fired shotguns and assault rifles at shooting ranges in real life,
and there is surprisingly little smoke that comes from these weapons. The smoke
particle was getting to be a little distracting so I nixed it.
--------------------------------------
Tighter shotgun grouping, 5 shell clip: I dunno about the rest of the world,
but down here at work, we can't go back to the old shotgun. Better lethality
at medium range, but you gotta make your shots count!





===========================================
===========================================
Plasma Rifle Forcefield & RailBeam Attack: OK, anybody who's played the vintage
games 'Out Of This World' and 'Heart Of The Alien' will be familiar with this...
I totally messed around with the Plasma Rifle, so please read this before
spouting off that 'the Plasma Rifle is broken! u suk!'
--------------------------------------
Primary Fire: Tap trigger rapidly to launch plasma blasts (which are the original
plasma cannon's plasma blasts). At any time during your rapid-tapping, you can
hold down the trigger to engage automatic fire. The gun stops shooting when you
run out of ammo or, you release the trigger.
--------------------------------------
Forcefield Generator: Instead of tapping the trigger, just hold down the trigger.
(you'll hear the plasma rifle charging). Release the trigger at any time to pop up
a stationary plasma forcefield.

Notes on the Force Field:

IT IS STATIONARY: it does NOT travel with you!

It blocks all manner of small-arms fire and can only be destroyed by the following
two things: 10 seconds (it dissipates) | Railbeam Attack (more on that later)

It does NOT protect you from explosions, so if a rocket comes sailing at you, the
best thing to do would be to get away from your shield because the rocket will
impact upon your shield and detonate, damaging all nearby entities. Um, I wish I
had the SDK so I could allow grenades to sail through shields as if they weren't
there, but I don't have the SDK.

Living things can walk through the shield like they weren't there. In fact, if
you play the single-player game with the plasma rifle and pop up shields, monsters
will notice that they cannot get a clear line-of-sight on you and will rush in
close to get past your shield. Imps are particularly nasty because they often enact
pounce-attacks when confounded by shields.

You can shoot through a forcefield ONLY WITH THE PLASMA RIFLE! To do this, you must
stand quite close to your forcefield. It seems that my script which detects
forcefields in the path of the gun gets confounded when shooting close to the edges
of the field, (because plasma blasts are fat, and I'm using a tracePoint function to
determine shield-shoot-thru physics) so, try to shoot through the middle of the field
for best results.

You can run up to someone else's forcefield (while wielding the plasma rifle) and use
it against him, since it will block his shots if he is far from his forcefield. Matter
of fact, anybody can run in close to a player protected by a forcefield and poke their
shotgun through and dose him with lead.

Shots fired from the plasma rifle at close range to your forcefield that pass-through
get a x2 speed and x2 damage bonus! So, there is a good reason to sit close to and
fire through your shields since it takes less hits to kill things, and it gets easier
because the shots travel faster. Don't get too enamoured with this effect since it
often lures people into sitting still for too long.

You can pop up multiple shields. If the shields overlap but both shields are very close
to you, you can still fire through the overlap (unless you're trying to shoot through
the edge of the shield with the plasma blasts and the fat collision is hitting the
edges. a bug to be fixed if I GET THE SDK)

If you have a forcefield up and you try to make another right on top of it, you will
eliminate that forcefield and a new one will appear (in front of you) This is a good
way to 'refresh' a shield that is about to dissipate.

--------------------------------------
RailBeam Attack:

To enact a RailBeam Attack, hold down on the fire trigger until it happens. RailBeam
Attacks are similar to the RailGun, and are the only way to destroy shields.

RailBeam Notes:

You gotta hit your target square on to score hits. If it passes through the gap between
a person's legs, no dice.

It don't do that much damage, but it does go through moveable boxes and living things.
It can also penetrate shields. However, the more things the beam goes through, the
less damaging energy there is to damage other stuff behind, and it may eventually stop
after passing through too much stuff. If you strike a shield, the beam loses 75% of its
power and things behind the shield take 25% of the damage of a RailBeam Attack, if
they are hit by the beam. The shield will shatter, too.

If the RailBeam hits a wall, it will cause a minor explosion that has a fair splash area,
but does little damage. Good for rocket-jumps or for setting off barrels. After the
railbeam strikes a few objects, yet manages to strike a wall, the explosion's damage is
reduced.

The double-damage-shoot-through-shield effect applies to the RailBeam Attack. This makes
the RailBeam very effective, but you will have to create a forcefield first, and
forcefields tend to attract attention. (being all blue, glowy and flickery)




===========================================
===========================================
Rocket Launcher Guided and Homing missile attacks: Some ideas here come from
good 'ol Half-Life (although I'm quite sure that laser-guided rockets are
in existence in real life)

--------------------------------------
Primary Fire: Tap trigger once to launch your regular, garden-variety
straight-flying rocket.

--------------------------------------
Guided Rocket: Press and hold the fire button -- this will turn on a laser dot
(not yet visible) that the rocket will seek towards. If the rocket cannot 'see'
the laser, then it will fly straight. Guided rockets travel a lot slower than
regular rockets, which makes them quite easy to steer, but it means that enemies
have a better chance to get behind cover, and they can also shoot down the
rocket. You will not launch any more rockets unless the rocket you are guiding
detonates or if you release the fire button. If you are holding down the trigger
when the rocket explodes, you will launch another guided rocket. You can unleash
quite a lot of firepower this way, but you have to remain out in the open to be
able to guide rockets effectively.

--------------------------------------
Homing Mini-missiles: First, launch a Guided Rocket, and guide it towards a
living (or undead) target. Do not release the fire button. Sweep the laser dot
across targets while the guided rocket is in flight. You will hear a 'beep' for
each target you acquire a lock on. You can target up to three individuals. Now,
release the fire button to split the guided rocket in mid-air into three homing
mini-missiles. Each mini-missile will seek a separate target (if you acquired
lock-ons on multiple individuals). Mini-missiles are quite weak, and they're
not the most accurate things, and they have no splash damage, but they're good
for use against fast-moving or airborne targets. They can also be shot down, but
they fly in wiggly directions. They can be dodged, and you might be able to duck
them or fake them out if you're lucky.

You can try firing guided rockets at targets, getting a lock on them, and if they
dodge around a corner, you can try curling it to the side, then release the fire
button to split the rocket and let the homing missiles continue pursuing them...

Nasty eh? :D





===========================================
===========================================
Sentry Sidekick:

I've added a subclass of sentry one that is special in that it has triple the
hitpoints of a regular sentry, AND you can order it around! In the keyconfig
menu, there are two new entries: 'Order Sentry' and 'Spawn Sentry Sidekick'.
Bind a key to spawn sentries during single player game. When spawned. they
will not do anything except sit still and shoot at monsters. First, you should
also bind a key to 'Order Sentry'. Now things get fun:

Using Sentry Sidekicks:

#1: Spawn a sentry in using the key you bound in the DOOM3 Keyconfig...

#2: Move right up to the sentry and hit your 'Order Sentry' key. This is how
you 'take ownership' of the sentry. Try walking around. It'll follow you around
like a dog. I've programmed it to walk up to you, and stop when it is about 127
world units away from you so it doesn't bump into you. I've also programmed it
to get out of your way when you approach it too closely.

#3: Look at far-away places and hit your 'Order Sentry' key again to set the
sentry's goal-point. The sentry should turn on its headlamp and find its way
there. Don't worry about specifying areas that are too far away. The sentry
will just do it's best. If it cannot enter an area because the ground is all
bashed up or there's a gap, or a ladder or junk blocking the way, it will
beep and refuse to follow. Just leave it behind and spawn a new sentry when
you're back on stable ground that is easy for the sentry to follow. You can't
have your teddy-bear follow you around all the time, now can you?

#4: Sentries with their headlamp on are in 'Waypoint' or 'Hold Waypoint' mode.
They will not follow you, but their headlamp makes them easy to locate. To make
a sentry come back to you, you can walk up to it and hit the 'Order Sentry' key
to take ownership of it again, or, if that sentry is the last one you ordered
around, just look at the floor or some wall that's very close by and hit the
'Order Sentry' key. The sentry will go back into 'follow mode' and you should
see it's headlamp turn off.


I find the most suitable arrangement is to have two sentries: one set to follow
mode, guarding the rear, and another one that you command and send ahead in
'Waypoint' mode. Kind of takes the crazy scary edge off the game a bit and makes
it a bit more playable. Sometimes it just gets a little too dark and I get tired
playing and trying to watch all the angles at the same time and I have to switch
off DOOM3. Try not to make too many, otherwise they'll start to get in your way.
One is usually just right. Two makes the game pretty easy, but I guess you can
set the game to Nightmare if you want.

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Headshotfairy


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Registered 10th October 2004

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