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
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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