Basically a weapon and gameplay mod with a few graphics alterations.
- ALT-FIRE modes => Carnage/Faiakes Mod - Big Light On All Weapons => Falken Mod - Extended PDA => Faiakes Mod - Personalised Weapon Names & Hud => Faiakes Mod - New Weapon Skins => various mods - Monster Skins => various mods - Semi-Auto Pistol => JAPM Mod - Semi-Auto Shotgun => Faiakes Mod - Mine/Flare/Homing Grenade => MyCelo/Faiakes Mod - Plasma Gun Radar => mWoody Mod - Plasma Shotgun => PlasmaShotgun Mod - Plasma RailGun => AwesomeSauce Mod - Homing rocket => Carnage Mod - BFG SafetyValve => Cougar Mod - BFG Homing => Faiakes Mod - Extra Friendly NPCs => TinMan Squad Mod - Bouble Barrel ShotGun => DB Shotgun Mod - Transluscent Monsters => Invisible Pinky Mod
Changes since v2.3:
- Added the Double Barrel Shotgun from RoE. - Added Alt-Fire to the Bouble Barrel Shotgun from RoE. - Added Flashlight to the Bouble Barrel Shotgun from RoE. - Added new splash screen. - Added Invisible Pinky Demon Mod. - Enabled alt-fire on the plasmarail. - Enabled alt-fire on the fists. - Increased fists melee distance. - Changed spread on shotgun fire modes. Primary fire spread is now 13 while alt-fire spread is now 18. - Changed (again) the BFG explosion, now it is really impressive.
Faiakes Alt-Extended Doom 3 Mod v2.4 faiakes AT hotmail.co.uk //////////////////// System Requirements //////////////// - Doom 3 Minimum Requirements - Doom 3 Update Patch 1.1 ///////////////// Contents ///////////////////// 1. Folder => Faiakes Alt-Extend Mod => It has the primary mod file (Faiakes_Alt-Extend.pk4) and the secondary mod file (AutoExec.cfg ), a system modification file, runs along DoomConfig.cfg 2. Folder => Guis => It has the new splash screen 3. File => Readme - Faiakes Alt-Extend 2.2 => this readme file. 4. Folder => Extras => It has three Tweak Guides, Plasmaradar readme 1.0, TinMan Squad 0.3b readme and GravityGun 2.0 readme. /////////////////////////////// Installation //////////////////////////////////// 1. Place the 'Faiakes Alt-Extend Mod' folder into your \Doom3 folder. 2. You --MUST-- read the Autoexec.cfg file in order to adjust it to your system. It is neccessary. If there is a setting you don't like just delete that whole line (opens with NotePad), no problem! However, again you --MUST-- read the instructions either in this ReadMe (the AutoExec section) or inside the AutoExec.cfg itself, and apply the changes that suit your system or you may experience lower performance. The instructions are very simple, do not worry! 2a. In order to use the Alt-Fire feature a key must be assigned to the alt-fire. Usually that would be the right-click button of your mouse. I have done that via the Autoexec.cfg file I supply here. If you don't agree simply delete or edit that line accordingly (it is commented so you'll know which one it is). 2. Place the 'guis' folder (the whole folder) in your Doom3\base folder. 3. Run Doom3 but go to 'MODS', click, a window will pop with 'Doom3' as the first option and 'Faiakes Alt-Extend Mod' as another option. Doubleclick or highlight my mod and press 'LOAD'. The game will restart and you can now proceed. 4. Or just make a copy of your shortcut, right-click on it, go to 'Properties', click at the end of field 'Target', and add this line: +set fs_game Faiakes_Alt-Extend . Now when you double-click on that icon it will launch the game with this mod. You should propably rename it accordingly, so that you know what you are doing. --NOTE-- : If you add such files (or just alter them sometimes) you lose your quicksave and have to start from the begining of the level, so make any changes only when you start a level. In order to continue a previously saved game (from the begining of that level only, unfortunately) you must copy your Doom3\base\savegames folder (just the 'savegames' folder) and save it inside the 'Faiakes Alt-Extend Mod' folder. To UnInstall: simply delete all files of mine. //////////////////////////Modifications////////////////////////////////// ///////// Overall: ///////// - Splash Screen => A modded version of the splash screen found in superdoom3 mod. - Menus => Added a Faiakes-Mod text to the main menu, so that the player may be aware that he/she is running my mod, name of weapon now stays on screen, so you can enjoy whatever personalized names you might have given to your weapons (Faiakes Mod). I have also changed some of the pop-up dialogs. - Weapon Names => Almost all weapon names have been changed to something more imaginative and fitting. - Hud => Hud has been modified to maintain the name of your weapon on screen, just for the fun of it (or to know what weapon you have in the dark!). - Flashlight => All weapons (exept fists, grenade, soulcube) have light, their model no longer lags behind. Light is roughly 30% larger than v1.0 of Falken's Light Mod. - Weapon Models => All weapons models have been tweaked so as not lag behind when you make sudden movements and yet maintain their natural motion. This affects the weapon light too, which is the whole purpose behind the tweaking. - Sound => Flyffyinsanity sounds for fists, pistol, Chaingun and explosions. ShotGun and MachineGun sounds by Denton's Stereophonic Sound Pack. Rocketlauncher and Soulcube variations from Boom beta Mod. BFG sound from BopSounds Mod beta 1.2 . - Run Speed => 25% up - Walk Speed => ~55 % up, now equals original run speed (got tired of missing the run key at the crucial moment). - Crouch Speed => 100% up (i.e. double) - Stamina => 50% down (i.e. half). That is because in this mod walk speed = standard run speed, and mod run speed is 25% greater, to have the standard amount of stamina would be an overkill. - Ammo => The ammo carried by a player has changed to: All double figure ammos can reach up to 99 (except chaingun max = 100) and triple ones to 999 (that's not including a full clip). My thought was that it is only fair to keep whatever you can find and save. Plus this ridiculous ammount of ammo is not physically carried by the player but stored in a Microspace Storage Converter (MSC pack), which is what his backpack is. ( Just like Rom, the humanoid turned Cyborg in order to fight the race Ghosts which threatened our Galaxy, in a marvel comic book saga . In it Rom's Neutralizer, along with other equipment, was recalled from microspace or something similar, whenever he needed it. He didn't just hang it onto his belt! Is anyone aware of this comic? If you do, send me an e-mail if you know where I can buy it from.) - Decals => All bullets hitting non-body surfaces give off sparks but mot smoke. All bulletts hitting bodies now leave a clean and visible bulletholes. - TinMan Squad => For all info on how to use that feature read the TinMan Squad Readme File in the Extras folder. - Pinky demon => Now transluscent! Pinkys are few in the gaem so I thought why not. If you want more just let me know. Also its melee distance cut to half. Originall was 60! Fists original melee is 48! How can a dog like creature have a longer reach than the fists of a man? Balance restored. ////////// AutoExec: ////////// Note: I have implented these in an Autoexec.cfg so that they are easier to distinguish and add/remove. FramesPerSecond on Screen => Enabled Nightmare Mod => Enabled Console => Enable simply by pressing ~ . Bullets Ejecting => Removed to gain fps Graphics' Settings: I have modified AutoExec.cfg to increase performance especially for 256MB cards and 1 GB of RAM. If you do not have such hardware here is how you should change the following settings in your DoomConfig (or AutoExec) : 1. First open the AutoExec.cfg file with NotePad or WordPad. 2. Change the following (look below) settings to suit your hardware. 3. Save the file and you're done! AutoExec.cfg settings for xxxMB Graphics Card: seta image_downSizeLimit 'xxxx' => set to 256 for 64MB card, 512 for 128MB card, set to 1024 for 256MB card (mod setting is 1024) seta image_downSizeBumpLimit 'xxxx' => set to 256 for 64MB card, 512 for 128MB card, set to 1024 for 256MB card (mod setting is 1024) seta image_downSizeSpecularLimit 'xxxx' => set to 256 for 64MB card, 512 for 128MB card, set to 1024 for 256MB card (mod setting is 1024) seta image_downSize '1' => enable seta image_downSizeBump '1' => enable seta image_downSizeSpecular '1' => enable seta image_useCache '1' => enable caching seta image_cacheMinK '10240' => so the game won't crash seta image_cacheMegs 'xxx' => set between 25-50% of system memory and twice the RAM of the graphics card, e.g. 512 for a system with 1GB of RAM and a 256MB graphics card. seta image_anisotropy 'x' => set Anisotropic Filtering from 0 to 8 (mod's setting is 0). When in High Quality Mode Doom3 sets this automatically to 8, which is too high for most machines. seta r_multiSamples 'x' => set Anti-Aliasing from 0 to 16 (mod's setting is 4). Less (or none ) means more fps, at the cost of eye-candy naturally. Customising TimMan Squad example => Each line should be as follows: set ally_tinman spawn ally_security_machinegun health 300 npc_name 'Jarad 'TinMan' Hansen' def_head 'head_young' - where 'tinman' can change to whatever name you want - where the weapon name can vary - where health can vary - where the head can vary and the character will spawn when you type vstr ally_tinman (or whatever name you have provided) at the console. ///////// Weapons: ///////// - Fists => Fire => Left Punch. Damage distance up by 3.5 times and damage up by 3 times to 60, it takes 2 punches to kill a regular zombie in nightmare mode, you should estimate that you can hit at least ~1.5m further away from the normal hit point of a punch). New name, 'Mad Fists Of Pain', which appears when you switch to the weapon. New sound. New Skin by AwesomeSauce Mod. Made the punch a bit quicker. - Fists => Alt-Fire => Right Punch, just in case you have a favourite. Same as above. - Flashlight=> Changed the cone of the flashlight, it is wider and brighter. This will make it useful for searching and help de-nerf its general use since the addition of weapon-mounted lights. Plus, damage distance up 150% (3 times, you should estimate that it can hit at least ~ 1 m further away from the normal hit point of the flashlight but aim with the crosshair to their chest to get a sure hit) and damage up 3 times up to 120, it takes a single hit to kill a regular zombie in nightmare mode. New name, 'Pest Squasher', which appears when you switch to the weapon. The light angle has been moddified so that it shines more towards the center of the player's view. New Skin by AwesomeSauce Mod. - Pistol=> Fire => JAPM (Just Another Pistol Mod) - fixed version Author: d4r34lm0n60 (merlin_luedicke AT hotmail.com), Merlin Luedicke says: ' Modified the pistol to act like a semi-automatic pistol should do: one shot per click. Counter-Strike got this, so why not Doom'. Additional mods by Faiakes: Increased pistol clip size to 18 (50% up), firerate speed up from 0.4 to 0.12 (now it really feels like a semi-automatic), and damage up by 58%, it is no longer just a toy for popping (unarmed!) zombies (that you can do that with fists or the flashlight), it can now become viable alternative if you are left with no ammo for other more powerful wepons. Also I increased the mass of the bullets by 100% (from 2 to 4) so it has the feel of a more powerful weapon to it. Pistol skin replaced (Fragger's Mod). Now it's chrome and black. Removed the muzzle smoke from weapon's fire (after all this is 150+ years into the future, they must have invented smokeless gun powder by now!) That should also boost fps by a small margin. Sound swapped with Flyffyinsanity's sound mod for pistol. New name, 'Urban Negotiator', which appears when you switch to the weapon. Does not launch bullets from gun barrel (greater accuracy). - Pistol=> Alt-Fire => Pistol Burst (by Kamikazi Fred) modified by Faiakes. The alt-fire shoots 6 bullets at one click and is a semi-automatic function just as normal fire. Everything else is the same as normal fire. - ShotGun => Fire => (Semi-Auto Shotgun Mod by Faiakes based on the JAPM code) with a firerate of 0.35 seconds per round (+ a reduced animation) instead of original 1.333 (+ the full animation). Damage up by ~15% and now reloads all at once. Spread down to 11. Removed the muzzle smoke from weapon's fire (after all this is 150+ years into the future, they must have invented smokeless gun powder by now!) This should also boost fps by a small margin. Sound swapped with Denton's Stereophonic Sound Pack Mod 2 for ShotGun. Added shot sparks effect from Boom Mod (beta). New name, 'Semi-Auto Shotgun', which appears when you switch to the weapon (and satys on screen). Does not launch shells from gun barrel (greater accuracy). New Skin by AwesomeSauce Mod. - ShotGun => Alt-Fire => Still in semi-auto mode but twice slower than normal fire, with x2 the projectiles and spread of 17. - Machinegun => Fire => Spread reduced from 1 to 0 for maximum accuracy at long range, new weapon skin by Barni. Damage increased by 5 and firerate up by 20%, I call it the 'Conflict Neutralizer'. Removed the muzzle smoke from weapon's fire (after all this is150+ years into the future, they must have invented smokeless gun powder by now! This should also boost fps by a small margin). Sound swapped with Denton's Stereophonic Sound Pack Mod for Machinegun. New name, 'Led Conflict-Neutralizer', which appears when you switch to the weapon. Added shot spark effect. Does not launch bullets from gun barrel (greater accuracy). - Machinegun => Alt-Fire => Spread increased to 6, for dealing with many enemies in small confines, and projectiles tripled in order to maintain effectiveness. - Chaingun => Fire => Clip size up to 100 (~65% up), barrel accelerates faster by 12.5%, deaccelarates slower by 80%, spread set to 2 (60% more accurate compared to default of 5), firerate increased by 50% (3.5 instead of 7), low ammo warning at 12, bullet speed increased to that of machine gun (for some reason the speed of the chaingun's bullets was less than half of other weapons such as pistol or machine gun). Removed the muzzle smoke from weapon's fire (it was actually blocking the player's view and after all this is 150+ years into the future, they must have invented smokeless gun powder by now!This should also boost fps by a small margin.) Sound swapped with Flyffyinsanity's sound mod for chaingun. Added shot spark effect. Does not launch bullets from gun barrel (greater accuracy). Clip Gui has a 3 digit readout, so if you think 99 is too small a clip size for the chaingun now you can increase it up to 999 and have a perfectly fine readout. New name, 'Led Storm'. - Chaingun => Alt-Fire => Same as above but the firerate is 8 times faster (0.5) while the spread is 4 times larger (8). Acceleration/deccelaration of the barrel is instant. Beware! Alt firing will empty your entire clip in 3 seconds!Nevertheless, I am not going to increase the clip size, no superweapons. This was designed for close up fighting with large, slower and more dangerous foes. For all other beasts please refer to normal fire. - Grenade => Fire => This is how the new Mine-Grenade acts (an altered version of Mycelo's mod): * Low-ammo alarm is played when last grenade is dispatched. * Removed lag to throw a grenade immediately after selecting it (interruptible draw animation). * Grenade has a electric explosion effect, sound changed accordingly. * If you click and hold, it will be thrown and explode on contact with anything. * The longer you hold, greater will be its travel speed. * If you hold it for more than 3 seconds, it explodes killing the player. * If you click without holding, it rolls on the floor and will act as a remote mine. * Remotely activated Mine-Grenades are so only when they stop moving, in which timet hey keep beeping and emit a small green light. * Mine-Grenades spring and explode when the player passes near it. * Mines-Grenades/flares self-destruct after 999 seconds. * If you press the reload button when Handgrenade is selected, the oldest active proximity mine will be remotely detonated. * Mines-Grenades detonate each other when near enough, creating devastating chain reactions. * If you dispatch more than 5 proximity mines, the oldest active mine will self-destruct. And additional modifications of mine: Blast radius increased from 175 to 200 (+12.5%), knockback of blast increased by 25%. Grenade light modified, it now acts like a green flare before it is detonated, throwtime reduced further. New name, 'Green Undertaker'. - Grenade => Alt-Fire => Is a 'normal' homing grenade with the same light effect as primary Fire grenade. However, a flying grenade couldn't be as heavy/powerful as a plain grenade so its direct damage is reduced by 1/6 to 125, splash damage reduced by 1/3 to 100 and its radius by 3/7 to 100. - Plasma Gun => Alt-Fire => Velocity of plasma shots up by 150% (tripled), spread set to 0 (most accurate), fire rate increased by 25%, damage increased by ~6% (from 16 to 17). Added MWoody's plasma radar! Removed all traces of smoke on impact and upon firing (what kind of energy weapon leaves a smoke trail!). That should also boost fps by a small margin. New name, 'Plasma Conflict-Neutralizer'. New flashlight light colour, light blue. New weapon skin by Barni. - Plasma Gun => Alt-Fire => ShotGun shot, name says it all. This is meant to be a more powerful version of the regular shotgun, ideally should be placed between the regular plasma gun and the rocket launcher. Spread of 14 for 13 projectiles, damage of 17 (only 1 higher thatn the shotgun but with a smaller spread so it has a more powerful effect), firerate of 0.35 (in effect as fast as the semi-auto shotgun). - Rocket Launcher => Fire => Spread set to 0 (most accurate), refire speed increased by 25%. Added NoFear Mod rocket-explosion effect. New Skin by AwesomeSauce Mod and a slight variation in the sound provided by the Boombeat mod.New name, 'Mobile Stinger' - Rocket Launcher => Alt-Fire => Same as above but with a homing missile. Credit to As_@$_1 (Carnage Mod) because his implementation/intergration of the Homing Rocket Mod was so good that I didn't change it. - BFG-9000 => Fire => The overcharge load can be maintained for another 3 seconds and then it doesn't explode right in your face but the amassed energy is safely dissipated like steam and you lose the ammo used for the shot.The blast radius and its damage have been increaseed by 25% (it is still less than the grenade!). However, the passing-by multi-target damage has been increased from 5 to 70, thus killing various enemies on the way to the target. If the room is fairly large and the projectile remains on the air for more than 3 seconds, it will kill anything in that room. BFG projectile has new smoke animation, an increased velocity by ~30% (500) and a wider, more visible frequency beam and a new explosion animation. New name, 'Hob Goblin Cannon' and new shot sound from Bopsounds beta 1.2 mod. - BFG-9000 => Alt-Fire => Same as above but with the speed reduced to 250 from original 350. However, the passing-by multi-target damage has been deactivated because it is now a homing missile. - Soulcube => Reduced the ammount of kills required for charge to 4 and increased the cube's velocity by 300% as it was too slow and would leave you vulnerable for far too long. Different sound when killing an enemy. - Chainsaw => Added a faint red 'glow' around you when you have the chainsaw equipped. It adds a bit of lighting to make the chainsaw more usable. Damage distance up by 100%. and damage up by 200%. Well... this is an obvious overkill. However, the idea is that it will be used from those who wish to take on beasts bigger than a zombie armed with only the chainsaw. New by various mods, new name 'Bone-Chopper'. - Double Barrel Shotgun => Fire => It's the Bouble Barrel Shotgun from RoE. Added an alt-fire mode. It came with a 20 projectile shot, which split into a 10 projectile shot with a spread of 8, and the rest 10 had a spread of 16! I know! Complicated? You bet. Original code shows that they planned for different damage for each set of projectiles. Of course all that is gone. Now, primary fire has all 20 projectiles with a spread of 17. Beware, the DB Shotgun needs reloading after each shot and is slow at that too. Thus, damage up by 50% (24) because it felt nothing like Double Barrel action. Added a flashlight, the fool! Apparently the porting is not 100% compatible. It took me 5 minutes to add the DB and 5 hours to focus it! Let me say that again. 5 long, exhausting, infuriating, freaging HOURS, to adjust the flashlight coordinates, which apparently are completely different to Doom 3 1.1 . I swear they did that on purpose just to prevent us from putting flashlight on RoE weapons. (By the way, DB shotgun was available on filefront on 14/4/05 and I am uploading this on 18/4/05. Is this an immediate update or what?). To get the weapon you need to do: give weapon_shotgun_double . Pressing '.' and quickly '/' brings it up. You can change these from the AutoExec. - Double Barrel Shotgun => Alt-Fire => Same as above. However, spread is now 12 (HellKnight Special) and I've made it a bit slower to balance it out. - Plasma RailGun => Similar to a sniper gun. Damage of 150 clip size of 2 though, but no blast radius so you can use from close distance. Picks up ammo of 4 instead of 50, each shot costs 5. Firerate of 1.0 .New flashlight light colour, light green. To get the weapon you need to do: give weapon_shotgun_double . - Gravity Gun => The gg does will now kill enemies when you point it directly at them, it is merely slower though. As soon as you kill them you'll know because you'll draw them to you. I have increased the range within objects are captured by ~50% (1700), reduced the distance of the hovering object by 3/5 (50), increased the speed by which captured objects come to you by 20% (1320), increased the launch speed by 500, and reduced the ammo consumed on launching an object by 80% (1) just for the heck of it. To get the weapon you need to do: give weapon_gravitygun . For full details read the Gravity Gun - Readme file in the extras folder. - PDA => The welcoming messages in your PDA have been changed, read them and you'll see what I mean. Additionally, I have included new messages. One contains all the console commands and the other all the codes for the storage-units. Since you can't minimize Doom 3 and read them directly from a txt file this is the only way to read them as you go. Similarly, I have included the Weapon guide specific to this mod in another message. //////////////////////End of Modifications //////////////////////// ///////////////////////// Weapon Tips: ///////////////////////// - Fists => Good for taking down unarmed zombies with 2 punches. - Flashlight => Specifically designed by me for squashing those unarmed zombie pests with a single hit, even in the dark. I don't think they are worth putting any bullets in them. - Pistol=> Pistol is now fast and powerfull enough to take down an Imp. However, do so if there is only one, at a distance and you have enough space to move. Additionaly, you can take down any foe if it is far enough. Excellent for trites, single shot contest! - ShotGun => Although I have named it Semi-Auto Shotgun, I was actually thinking of 'Death Around The Corner' because that is exactly how you should use it. If anything is shooting missiles at you, back up behind a corner, wait for it to pass in front you and shoot it to the chest (as the spread will actually hit the head too, it is the most effective shot). If you are brave enough (and very low on other more powerfull ammo) you can even take down an Archville with 3, up close and personal, shots to the head. Very effective against Cacodemons too (2 direct hits will do) if you have space to move and there are no more than 2 of them. I also noticed that it is great for pinkys, only 2 close shots required. - Machinegun => Again, I originally wanted to name it 'The Imp Hunter' because that is what this baby is best suited for. It is fast and lethal. In fact so lethal you can easily take down the freakish Commando Zombies if there is just enough distance between you. I was able to use the machinegun in order to destroy the Commando Zombies in almost all cases they crossed my path, in Nightmare Mode! - Chaingun => The perfect gift to bring to a crowded party. If you are facing 3 foes and above then you ought to use the chaingun as it is more powerful, has a larger clip and a larger spread. Particular enemy to use against: Cacodemons at a distance. Their shots can be deflected by the chaingun's fire and it is fast enough to take it of the air quickly enough. - Plasma Gun => It's projectiles are significantly faster and its firerate and power just a hint higher. However, the plasma gun has large projectiles which, when combined with the previous changes, make it the perfect Revenant killer. No need to waste anything else on a Revenant anymore, it is as if this weapon was designed for them. Just aim for the shoulders so that you take out the rockets first and it (the Revenant) will be taken care of in just a few seconds. - Plasma ShotGun => Same as Semi-Auto Shotgun but more suitable for short to midrange attacks, use when you don't ammo for the shotgun. - Grenade => Now a Mine-Grenade, it is great for setting up traps. If you know where they are coming from plant 1,2,3, or more, wait for them to pass through and detonate, blasting them. Plus it is a flare, so use accordingly. - Rocket Launcher => Not much here, it is fast enough now, however, to take down those fat Demons easier. - Plasma RailGun => Good for one or two at most, strong foes, that you have to face up close, where the blast radious of another weapon would cost you too. - Gravity Gun => It is difficult to handle but if you have run out of ammo or you pick up sth huge to knock out many enemies at once, this is the gun to use. - Chainsaw => The only overkill weapon of the game. With a damage of 150 it is instant death for almost anything in the game and I have given it a large melee distance. Try to play the game using only that. - BFG-9000 => Not much to say here. I rarely use this one. I recommend you save it for Archvilles and larger. - Soulcube => Not much to say here either. This I used as often as possible to save ammo. By 'as often' I mean saving it for difficult moments or foes (or even when you know how many foes there are so that it will have recharged by the end of the fight). /////////////////////////// Changing This Mod ////////////////////////// If you don't agree with my modifications here is some basic info on how to further tweak the mod to your preferences: Speed, stamina, health, ammo carrying, etc., => can be changed from the player.def file in the \Defs folder. Weapons' damage, clip size, spread etc., => can be changed from the weapon's .def file in the \Defs folder. Weapon's fire rate, reload rate etc., => can be changed from the weapon's .script file in the \Scripts folder. Names of weapons, => can be changed at the english.lang file in the \Strings folder. Title screens etc., => can be changed at the mainmenu.gui file the \Guis folder Sounds of weapons, explosions etc., => can be changed from by deleting/replacing appropriately in the \Sound folder . Skins of weapons, monsters, objects etc., => can be changed from the \dds and \models folders. /////////////////////////////// Credits ////////////////////////////////// Special thanks go to Glen Murphy (http://www.glenmurphy.com), creator of the Duct Tape Mod that started it all. << 'Your gladiators salute you' >> - Falken for improving Glen Murphy's light mod and laying the grounds for this mod. He is my mod's grandfather. - r34lm0n60 (merlin_luedicke AT hotmail.com) for his semi-auto pistol, excellent script work!(the first mod to add to mine, and damn fine too!) - Fragger for his skin: Chrome Pistol. Good work, very slick, make more! - Fluffyinsanity's Sounds for Doom 3 Version 1.0 - Fluffyinsanity99 AT aol.com, id needs your help. - MWoody (d3 AT mwoody.com http://mwoody.com/d3/ ) for the ingenious/script-only plasma radar! His own Readme is included at his request. - Clone JCDenton (clone_jc_denton AT yahoo.com) for his innovative Stereophonic Sound Pack! Excellent idea, id should take a hint [or two :-) ] from you! - Mycelo for his shot sparks effect I used on the pistol, machinegun and chaingun, the soulcube afterglow effect and the modded green mine/grenade. Nice! I have some more ideas for your code but I can't manage them on my own. If you have the time and the desire to help make up something nice, send me an e-mail. - The maker of BoomBeta Mod for his shotgun sparks effect. Simple and effective (and light on resources too!). And the changes in the rocketlauncer and soulcube sequences. - J. Gorrell, aka Cougar, puma AT ikillclowns.com for his safety valve mod on the BFG, thanks for implementing what should have been one of the first mods! - Psychonaut for his rocket explosion effect from his NO-F.E.A.R. mod. I wanted to use your shot spark effects but I couldn't combine them with my flashlight. If you can, send the an e-mail about it, I would appreciate it. - rsjrv99 or Ross_J. Online he is DeadDevil, ProGraM, and Saphearo. Email: rossjarvis AT gmail.com for his comprehensive tweak guide. - eXim Works, email: eximworks AT gmail.com, whose skins, from the Awesome Sauce mod v 1.0, are on the flashlight, hands, shotgun, Rocketlauncher and Chainsaw, some good ideas there, as for the rest of your skins, there were too extreme for my taste, I like more uniform solutions. Plasmarail gun, his code too, although I have modified it. - Xiovex for his Xio's SKINPACK (high res) Version 2.0 providing some skins. The black reflective skin is very impressive with red glowing eyes combination is very nice, you should use it on more monsters. - Bloodrayne (http://pixels.ontheweb.nl) for his thoroughly implemented gravity gun. Two thumbs up!For some reason though I can't get to have a flashlight. - Mausus Atlas for his monster skins on: imps. mancubus, cheerubs, hellknights,archvilles, cacodemons, pinkys, revenants, maggots and trites. A unified style of mainly black bodies with bloodred parts. An excellent idea as well as scarily implemented. I suppose id Software didn't go for it in order to show off its graphic models. However, theme wise the Mausus Atlas models look much better. The Bfg skin belongs to you too. - Kasey (maikoman4 AT hotmail.com) for his npc skins on: betruger, cambell, common, the female npc, male npc, sarge2, scientist and swan. At last! Someone thought of it. Well done Kasey, make them more extreme next time. And with a seperate mod for his monster skins: lost soul and commando zombie. - SilentDeath< Wollgast for his bloody chainsaw chain. It was done before but you did it properly and nicely. - Barni (barni2 AT freemail.hu) for his machinegun, chaingun and plasmagun skins. The first decent military style skins, well done. - Murd'realism' Hansen aka The gamer formally known as Boots (tinman_squad AT hotmail.com, releases are initially hosted at http://www.gpdownloads.co.nz/) for His TinMan Squad code which I used here. Keep it coming Hansen. Is it me or that piece of coding could have been part of the iD pack. At least that would have been a trully original move on their part! - BLITZKRIEGBOP for his BFG shot sound, from his bopsounds beta 1.2 mod. That one was certainly original, I'm not so sure about the rest. - As_@$_1 (Carnage Mod) for his .dll. I had just made mine but it would require beta testing so I saved myself a couple weeks of testing and used Carnage's, which was fine anyway. I found it to be simple, intuitive and effective. The improvement of the homing rocketlauncher code is his (Homing Rocket is an older mod). - Pitt (greatalexandros AT hotmail.com) for extracting all the bits and bobs of the DB shotgun to bring to the rest of us. Thorough work Pitt, nice. - SiTWulf (sitwulf AT yahoo.es), for the BFG explosion animation, now that's how it should have been done! And for the splash screen. ///////////////////// Last Words /////////////////////// - Feel free to contact me about the mod or any ideas you might have on how to improve it. Also, feel free to use and release this mod with yours (don't bother e-mailling me about it) but do e-mail me with your new mod because I would like to give it a try! Credit to myself and everybody else's code found in this one, would be greatly appreciated. Faiakes
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