Faiakes RoE-Extended

A weapon and gameplay mod with a few graphics alterations. ------------------------- Notable Features: ------------------------- - B...

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File Description

A weapon and gameplay mod with a few graphics alterations.

------------------------- Notable Features: -------------------------

- Big Light On All Weapons => Falken/Faiakes Mod - Extended PDA => Faiakes Mod - Personalised Weapon Names & Hud => Faiakes Mod - New Weapon Skins => various mods - New Monster Skins => various mods - Semi-Auto Pistol => JAPM Mod - Storing Grabber => DC Grabber Mod - Semi-Auto Shotgun => Faiakes Mod - Mine/Flare Grenade => MyCelo/Faiakes Mod - Plasma Gun Radar => MWoody Mod - Plasma RailGun => AwesomeSauce Mod - BFG Safety Valve => Cougar Mod - Friendly NPCs => TinMan Squad Mod - Double Barrel ShotGun => DB Shotgun Mod - Human Monsters Gib when die => PBmax code - Enhanced Monsters => various mods - Permanent Decals => Infernal Death Orgy Mod - Quick Feet Zombies => Ice_Trey code ------------------------------ Changes since v1.1b: ------------------------------ - Grabber modified to hold floating items for 9999 seconds. - Removed Gravity Gun 2.0 mod (not needed anymore). - Invisible Pinky mod removed (pinky didn't do any damage). - Zombies gib instantly upon death (better fps), script code by PbMax. - Monsters' Ai improved (UAC Redux mod). - Monsters are faster and more agressive (Infernal Death Orgy mod). - Monsters' projectiles travel faster. - Monsters do more damage. - Oxygen tanks replenish your oxygen completely (Infernal Death Orgy mod). - Permanent decals, bloodstains etc., for real this time (Infernal Death Orgy mod). - BFG blast radious further increased to twice that of the original. - BFG damage is now 50% higher than original. - Zombies move and attack 100% faster.

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Readme
Faiakes RoE-Extended Doom 3 Mod v1.2
 
faiakes AT hotmail.co.uk
 
 
///////////////// Contents /////////////////////
 
1. File => pak444.pk4 => the primary mod file.
 
2. File => AutoExec.cfg => the secondary mod file, a system modification file, runs 
along DoomConfig.cfg
 
3. File => Readme - Faiakes Extended 2.1 => this readme file.
 
4. Folder => Extra help => has tweak guides, play guides and cheats.
 
5. Folder => Guis => has a new splash/intro image.
 
/////////////////////////////// Installation ////////////////////////////////////
 
Installation is automatic.
 
1. The pak444.pk4 and the Autoexec.cfg will be placed into your Doom3\d3xp\ folder.
 
2. The guis folder will be placed inton your \Doom3\base\ folder.
 
3. The extra documents will be placed in your Documents folder\Faiakes RoE mod\Extras
 
4. The Readme document will be placed in your Documents folder\Faiakes RoE mod
 
 
----------------Important - Read below!----------------------
 
Note 1: If you add such files (or simply 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.
 
Note 2: If you have other mods that you would like to take precedence over this one, 
make sure their pak number is higher. For example, if you have something that mods a 
particular gun that you would like to use along with the mods in this package, rename 
that pak file to 'pak445.pk4' or higher.
 
Note 3: 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 loss of performance. They are very simple do not worry!
 
To UnInstall: simply double-click on the uninstall icon and ALL of my files will be 
removed..
 
 
////////////////////////////// Modifications //////////////////////////////////
 
 
//////////
Overall:
//////////
 

- 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.
 
- 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.
 
- 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 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.)
 
- Oxygen Tanks =>Give double oxygen, which in effect replenishes you completely.
 
- Decals =>All bullets hitting non-body surfaces give off sparks. All 
bulletts hitting bodies now leave a clean and visible bullethole. 
 
- TinMan Squad =>For all info on how to use that feature read the TinMan Squad 
Readme File in the Extras folder.
 
- Monsters =>All monsters except Bosses have been tweaked. The monsters 
which have a missile attack inflict x2 damage both with their missile and with their 
melee attack. Monsters without a missile attack inflict x3 damage. The projectiles of 
monsters travel 30% faster. Monster AI has been enhanced via the UAC Redux 1.0 mod. 
Monsters also move 50% faster.
 
- InstaGib =>Just like the burnaway effect of demon monsters, human 
monsters/zombies immediatly gid when they die.
 
- Zombies =>All unarmed zombies move and attack twice as faast.
 
 
///////////////////
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.
 
Grabber mods =>Grabber can hold 9999 seconds.
 
Console =>Enable simply by pressing  ~  .
 
Graphics' Settings =>I have modified AutoExec to increase performance 
specially 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 settings to suit your hardware.
3. Save the file and leave it in your Dooom3\base folder. You're done!
 
 
////////////////////////////////////////////
DoomConfig changes 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 much.
seta r_multiSamples 'x'=> set Anti-Aliasing from 0 to 16 (mod's 
setting is 0). 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 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 => Damage distance up by 4 times and damage 3 times up to 60, it takes 2 punches 
to kill a regular zombie in nightmare  mode (you should estimate that you can hit at 
least ~0.5m 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.
 
- Grabber => It now lets you pick up and store up to 24 items inside your gun (nothing 
that dies when picked up, i.e. Lost Souls, Cheerubs). You can actually store health 
packs, ammo etc., this way and just 'spit' them out when needed. You can only pick up 
items when the 'lock on' crosshair is activated. To pick up an item press the ATTACK 
button. For most items you can release the ATTACK button as soon as the object is 
targeted. For some items such as zombie corpses you must hold the ATTACK button until 
the gun overheats. Try to keep the crosshair centered on the targeted item while you 
hold the ATTACK button. To shoot an item press the RELOAD button. Known issues: 
Fireballs cannot be stored. Items sometimes get hung up when shot from the gun. If you 
store an exploding object in the gun, shoot it and it does not explode, it will probably 
explode if you try to pick it up again. Additional mod makes it now hold anything 
grabbed for 9999 seconds, you can easily carry ammo and health along without storing it 
inside the Grabber.
 
- 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 you can read them on the 
go. Similarly, I have included the Weapon guide specific to this mod in another message.
 
- 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 ~ 1.5 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 by 200% (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 => 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).
 
- ShotGun =>  (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 by 10 (~40% 
less). 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. Does not launch shells from gun barrel 
(greater accuracy). New Skin by AwesomeSauce Mod.
 
- Double Barrel Shotgun => Made all the projectiles behave the same, and they all have 
the same spread of 10, increased damage by 50% (24).
 
- Machinegun => 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 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 for Machinegun. New name, 'Conflict Neutralizer', which appears when you switch 
to the weapon. Added shot spark effect. Does not launch bullets from gun barrel (greater 
accuracy).
 
- Chaingun => 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'.
 
- Grenade => 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 stops moving, in which timethey 
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 Oblivion'.
 
- Plasma Gun => Alt-Fire => Velocity of plasma shots tripled (2100) to original, 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 weapon skin by Barni.
 
- Rocket Launcher => 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.
 
- Plasma RailGun => Similar to a sniper gun. Damage of 120 clip size of 2 though, but no 
blast radius so you can use from close distance. Picks up ammo of 4 instead of 50. 
Firerate of 1. New flashlight light colour, light blue.
 
- Gravity Gun => The gg does not kill enemies when you point it directly at them, it 
merely hurts them as long as you keep the fire button pressed it will kill them 
eventually. You can look at the gun's gauges to see how much health they have left. Use 
the RELOAD button to hurl an object towards an enemy. Use objects to shield yourself 
from incoming enemyfire. Things that get thrown at enemies usually tend to hurt them a 
*lot*. You can pick up a box or a dead body and hold it in front of you to protect you 
against any projectile. If you tap the beam shortly you can use it to drag things closer 
to you that you normally wouldn't be able to reach. Explosive barrels are fun and do 
lots of damage. Bricks are fun and do a lot of damage too. 
 
- Chainsaw => Not activated. To do so change in d3xp-player.def its number from 19 to 
either 17 or 18. 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 Skin by AwesomeSauce Mod.
 
- Plasma Shotgun => Not activated. To do so change in d3xp-player.def its number from 19 
to either 17 or 18. Name says it all, 13 projectiles with a clip of 52, enough for 3 
blasts. Damage of 17 (one more than shotgun) and spread of 14 (one less than the shotgun)
 but with slightly slower firerate.
 
- BFG-9000 => 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 is up by 100% and its 
damage up by 50%. The passing-by multi-target damage has been increased from 5 to 60, 
thus killing weak enemies on the way to the target. If the room is very large and the 
projectile can remain on the air for a few seconds, it will kill anything in that room. 
BFG projectile has new smoke animation, a reduced velocity by ~30% and a wider, more 
visible frequency beam, a reduced light radious for a cooler effect and an increased 
blast light radious. New name, 'HobGoblin Cannon' and new shot sound from Bopsounds beta 
1.2 mod.
 
- 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. Added Mycelo's blue afterglow effect when firing at a target. Different sound when 
killing an enemy.
 
 
//////////////////////////////// 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.
 
- 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 
Mancubus 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.
 
- BFG-9000 => Not much to say here. I rarely use this one. I recommend you save it for 
Archvilles and larger.
 
- Bloodstone => Not much to say here either. Use for difficult moments or foes.
 
/////////////////////////// Bugs - Known Issues ////////////////////////
 
- Some people report that the sound of the weapons is too loud. If that is the case with 
you too, please report it at the mini-forum at FileFront where you downloaded this mod. 
Although not a big deal, I am investigating the matter.
 
/////////////////////////// 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.
Weapons' damage, clip size, spread etc.,=> can be changed from the weapon's .def file.
Weapon's fire rate, reload rate etc., => can be changed from the weapon's
 .script file.
Names of weapons, title screens etc., => can be changed at the english.lang file 
in the strings folder.
Sounds of weapons, explosions etc.,=> can be changed from the Sound folder by 
deleting/replacing appropriately.
Skins of weapons, monsters, objects etc.,=> can be changed from the dds and models 
folders.
 
/////////////////////////////// Credits //////////////////////////////////
 
Special thanks go to Glen Murphy, creator of the Duct Tape Mod that started it all.  <<  
Your gladiators salute you   >>
Check out Duct Tape and his other works at http://www.glenmurphy.com
 
- 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!
- 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 the skins for: Cherub, 
Hellknight, Imp, Commando, Chainsaw guy, Wraith, Archvile. That is  one scary Hellknight 
and the Imp makes just the right impression. The black reflective skin is very 
impressive with red glowing eyes combination is very nice, you should use it on more 
monsters.
- 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.
- 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 from 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.
- Pitt (greatalexandros AT hotmail.com) for extracting all the bits and bobs of the DB 
shotgun to bring it 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 pre-FAIAKES MOD splash screen.
- Benzo (benzostanbury AT comcast.net) with his Infernal Death Orgy mod (by the way, 
excellent name, crazy mod!), whose scripts i used as a guide to tweak the monsters, 
increase the oxygen supply from the tanks and to make decals permanent (actually i have 
been twisting my head around that for quite some time, thanks).
- Pbmax for the InstaGib feature, all this with a single but brilliant line of code! 
Once more, well done sir!
- StriderDM1, for coming with the way of actually speeding up any creature in Doom 3. A 
moment of triumphant research I must say!
 
 
///////////////////// 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.
 
- This mod was uploaded at Http://doom3.filefront.com , it has everything you need and 
you can upload/download for free!
 
Faiakes

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Faiakes


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Registered 3rd September 2004

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