Faiakes RoE-Extended

A weapon and gameplay mod with a few graphics alterations.

Notable Features:

- A...


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File Description

A weapon and gameplay mod with a few graphics alterations.

Notable Features:

- ALT-FIRE => Carnage code - ALT-FIRE modes => Faiakes Mod

- 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 Tray/Faiakes Mod


- Added Alt-Fire modes. - Corrected max ammo readout. When maxed, displays 9999 + full clip.

Read More

Download 'faiakes_roe_alt_extended_v1.exe' (36.05MB)

Faiakes RoE-Extended Doom 3 Mod v1.3

faiakes AT hotmail.co.uk


///////////// Compatibility ////////////////

- Doom 3 + RoE extension pack + Patch 1.3

///////////////// 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 RoE-Extended 1.3 => 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\ 

2. The guis folder will be placed inton your \Doom3\base\ folder.

3. The extra documents will be placed in your Documents folder\Faiakes 

4. The Readme document will be placed in your Documents folder\Faiakes 

To play

1. Make a copy of your RoE shortcut.

2. Rename it so that you know it's about this mod.

3. Right-click on it, go to field 'Target', and make it like this: 
\doom3.exe' +set fs_game_base d3xp +set fs_game faiakes_roe

4. Save and you're done!

5. Do not launch from the Doom3 Mods menu. The game will give you an error.

----------------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, found in your 
windows menu, and ALL of my files will be removed.

////////////////////////////// Modifications 


- 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 

- 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 

- 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 slightly 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 fast.


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.


- 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.

- 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), the pistol acts like a 
semi-automatic pistol should do: one shot per click. 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 quadroubled in order to maintain 

- 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 
* 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 

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 increased to 300. 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.

- 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 .

- 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.

- 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 

- 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 

- Gravity Gun => It is a bit difficult to master but it's the best for 
vulgars in open spaces since it can grab enemy projectiles and throw them 
back with increased damage. You can also pick up sth, store it for later use 
and/or use it to knock out enemies. If you want to save ammo 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 

////////////////////// 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 

////////////////////// 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 >>

- 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!
- Kamikazi Fred for the Pistol Burst Shot mod. Now there is a man who likes 
to make what he likes! Thank you sir.
- 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 
- 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 the green grenade and other bits which I forget now. 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 
- 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 
- 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 
- 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!
- Ice Tray, for coming up with the way of actually speeding up any creature 
in Doom 3. A moment of triumphant research I must say!
- As_@$_1, for his alt-fire dll and his help in getting it to work with the 
1.3 patch! I found it to be simple, intuitive and effective. The (much 
needed) improvement of the homing rocketlauncher code is his too (Homing 
Rocket is an older mod).

///////////////////// 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!


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Registered 3rd September 2004

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