Infernal Death Orgy

Infernal Death Orgy is a mod I made that improves Doom3 in many different ways. It makes Doom3 more realistic, better looking, and slightly...

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Infernal Death Orgy is a mod I made that improves Doom3 in many different ways. It makes Doom3 more realistic, better looking, and slightly more difficult. It does all this without meddling with the game's atmosphere. Well, that is unless you choose to use the optional Lewdicrous Pack that is included in the OPTIONAL GOODIES folder.

This mod is a good choice for both experts and people about to play Doom3 for the first time. The easy difficulty level (MELLOW) is good for beginners, and the hard difficulty level (MERCILESS) will challenge experienced players who want to replay Doom3 at a higher level. If MERCILESS isn't tough enough for you, try using the optional UltraViolence pack for an extremely difficult game.

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Download 'idov15.zip' (52.09MB)

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================================
INFERNAL DEATH ORGY 1.5 by Benzo
================================

Infernal Death Orgy is a mod I made that improves Doom3 in many different ways. It makes Doom3 more realistic, better looking, and slightly more difficult. It does all this without meddling with the game's atmosphere. Well, that is unless you choose to use the optional Lewdicrous Pack that is included in the OPTIONAL GOODIES folder. THE SCREENSHOTS YOU SEE CONTAIN CONTENT FROM THE LEWDICROUS PACK, AND YOU ARE NOT OBLIGATED TO USE THE LEWDICROUS PACK!

This mod is a good choice for both experts and people about to play Doom3 for the first time. The easy difficulty level (MELLOW) is good for beginners, and the hard difficulty level (MERCILESS) will challenge experienced players who want to replay Doom3 at a higher level. If MERCILESS isn't tough enough for you, try using the optional UltraViolence pack for an extremely difficult game.

This mod works with the 1.3 patch. If my mod doesn't work for you, leave a post on the mod's page at doom3.filefront.com. Leaving a message might help others if they get the same problem, which makes it a better choice than sending me email. Like just about everyone else who makes free game mods, I am not responsible if my mod wrecks your computer.

This is probably my last revision of Infernal Death Orgy. I encourage other modders to take what I have done and build further off of it. In fact, I have left copious notes in the files that I modified to help others understand the changes I made. Mod makers will often see the following in the files I modified with notepad:
	//BENZO:	me making a comment about a change I made.
	//R:		I removed this line.

My computer is:
AMD Athlon64 2800+, 1GB RAM, ATI Radeon 9800 Pro video card (256MB RAM version)
My 3dMark 2005 score: 2895 (go to www.futuremark.com to get this program)



==========
INSTALLING
==========

Extract infernal_death_orgy_v15.zip and drop the extracted files into your Doom 3 folder. Then decide which optional paks you want to use. If you do, copy them from the {{{OPTIONAL GOODIES}}} folder and paste them into the IDOv15 folder. Run Doom3, click MODS at the main menu and click IDOv15.

If you want higher FPS at the expense of visual awesomeness, delete the file z_bhmod.pk4 which is located in the IDOv15 folder. You can also copy the DEF folder inside the {{{OPTIONAL GOODIES}}} folder and paste it into the IDOv15 folder. Doing this will cause demons to burn away and zombies to gib after being killed. Disabling shadows in Doom3 also boosts FPS significantly at the expense of realism.

You can also use Infernal Death Orgy and/or the Lewdicrious Pack with SABot (Stupid Angry Bot). Download and install the Sabot mod and put a copy of pak666_IDO_essential_data.pk4 and/or a copy of pak999_Lewdicrious_Pack.pk4 into the sabot_alpha7 directory.

I included Eutectic's cleaned paks in my mod. Using a program called TextPad 4.7.3, I have efficiently removed many unnecessary keystrokes from script files. I predict that using Eutectic's cleaned paks as well as removing these unnecessary keystrokes will increase the game's performance a little bit by preventing useless junk from being loaded into RAM. If you want to make use of Eutectic's clean paks for plain Doom3 and all your other mods, copy the file 'C:\Program Files\Doom 3\IDOv15\pak005_CleanStuff_mashed.pk4' and paste it into your 'C:\Program Files\Doom 3\base' folder.

I did not use Eutectic's CleanMaterials pack. When he made those he relocated various materials to and from different mtr files, probably to make it more intuitive. This ended up being a problem because the 1.3 patch was later released with a few revisions to the original mtr files. Therefore using the CleanMaterials pack would cause confusion as to which materials are included in which mtr file.


================
MONSTER UPGRADES
================

1. Demons move around at a faster rate. I raised the framerate of their walking, running, crawling, flying, and teleporting animations from 24 to 36, which makes them 50% faster. Zombies don't get this speed boost.

2. Monster sight animations are removed completely. Monsters will not roar, scream, or howl when they sight you. In more than one instance in Doom3 you can see monsters kill their victims with surprise ambushes. Why should they give YOU special treatment by intentionally alerting you to their presence?

3. Monsters inflict more damage with stationary melee attacks. Most demons infict double damage. I didn't increase the damage of lunging attacks because those are much more difficult to avoid.

4. Kick_time from some larger monster attacks have been increased. Kick_time controls how long your aim is thrown off when you are hit. When you get swatted by a Hellknight you will notice the difference!

5. Some folks didn't like the uber-robust zombies in the previous version of Infernal Death Orgy, so I reverted them back to the standard amount of health. On the topic of the zombies in Doom3, I must also mention what I percieved as a logic gap; When the invasion begins in Mars City Underground, you see two different people get transformed into zombies. The first victim is the scientist you were sent to find. A ghostly flying skull thingy invades his body, he quickly zombifies, and then attacks you. After killing him off, you can see a security guard being victimized and zombified in the exact same manner on one of the computer screens. What doesn't make sense is that the zsec zombies can run, dodge, use firearms, and communicate with eachother in some sort of evil language. Meanwhile all the other zombies are completely braindead as they walk lethargically toward you so they can swat you, moaning and groaning unintelligibly all the time. If I knew a lot more about computer programming and using modeling programs, I would change the braindead zombies. I would make them much more mobile and aggressive. They would run right at you and start frantically beating you off. No wait, I mean beating you up. They wouldn't be nearly as dangerous as the muscular, eight foot tall tentacled zombie commandos, but their AI would be almost identical. For now the zombie situation remains the same: the floaty ghost skulls transformed all their victims into undead zombies, with the exception of security guards which they merely possessed instead.

6. The weapons used by various zsec zombies, zombie chaingunner commandos, and the chainsaw zombie have exactly the same characteristics as the weapons Doomguy uses. The exceptions are that their weapons don't inflict as much damage, and some of their weapons have less knockback.

7. Imps, Hellknights, Revenants, and Mancubus launch projectiles at a 50% higher velocity than in plain Doom3. However they have slightly reduced accuracy. As mortal creatures they have imperfect aim, but they are still remarkably accurate.

8. Pinky gets a 50% health increase instead of the 50% running speed increase I bestowed upon the other demons. I found Pinky to be far too annoying to deal with when he could outrace me. Pinky will no longer waste time by stopping to roar at you in the middle of kombat.

9. Ticks move about very quickly. This makes them different than Trites in more than just appearance.

10. All boss monsters have more health.

11. The Cyberdemon can now be hurt by all weapons (instead of being vulnerable only to the Soul Cube).

12. In the final level, the HellHole, the Cyberdemon has a few Hellknight and Manubus henchmen in addition to those there Imps and Maggots. Conquering the final level is now much more difficult.


============================
CHANGES FOR IMPROVED REALISM
============================

1. The quantity of ammo various ammo pickups yield now equals the amount of visible ammo on the ground. For example, in plain Doom3 picking up what appears to be a carton of 4 grenades or 4 rockets somehow gave you 5 grenades or rockets. Now what you see is what you get. Also in plain Doom3, picking up a clip for your machinegun or plasmagun only gives you half as much ammo as the weapon's clipsize. This is also corrected.

2. For weapons without GUIs you can't see how many shots are left in your current clip.

3. The severity of the 'doublevision' effect depends upon the amount of damage inflicted to you. Doublevision is the screen blurring you see when you take damage and represents being disoriented by pain. To be specific, doublevison lasts 100 milliseconds + 10 additional milliseconds per point of damage. For spash damage doublevision lasts 100 milliseconds + only 5 additional milliseconds per point of damage because splash damage varies depending on distance from the damage source. 

4. Bob_pitch is increased, but you only affected by it while running. Bob_pitch makea your view shake up and down you run around. In plain Doom3 bob_pitch is at such a low amount that it is almost unnoticeable.

5. Your oxygen supply is tripled. If you run out of oxygen you die immediately. When suffocating, people don't suffer permanent damage and subsequent death until after losing consciousness.

6. Considering how deadly and durable a sentry bot is, it's hard to imagine how the demons invaded the base so easily. In plain Doom3 you could follow the bot along and watch them kill everything in their path. Now that I have reduced their health, sentry bots are like teammates rather than bodyguards.

7. Zombies can only be gibbed by rockets, plasmagun, and BFG.

8. Demons don't burn away after being killed.


=============================================
BRIEF DESCRIPTION OF IMPORTANT WEAPON CHANGES
=============================================

Since the last version of IDO I have learned a bit about modern firearms by reading wikipedia.org. I have changed the pistol, shotgun, machinegun, and chaingun to be similar to their modern equivalents. Looking back at the weapons in plain Doom3, they seem inferior to modern weapons because they have slower rates of fire, the projectiles have lower velocity, and they spew a tremendous amount of muzzle smoke. To compensate for improvements I made to the weapons, I have reduced the damage they inflict.

1. FISTS:
	- No longer cause visible wounds and can't gib.
OVERALL EFFECTIVENESS: unchanged.

2. PISTOL: (similar modern weapon: Sig P228)
	- Now you hold it at the center of the screen, so it is easier to aim.
	- Can't gib.
OVERALL EFFECTIVENESS: Increased significantly (although it remains the weakest weapon).

3. SHOTGUN: (similar modern weapon: Mossberg 590 "Compact Cruiser")
	- Now semi-automatic, rather than pump-action.
	- Firing rate increased significantly.
	- Spread reduced from the ridiculous default of 22 degrees to a still very wide 9.8 degrees.
	- Pellet damage reduced to 7 (was 14 in plain Doom3).
	- Reloads only one shell at a time.
	- Has a mounted flashlight.
	- Can't gib.
OVERALL EFFECTIVENESS: Not sure whether it is better or worse overall. Just different.

4. MACHINEGUN: (similar modern weapon: FN P-90 but with two barrels)
	- Fires two bullets simultaneously that do 5 damage each instead of a single bullet that does 9 damage. If you look carefully at the machinegun in Doom3 you can see that it appears to fire two projectiles simultaneously from two side by side gun barrels. I also changed the muzzle smoke particle so you can see smoke exiting both gun barrels.
	- Has a laser sight to assist aiming. I tweaked the targeting on the laser sight to make it as accurate as possible. The laser sight is only visible while firing.
	- Recoils in the same direction as the plasmagun. Both of these weapons are braced against the shoulder and therefore should recoil similarly. The recoil induced shaking in now in sync with each shot.
	- Can't gib.
MULTIPLAYER:
OVERALL EFFECTIVENESS: About the same because the small damage increase compensates for the effectively smaller clip size.

5. CHAINGUN: (similar modern weapon: General Electric XM214 minigun)
	- Damage reduced to 12 (was 20 in plain Doom3).
	- Firing rate increased to 960 rounds per minute (default was about 514 rounds per minute).
	- Can hold up to four belts of 100 bullets at once. 
	- Longer spin-up and spin-down times.
	- The recoil induced shaking in now in sync with each shot.
	- Can't gib.
MULTIPLAYER:
	- Damage decreased from 25 to 12 (the same as singleplayer).
	- Spread increased from 1 to 5 (the same as singleplayer).
OVERALL EFFECTIVENESS: The larger clip size makes the chaingun better in prolonged fights, but otherwise the overall effectiveness is unchanged. In multiplayer, the chaingun is significantly weaker because of the reduced damage and reduced accuracy.

6. GRENADES:
	- Much less bouncy.
	- Much larger blast radius.
	- Nifty strobe light added.
OVERALL EFFECTIVENESS: increased moderately.

7. PLASMAGUN:
	- Plasma balls have a small blast radius, so don't use it when very close to your enemy.
	- Increased projectile velocity by 50%.
	- Clipsize reduced to 25 (default was 50).
	- Slight recoil and spread added. The spread actually seems to be a slight advantage when you are trying to shoot down enemy projectiles.
MULTIPLAYER:
OVERALL EFFECTIVENESS: About the same in singleplayer. The projectile velocity increase makes the plasmagun slightly better in multiplayer.

8. ROCKETLAUNCHER:
MULTIPLAYER:
	- Rocket speed reduced by 50%.
	- Slash damage reduced by 25%.
	- The splash inflicts as much damage to you as it does to your enemies.
OVERALL EFFECTIVENESS: Unchanged in singleplayer. In multiplayer it is significantly weaker because the rockets are much slower, and it's easier to accidentily kill yourself in the blast.

9. BFG:
	- Won't hurt you if you overcharge it. Overcharging will still waste your ammo, but in a cloud of green smoke instead of a deadly explsoion. When you press the trigger you will hear a series of four beeps. The BFG uses one shot of ammo for each beep you hear before releasing the trigger. The BFG does not damage you when you shoot an enemy at close range. I didn't understand why a BFG blast wouldn't hurt you if you stood near a wall and shot it, yet the blast would indeed hurt you if you shot a monster at close range.
	- The blast radius has been increased significantly (to 15 meters, just as stated in the BFG video disk).
OVERALL EFFECTIVENESS: increased a lot.

10. CHAINSAW:
	- Damage reduced to 25 (default was 50). Even with this damage reduction, the chainsaw inflicts damage faster than shooting your enemy with fully automatic machinegun fire.
	- Can't gib.
OVERALL EFFECTIVENESS: decreased a lot.

11. FLASHLIGHT has its damage reduced from 40 to 20. Can't gib.
OVERALL EFFECTIVENESS: decreased a lot.

12. SOULCUBE has no changes.

By the way, here are some of the internet pages I read to learn about weapons:

	http://en.wikipedia.org/wiki/Sig_P228
	http://en.wikipedia.org/wiki/9mm
	http://en.wikipedia.org/wiki/Shotgun
	http://en.wikipedia.org/wiki/Combat_shotgun
	http://en.wikipedia.org/wiki/SCIMTR
	http://en.wikipedia.org/wiki/Mossberg_590
	http://en.wikipedia.org/wiki/FN_P90
	http://en.wikipedia.org/wiki/5.7_x_28_mm
	http://en.wikipedia.org/wiki/XM214_minigun
	http://en.wikipedia.org/wiki/7.62_x_51_mm_NATO


========================
VISUAL AESTHETIC CHANGES
========================

1. Duration of bullethole, scorch, blood decals increased to 60 seconds.

2. I revised many different particles. Many explosions, muzzlesmokes, and bloodsprays look different (and in my opinion, much better). Here is the complete list of changed and new particles:

IN DUFFY.PRT:
	chainsawwound
	hugeexplosion
IN EXAMPLES.PRT:
	bulletsmokeandspark (by Denton)
IN EXPLOSIONS.PRT:
	rocketexplosion (by Denton)
	grenadeexplosion (by Denton)
	bfgexplosion (from Battleready 1.5, modified by me, Benzo)
	barrelexplosion (by Denton)
IN KTEST.PRT:
	burstysquirt
	manc_fireball (made this blueish)
	manc_explosion (made this blueish)
IN PATRICK2.PRT:
	burn_imp (by Denton)
	burn_imp_large (by Denton)
IN WEAPONS.PRT
	muzzlesmoke
	rockettrail (by Denton)
	cgmuzzlesmoke
	mgmuzzlesmoke (smokes from both barrels)
	shotgunmuzzlesmoke
	grenadetrail (by Denton)
	cgsmokeandspark
	sgsmokeandspark
IN PLASMAGUN.DEF:
	plasmaimpact
NEW PARTICLES IN IDO_PARTICLES.PRT:
	bfgfart
	bfgflyby
	bigfleshsmoke
	cgbursty
	fleshsmoke
	rocketbursty

3. Uses wound decals from Dr.Bloodv1.0a by Baris Caglar.

4. I made new bullethole and rocket impact decals.

5. Uses skin from SDChainsawBlood by SilentDeath.

6. Uses Kev's 22nd century flashlight mod. You can toggle between three different levels of brightness with the reload key.

7. Includes Brilliant Highlights 0.40b by Maha_x. This small file really makes the game look better in my opinion.



=========================
AUDIBLE AESTHETIC CHANGES
=========================

All sound changes are modified or unmodified files from Doom3, Trent Reznor sound pack, and Denton's mod. I didn't transplant any sounds from other computer games.

1. You can hear the ultra-sexy sound of your bullets punching into the flesh of your enemies. These sounds are from the Trent Reznor sound pack. I also made a sound for rockets exploding in flesh. This feature really gets me moist!

2. When you try to fire a weapon containing an empty clip, you will hear the appropriate 'dryfire' sound.

3. In plain Doom3 only pistol clips, shotgun shells, and machinegun clips had their own distinctive pickup sounds. I made new sounds for ammo belts, BFG cells, plasma cannisters, grenades, and rockets. So now every type of ammo has its own distinctive sound.

4. In plain Doom3 most of the weapons used the same pickup sound. Now you will be able to tell which weapon you just picked up by the sound you hear.

6. New sounds for player and zombies taken from Trent Reznor soundpack.

7. Music transplants for main menu and end of game credits.

If you like to hear more go to http://doom.ocremix.org



=====================
MISCELLANIOUS CHANGES
=====================

1. Improved weapons indicator on the lower right of your hud. This changes a previously useless row of dots into something usefull. I reckon everybody will appreciate this little change.



===========
MULTIPLAYER
===========

First of all, here is list of things I dislike about multiplayer Doom3:

1. You are almost completely powerless until you can locate a weapon better than your pistol.
2. Because damage from your own explosive weapons is scaled down tremendously, you can shoot somebody point-blank with a rocket launcher without having to worry about losing a point for suicide.
3. Getting killed within 2 seconds of respawning is annoying. You don't get spawned far away from your enemies, and you also don't get a little bit of time invulnerable.
4. Killing an opponent by shooting a nearby explosive barrel or blasting an opponent over the edge to their falling death gives them a suicide instead of giving you a point.
5. The berserk powerup increases the damage of all your weapons, not just your fists.

I have made the following adjustments to multiplayer:

1. The pistol is better because of it's increased rate of fire. It is still inferior to the other weapons, but it doesn't suck as much.

2. Your explosive weapons do as much splash damage to you as they do to your opponents.

3. Running and walking speed are no longer increased, so players run around at the same speed as in singleplayer. People who like deathmatch wicked fast will think this idea sucks. Other people, me included, prefer deathmatch at a slower, less hectic pace.

4. Pistol, shotgun, and machinegun laser sights are turned off.  Every laser sight and weapon mounted flashlight mod I have seen has had problems with the light being displayed in the wrong place when seen from third person perspective.

5. Because your targets move faster in multiplayer than in singleplayer, I decided to be nice and give you back your crosshair.



====================
THE OPTIONAL GOODIES
====================

To use the stuff in the {{{OPTIONAL GOODIES}}} folder all you need to do is copy the file you want to include and paste it into your Doom 3\IDOv14 folder.

1. pak999_Lewdicrous_Pack.pk4
This pack contains many new sounds and images to make Doom 3 rather crazy and absurd. If you have a twisted sense of humor like I do, then you might want to invest in some diapers or rubber underwear before using this pack.

2. Ultra-Violence
This enables random monster spawning. The code that makes this work was taken from the Double Doom3 v2.1(final) mod by Mausus Atlas and modified slightly by me. In my opinion, this optional pack kicks buttocks. It also makes the game significantly more difficult.



=================================================
CHANGES SINCE IDOv1.4 (AS BEST AS I CAN REMEMBER)
=================================================

1. Reduced player's stamina from 24 to 12 to make prolonged combat more difficult.

2. Made it so the laser sight on the machinegun is only active while firing. The reason I chose to do this is because putting your laser sight on the back of an idle monster alerts you to its presence. This is realistic in the case of the wide beam of a flashlight, but not with a tiny little red dot. I also made a new appearance for the machinegun laser sight.

3. Incorporated the Hellhole mod. This adds a few hellknights and a mancubus to your epic finale against the cyberdemon! The final level is best described as... PANDEMONIUM!

4. Added a flashlight to the shotgun.

5. New bullethole decal.

6. Made wraiths a bit easier to see.

7. Monsters get really super pissed when they take a little friendly fire. They will fight amongst themselves ALL the time.

8. Returned zombie health to what it was set to originally because some people didn't like having to deal with zombies that required emptying a full clip into them.

9. Revised documentation to make it more complete and up to date.

10. A LOT of other stuff I can't remember.



============================================
RECOMMENDED DOWNLOAD COMPATIBLE WITH IDOv1.5
============================================

1. XIO'S SKINPACK (xiosp5.1.zip)

Xio's Skinpack is my favorite skinpack for Doom 3 and I recommend downloading it. However the most recent version of Xio's Skinpack comes packaged with stuff from other mods that contradict the work I have done in IDO. Therefore, this extra stuff needs to be deleted. Here is how to do it all:

1. Download xiosp5.1.zip.
2. Open Xio's Skinpack 5.1.pk4 with Winzip or Winrar or whatever zipping program you use.
3. Delete the following folders in the archive: dds/textures folder, def folder, fx folder, materials folder, particles folder, sounds folder, textures folder.
4. Delete the following files because they are faulty:
dds/models/monsters/archvile/archvile2_dis.dds
dds/models/monsters/hellknight/hellknight_dis.dds
dds/models/monsters/imp/imp_dis.dds
5. Exit and drop 'Xio's Skinpack 5.1.pk4' into the IDOv15 folder.


========================
THIS MOD STOLE BITS FROM
========================
Denton's SDK Based Enhancement For Doom3
Trent Reznor soundpack
Brilliant Highlights 0.60b by Maha_X
Dr.Bloodv1.0a by Baris Caglar
skydancershotgun by SkyDancer
Double v2.1 by Mausus Atlas


======================
MORE IDEAS INSPIRED BY
======================
Bogz Dollox Doom V2
Kev's 22nd Century Flashlight by Kevin Brown
JAPM_fixed by d4r34lm0n60
BattleReady v1.5 by Trojanman190
DOOM 3 Laser Site Mod by kurt'commander_keen'loeffler
bog_decal_mod by Boglito


-------------------------------------------

EMAIL
my email = benzostanbury AT comcast DOT net

-------------------------------------------

PROGRAMS USED TO MAKE THIS MOD:

Notepad
TextPad 4.7.3
Audacity (sound editor) - http://audacity.sourceforge.net/
GIMP (graphics editor) - http://www.gimp.org/
The Compressonator (converting to DDS images) - http://www.ati.com/developer/compressonator.html
Beyond Compare (finding differences between text files) - www.scootersoftware.com?

-------------------------------------------

MY FAVORITE DOOM LINKS

doom3.filefront.com
www.planetdoom.com
www.iddevnet.com/doom3
www.doom3world.org
www.doomworld.com/classicdoom/info/music.php

--------------------------------------------

HAPPY SOUND LINKS

www.allwavs.com
www.wavthis.com
www.wavsounds.com
www.scaryhalloweensounds.com
www.ohshit.net

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Benzo


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Registered 22nd April 2005

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