Mycelo's Weapon Enhancement

With this mod I tried to improve our experience with Doom3 weapons without changing the original balance of the game at all. There aren't th...

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With this mod I tried to improve our experience with Doom3 weapons without changing the original balance of the game at all. There aren't things like flashlights attached to weapons (this game is meant to be played blindly, you should get used to that) and no increases on damage, clip size, ammo amount, fire rate or accuracy. Shotgun spread is the same, you should learn to use it, it's a very short-range weapon, but still the most versatile. These things are already perfectly balanced IMO.

However, this mod can make the game slightly easier due to increased lighting, more target kickback and interruptible weapon reload. The improved light effects can affect your framerate - since this engine suffers when a given surface is being affected by several light sources - but I did my best to balance everything to make the performance impact hardly noticeable. If you are playing this game smoothly at High Quality/800x600, this won't be a concern. At any rate, the currently known tweaks are highly advisable.

Frustrated with Doom3 weapons? Believe me, this mod will make you satisfied with them.

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Readme
===============================================
MYCELO'S WEAPON ENHANCEMENT MOD FOR DOOM3 v1.02
===============================================

With this mod I tried to improve our experience with Doom3 weapons without changing the original balance of the game at all. There aren't things like flashlights attached to weapons (this game is meant to be played blindly, you should get used to that) and no increases on damage, clip size, ammo amount, fire rate or accuracy. Shotgun spread is the same, you should learn to use it, it's a very short-range weapon, but still the most versatile. These things are already perfectly balanced IMO.

However, this mod can make the game slightly easier due to increased lighting, more target kickback and interruptible weapon reload. The improved light effects can affect your framerate - since this engine suffers when a given surface is being affected by several light sources - but I did my best to balance everything to make the performance impact hardly noticeable. If you are playing this game smoothly at High Quality/800x600, this won't be a concern. At any rate, the currently known tweaks are highly advisable.

Frustrated with Doom3 weapons? Believe me, this mod will make you satisfied with them.


FEATURES
========

- Increased muzzle flash for pistol, machinegun, chaingun and shotgun. This will help a lot to shoot in the dark, specially with the shotgun which now lights the entire room.

- Plasmagun glows blue in the dark.

- Thrown rockets and soulcube light their surroundings.

- BFG projectile light is much greater.

- Improved lighting of explosions, specially for BFG, rocket-launcher, plasmagun and grenade.

- Chaingun bullet sparks now have dynamic light.

- Improved target kickback for pistol, BFG, machinegun, chaingun and shotgun (without inflicting more damage). Enemies will stop and even backpedal a little when shot, but nothing unrealistic. For some reason enemies lose mass when dead, therefore they will fly a couple of meters when killed with the shotgun. Cacodemons will be pushed back by a great deal due to their reduced mass and no friction.

- New sound samples for shotgun, machinegun and chaingun. Sounds now are 44Khz (unfortunately, sounds on this game are all 22Khz/mono), stereo-broadened (slightly different between channels), equalized for loudness and volume adjusted to suit all other sounds. This alone will make you feel like wielding a powerful machine. The chaingun now sounds sweetly heavy after all. These sounds were applied to enemies' weapons as well.

- Chainsaw engine volume adjusted, idle sound less noisy. Now you can finally hear enemies while wielding it.

- Futuristic idle sound for plasmagun and BFG (barely noticeable).

- The reload animation for pistol, shotgun, machinegun, chaingun and rocket-launcher is interruptible by switching weapons. However, except for the shotgun, it won't reload at all if you happen to interrupt. Be careful!

- If auto-reload is enabled (default), the pistol, shotgun, machinegun, chaingun and rocket-launcher will be reloaded when the last round is fired and when you try to shoot an empty clip.

- Shotgun now reloads only one round per animation.

- Grenades less bouncy, but they don't act like a stone on the sand like some mods are doing, you can still throw it around corners.

- Grenade switches back to last weapon when thrown, and now it's a toggle like the flashlight.

- The grenade don't immediately detonate on target contact for 3 reasons: 1) It detonates on corpses, which is useless; 2) The player can be affected by splash damage if the target is near; 3) This doesn't make any sense. This can make we use the grenade more often, since the enemies are ALWAYS near. You'll be able to drop a grenade among a bunch of enemies and run for cover. You can still force an immediate detonation by holding it longer (3 seconds fuse).

- Zombie gibs only for BFG, plasmagun, rocket launcher (direct impact) and chainsaw.

- Demons' burnaway effect still occurs for all weapons, but each monster body will wait a random interval between 10 and 20 seconds to disappear. Keeping the corpses forever is a bad idea since they hinder the performance (specially when piled), detonate thrown grenades and can affect moveable things like doors and platforms, even forcing you to reload the current level.

- Better physics parameters for moveable objects like cardboxes, chairs, etc.

- Improved light effects for the projectile of some demons (namely imp, cacodemon, mancubus, hellknight and revenant). Muzzle flash for zombie marines also increased.

- Some gore effects were improved. Decals, blood, gore, brass and debris stay longer (30 seconds).

- First-person blood.

- Some new sounds for player death and pain.

- Slightly smarter AI procedures for undead marines, no damage changes.

- New flesh wounds for shotgun and plasmagun.

- Other little changes that I forgot to mention, but nothing special.


RELEASE HISTORY
===============

2004.08.23 - 1.00

  - First public release.


2004.08.24 - 1.01

  - Now it installs properly (Sorry, it was a classic first-release bug).

  - Grenades don't detonate on impact anymore, just by fuse expiry.

  - Grenade bouncyness tweaked again.

  - Improved gore.

  - Chainsaw idle sound less noisy.


2004.08.30 - 1.02

  - Futuristic idle sound for plasmagun and BFG (barely noticeable).

  - Chaingun bullet sparks with dynamic light.

  - BFG explosion color matches its projectile color and it's brighter.

  - BFG projectile kickback increased 8x. No damage changes.

  - Grenade switches back to last weapon when thrown, and now it's a toggle like the flashlight.

  - Machinegun fire sound sample got from a real USI, better suitable for this weapon.

  - More pronounced blood spills.

  - Decals, blood, gore, brass and debris stay longer (30 seconds).

  - First-person blood.

  - Brighter explosions for grenades, rockets and BFG.

  - Can turn off flashlight on singleplayer with reload button (don't ask why).

  - Increased muzzle flash of undead marines.

  - Smarter AI procedures for undead marines, no damage changes.

  - Due to sound issues, plasmagun and BFG cannot have its reloading interrupted anymore.

  - Plasmagun projectile light removed due to framerate issues, explosion light reduced.

  - All muzzle flashes alleviated and tweaked for better effects.

  - Demons' burnaway effect delay changed to randomize between 10 and 20 seconds.

  - Smoke trail for Mancubus projectile, appropriate light color.

  - Rocket light increased (now it's noticeable).

  - New lighting for Soulcube as well.

  - Undead marine shoot sounds now are the same as the player.

  - New bullet holes for shotgun and plasmagun.

  - Several little tweaks.


KNOWN ISSUES
============

- Now that grenades don't explode on impact, sometimes it "sticks" to some enemies (which is good by a strategic standpoint). This wasn't intentional, and should be a physics engine issue. I've tried but I can't manage to avoid it.

- Enemy corpses may rarely act weird when thrown by explosions or shotgun blast. This is not my fault, ragdoll physics of this game aren't the better out there.

- If you're having slowdowns, soon I'm going to publish a patch to revert all lighting to factory defaults. Check the mod's homepage.

- This is a single-player mod. This wasn't tested with multiplayer at all, but worth a try.

- Avoid merging with any other mods, but if you do, make sure both mods don't change the same .def or .script files. Even though this mod changes some sounds, sound-packs will work, but it's hard to say which sounds will prevail.

- Due to code changes, when using this mod or updating its version, all previous savegames will be restarted from the beginning of the current level. To avoid crashes, always load the autosave of the levels that you saved before installing or updating this mod.


HOW TO INSTALL
==============

Delete previous version, if any. If you have any savegames inside the mod folder, backup only autosaves. Unpack everything inside the main folder of the game (where Doom3.exe lies). So you'll have a folder called "mycelo" into it (e.g. C:\Program Files\Doom3\mycelo). Then start the game and choose it from the "MODS" menu on the main screen, or start the game with the "+set fs_game mycelo" parameter.


FEEDBACK
========

Please send feedback, questions, complaints, bug reports and comments to mycelo[a]ig[d]com[d]br, with the subject "DOOM3" (required).


HOMEPAGE
========

Check this out regularly for updates, patches, mirrors, screenshots and more info:
http://www.geocities.com/mycelo/wem


DOWNLOAD
========

- v1.01 final

  http://www.geocities.com/mycelo/wem/mycelo_v1.01.zip
  http://files.filefront.com/3612639
  http://files.filefront.com/3612629
  http://www.fileshack.com/file.x?fid=5296
  http://doom3.filefront.com/file/Mycelos_Weapon_Enhancement_Mod;29925


- v1.01 patch for default lighting

  http://www.geocities.com/mycelo/wem/v1.01_patch_default_lighting.zip


- v1.02 final

  http://www.geocities.com/mycelo/wem/mycelo_v1.02.zip
  (more mirrors soon)


FORUM
=====

There's currently a thread going on at GameFAQs.


"DISCLAIMER"
============

You can use or modify this mod as you like, you can even claim that you did it, I really don't care. I "learned" a lot of things from several other mods. So don't bother me if you think I stole something for you, you made it public and this kind of thing isn't covered by any legislation. Human knowledge belongs to humankind.

USE THIS AT YOUR OWN RISK.

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Mycelo


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Registered 25th August 2004

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