Mycelo's Weapon Enhancement

The goal of this mod is to make the weapons look, sound and feel more powerful, without actually touching any weapons' parameters like damag...

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The goal of this mod is to make the weapons look, sound and feel more powerful, without actually touching any weapons' parameters like damage, ammo capacity, spread and fire rate. It's meant to be a collection of several little changes, improving and enabling already existing effects and implementing some new ideas. New or modified weapons (e.g. flashlight attachments) are beyond the scope of this project.

Although I tried to keep the original level of difficulty, 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.

If you expected better weapons, this mod is for you.

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Readme
===============================================
MYCELO'S WEAPON ENHANCEMENT MOD FOR DOOM3 v1.03
===============================================

The goal of this mod is to make the weapons look, sound and feel more powerful, without actually touching any weapons' parameters like damage, ammo capacity, spread and fire rate. It's meant to be a collection of several little changes, improving and enabling already existing effects and implementing some new ideas. New or modified weapons (e.g. flashlight attachments) are beyond the scope of this project.

Although I tried to keep the original level of difficulty, 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.

If you expected better weapons, this mod is for you.


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.

- Rockets and soulcube light their surroundings when flying.

- Improved lighting of all explosions.

- Chaingun bullet impact sparks now have dynamic light.

- Shotgun bullets visible with tracers, helping you to get used to its spread.

- Shotgun and chaingun ejected brass comes out rotating and with smoke.

- 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, 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.

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

- Chainsaw glows red when attacking. Enjoy blood spilling even on the dark.

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

- Except for the BFG, the reload animation is interruptible by switching weapons or firing (if there are remaining rounds in the clip). However, except for the shotgun, it won't reload at all if you happen to interrupt. Be careful!

- If auto-reload is enabled (default), weapons will be reloaded when the last round is fired and when you try to shoot an empty clip. It also reloads if idle for a few seconds.

- 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 without having it back on your face.

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

- Grenades now have an impact sensor. It explodes on contact with anything (no bounce) if you hold the fire button for a few moments. If you just click, it rolls on the floor and detonate only by fuse expiry.

- A low-ammo alarm is played when last grenade is dispatched.

- Removed lag to throw a grenade immediately after selecting it (interruptible draw animation).

- Grenade glows green to help you to figure out its trajectory.

- Electric explosion effect for grenades, sound changed accordingly.

- Increased BFG projectile/explosion light which varies according to the charge.

- The more you charge the BFG, slower is its travel speed, evidencing its heaviness. Now it's harder to achieve a direct hit with a full-charged shoot, however the ball has more time to inflict damage to nearby foes while flying.

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


FEATURES NOT RELATED TO WEAPONS
===============================

- Zombie gibs only for BFG, plasmagun 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) and can get in the way of moveable things like doors and lifts, even forcing you to reload the current level.

- Improved light effects of the projectile of some demons (namely imp, cacodemon, mancubus, hellknight and revenant).

- Particle trail for cacodemon's fireball.

- Smoke trail for mancubus' and revenant's rockets.

- Increased muzzle flash of zombie marines' weapons.

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

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

- New flesh wounds for shotgun, plasmagun, BFG, rockets and grenades (direct impact).

- New weapon sounds were applied to zombies' weapons as well.

- First-person blood.

- Replaced some sounds for player death and pain.

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


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 springiness 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.


2004.09.09 - 1.03

  - Shotgun projectiles visible (kinda spark trails).

  - Shotgun brass also stays longer.

  - Chaingun and shotgun brass come out rotating and with smoke.

  - Interruptible reload for plasmagun (figured out how to interrupt a sound).

  - Reloads interruptible also by firing, provided clip isn't empty.

  - Auto reload when idle for a few seconds.

  - Grenades explode on contact with anything (no bounce) when thrown with a certain amount of kinetic power (AKA held for a few moments). With a weak throw (just click), it will bounce and explode only by fuse expiry.

  - Low ammo noise when last grenade is thrown.

  - Removed lag to throw a grenade immediately after selecting it (interruptible "raise" animation)

  - Optional grenade Halo-throw by changing the varible "HANDGRENADE_AUTOTHROW" into "weapon_handgrenade.script" file.

  - Grenade glows green to help you to figure out its trajectory.

  - Chainsaw glows red when attacking.

  - Particle trail for cacodemon's fireball.

  - BFG projectile/explosion light intensity varies according to charge.

  - The more you charge the BFG, slower is it's projectile.

  - Flesh wound for all weapons (including BFG, plasma, grenades and rockets).

  - Electric explosion effect for grenades, sound changed accordingly.

  - Weapons' sound volume tweaked again; pistol isn't louder than explosions anymore.

  - Several minor adjustments.


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

- 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 best out there.

- If you're having slowdowns, try out the known tweaks and/or disable projectile lights.

- 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.

- Not tested with multiplayer at all, but worth a try.


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

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.

Don't install upon any previous version. Delete your old mod folder after backing-up your autosaves.


WEBSITE
=======

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


CONTACTING
==========

Please post questions, comments, complaints and suggestions to my board at:
http://forum.cjb.net/cgi-bin/forum.cgi?forum=mycelo


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

You can use or modify this mod as you like. I learned and even borrowed a lot of things from several other mods, hence I'm not claiming that everything here is my work. Human knowledge belongs to the humankind.


=== PLEASE GIVE FEEDBACK ===

=== USE IT AT YOUR OWN RISK ===

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Mycelo


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Registered 25th August 2004

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