Nicemice has returned, and he has not come empty handed, he has brought along his newest version of his OpenCoop Mod!
OpenCoop is a coop mod for Doom 3 supporting all Single-Player levels, it also supports up to four players and enhances the original Doom 3 game in several ways. The original network code has been reworked, so that the game is playable over the Internet. All levels have been tweaked for cooperative gameplay, so that even complex scripted sequences will be handled correctly, making it a fun and challenging experience.
This version contains all of the features that were available in v1.1, such as:
- A new gamemode:
- Respawning is now limited. You are only allowed to respawn, if enough health is in a common healthpool.
- A polished mainmenu:
- The mainmenu got a new color theme and displays the currently installed customs maps as well as some information about it.
- Hud changes:
- To support the new gamemode they have changed the scoreboard. The scoreboard now displays the health of all players as well as the healthpool.
What has been added with v2.0 Alpha:
- Resurrection of Evil support:
- Long anticipated, now it's done. The Dev team has mostly completed RoE support for this version.
- A new gamemode is born. Hellwave is their new gametype for fastpaced action in deathmatch maps.
- Skin color slider:
- Instead of choosing between a limited amount of colored skins you can now choose from up to 128 skin colors.
- Fully changeable custom heads:
- Customizing is fun, so they added an option that lets you select the player head.
Refer to the readme for more information.
V2.0 Alpha Features: Resurrection of Evil support - Long anticipated, now it's done. We mostly completed RoE support for this version. The generators are working and fully support multiple players. Every player can pick up batteries and drop it into another generator. The grabber and it's beam are working in multiplayer as well. For optimizing the maps we removed all debris and small stones. For all maps we added spawnprogress so that player can easly join the fight or continue gaming after a respawn. Even grabbed moveable items now spawn at their original position. Furthermore we fixed the clientside prediction for the double barreled shotgun, which make playing with it sooo smooth. Another RoE eyecatcher is our X-Ray enhancement which supports multiple players now as well. Hellwave - A new gamemode is born. Hellwave is our new gametype for fastpaced action in deathmatch maps. Just start and join in. No scores, just enemies. The more monsters you frag the more will spawn. Fully changeable custom heads - Customizing is fun, so we added an option to lets you select the player head. We enhanced the feature even more - When picking up the environment helmet in d3xp you will see it on the player as well. When selecting an white/asian/afro-american head the body skin will apropiatly. Skin color slider - Instead of choosing between a limited amount of colored skins you can now choose from up to 128 skin colors. The skin color effect the helmet colors as well. Hud and votings updated - Voting for the next map will now automatically pick the next map in the episode. If this is the last map already it will pick the first map of the next episode. The endgame screen is now properly displayed when finishing the map. Furthermore we fix the scoreboard synchronisation as well as usernames coloring the chat. Gameplay - Lots of small enhancements to make the gameplay smoohther: The g_skill 5 damage is lowered, we fixed the restart bug on g_skill 5, player who reconnect can pickup all items again, we introduced as customizable skill level -1, healtstations can now be emptied into the healthpool, and disconnecting clients now spend their health into the healthpool. No more multiplayer save - No need to save anymore. When respawning you will get the weapons before you died. AI - So important, because in they version they get really angry : AI changes to new enemy if he is closer. AI gets alerted when players respawn. AI attacks closest player and not the activator when beiing activated. And we fixed that players going noclip aren't attacked by monsters anymore, we optimized clientside movement prediction and AI characters not talking to players. Projectiles and weapons - Arrr, lots of small bugs here. We crunched them all: Fixed a bug in clientside prediction of projectiles, Tracers are synced now if g_dropgibs enabled, Fixed imp & hellknight fireballs, Bleeding of monsters as well as fireball smoke effects are now visible on the client, Hand Granades is now a per player Item as well, Fixed per Player Item not working in LAN mode correctly with more than one player, BFG beams were not showing up correctly with new projectile code, Fixed synchronisation of BFG guis for multiple players Network enhancements - Again, we reduced the server load by reducing the amount of data to be considered to be transmitted. We enabled smart prefetching of data to reduce in game traffic load. net_serverReloadEngine gets autoajusted to purge addon paks when needed. net_serverAutoadjust sets net_serverSnapshotDelay and g_dropGibs dependend on current client networkstatistics Cinematics - They may be skipped serverside now by using the cvar oc_skipCinematics. Physics - We revamped the clientside prediction of ragdolls, they drop more realistic now and require less performance. OpenCoop 1.1 Features included: Are you new to OpenCoop ? Check out the feature list of OpenCoop 1.0. V1.0 Features: A new gamemode: Respawning is now limited. You are only allowed to respawn, if enough health is in a common healthpool. The healthpool gets filled, if other players pick up health. When respawning you get the health in the healthpool. Furthermore all the items are now limited and respawn once per player. The weapons have been finally set to the singleplayer setup. Updated maps: Thanks to your bug reports and Klonsemanns fixes the following maps have been updated: mc_underground, monorail, hell1, delta2a, delta2b, delta3, delta5, cpu, cpuboss, site3, hellhole, alphalabs2 and recycling2 A polished mainmenu: The mainmenu got a new color theme and displays the currently installed customs maps as well as some informations about it. This is truely a tribute to authors of the custom maps, which we will release shortly. Cinematics updated: Cinematics were already working great in the last versions but we did some enhancements for your pleasure. The camera synchronisation has been recoded completely, so that it won't hitch anymore when switching between cuts. In previous versions the cinematics just started when one player connected. Now cinematics will wait until all players are ingame, so they can watch the cinematics synchroniously. If you think you have watched the cinematics to many times you can abort them and continue with normal gameplay. NOTE: This feature is currently in testing and considered as BETA and therefore only available to the server player. Hud changes: To support our new gamemode we have changed the scoreboard. The scoreboard now displays the health of all players as well as the healthpool. It enhances cooperative teamplay, because you are now able to look at the current health state of your teammates to support them even more. Finally the objective screens are displayed correctly now. Network Traffic enhancements: YESSS, we did it. We were able to move some of the Quake4 Network Code over to Doom3. This was a great challange and took some time, but it results in a better online gaming experience. AI enhancements: The network sychronisation code for monsters has been completely recoded and requires less traffic now. All animation events are transmitted in a compact manner so all players will see the exact same animations as the server player. Because of the compact representation we were able to completely disable clientside runing of monster script, which boosts the performance. In previous games the AI was biased towards the server player. This has changed and the AI will select it closest target. We also fixed some bugs present in the AI projectile code which caused the game to crash. A visually complete guardian: All those effects previously missing for the guardian on the client are now in and ready. The light beams from the guardian seekers are now visible on the client as well as the lightning and the light glow from the guardian. A set of small changes: Small details were fixed as well. The BFG beams won't affect other players anymore if teamdamage is disabled. We fixed small bugs/added features for the entities 'target_give' and 'trigger_once', the console command 'give' is available in multiplayer now (if cheats are enabled).