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CED's Enhancement pack 1.0 + Patch 1.1 - Doom 3

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A general enhanced game experience! Also to be used by mod authors.

This version uploaded at GameBanana is already patched to version 1.1. Shortly after the original release, a patch has also been built for it, which implied two different downloads. However with this one you skip one step and do not need to install patch 1.1 [Make sure you get version 1.2 too!](http://doom3.gamebanana.com/gamefiles/3095 "doom3.gamebanana.com/gamefiles/3095") ### About: Please take a few minutes to read everything you would need to know about this pack before using it. 1. This pack is meant exclusively for single player, it was not meant for Multiplayer use. 2. This is meant to be for PUBLIC USE. You have permission to do whatever you want with this pack. 3. It uses no custom code, so you can implement it to other mods of yours which are using a custom dll. 4. Note this doesn't include any kind of graphical enhancements. While building my WIP mod for Doom 3, S.T.A.R 1088, I thought about uploading many of the internal functionalities of the mod for people who wanted to include them into their own projects. Many people have also requested this by sending private messages and e-mails. Finally I put it all together to make it functional with vanilla Doom 3 too. ### Uses: FOR THE GAME: 1. It's good for giving Doom 3 another go. 2. It uses no custom code so it won't bug anything if you place this directly into the "base" folder. 3. It can be run as a mod (with its own folder) or be run directly with Doom 3 by placing the PK4 files in the "base" folder. FOR MOD DEVELOPERS: 1. You can use the entire product or part of it for any mod of your own. 2. You can include this as a whole (or part) in your own campaigns. 3. You can do any modifications to this pack as you want. 4. I'm sharing the pack "as is". Changing anything in this pack is up to you. 5. You can mix other mods with it. If you're not experienced in the Doom 3 modding world, always make backups. 6. If you do actually use any of the content, all I ask is a credit. ### Contents: (Significative additions, amongst others) - Balanced weapons, where everything from caliber to weight is taken into account! - Balanced inventory, where you can no longer hold 50 grenades and hundreds of ammunition (This doesn't affect carrying all your weapons) - Done the scope functional in the rocket launcher and it has 2 magnifications. - Done heavy new scripting work, counting the removal of redundant lines to the addition of many more for new functionalities. - Created new-from-scratch animations for almost every weapon in the game! Adding exclusive animations such as running cycles, fire mode switches and more! - Added scavenge feature! Searching corpses gives you a wide variety of useful items, which range from a single shotgun shell to a full dose of health or item combos! - Added iron sights modes for most of the weapons. - Added different fire modes for some weapons. - Added a flashlight to the shotgun. Its light is very short-ranged, it uses no bateries and can be toggled ON and OFF at will. - Added a Guide Screen to the mainmenu. (Idea inspired by BrutalDoom, RGH and the first Doom games themselves) - Changed many damage properties, where enemies with body armor like the security guards take less damage in the chest, as an example. - Changed damage produced by headshots. They are lethal and play a vital role for ammo conservation. - Changed muzzleflashes, explosions and most of the weapon particles for better looking ones. - Disabled "auto-reload". Are you a badass marine or what? (Idea inspired by SWAT 4). - Disabled shotgun looping-reload cycle. Each shell at a time. (Idea inspired by SWAT 4). - Retouched mainmenu (Fixed the Options screen, so it fits with the new functionalities. Added a guide screen) - Retouched HUD (Added certain things like fire mode indicators) - Enhanced weapon accuracy. The faster you shoot the higher the spread penalty is. Aiming affects accuracy as well. - Enhanced player movements, where heavier weapons affect your agility. - Enhanced player footsteps sounds, changed by 16 new ones. Some more changes are present in this pack! ### Other game fixes: - Weapons are lowered when climbing. - Weapons can now be switched while reloading. - Fixed bug where gunshot sounds would stop when switching weapons or your gun being lowered externally (e.g. by a script call) - Fixed a problem where the weapons offsets would be screwed if dying when aiming. (Though it was mod-specific, it was a huge bug nevertheless) - Fixed hierarchies in some of the weapon meshes. -Fixed some dissappearing decals such as blood splatters. Now they'll stay. - Changed many weapon meshes position/rotation and also done minor enhancements to some of them, so that they look better. - Changed the way ejected shells are handled (excepting for the shotgun brass) - Changed rocket ammo & rocket launcher world models so that they fit with the new rocket launcher. - Changed many weapon sounds for more agressive ones. - Increased explosions damages and radius. A grenade can kill you as easily as it could kill any mid-rank enemy. Thank you very much, and enjoy this modification to which I put a lot of effort!

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  • 4y
    chimueloeldragon2011 avatar
    Member Joined 4y
    107 points Ranked 26291st
    > **Posted by Dafama2k7**

    > **Improvements:**
    >
    > @CED - I just played this mod and i see how a big work has been made on everything, specially the animations, and is a mod for veteran users, but balanced and very well made, i just will change the next improvements...:
    >
    > Flashlight - Bigger light radius and in the script i noticed some incompatibility with other mods that can be solved by replacing this 2 lines...:
    >
    > #define FLASHLIGHT_MIN_SKIN_INTENSITY 0.6 //0.2
    > float global_flashlight_intensity = 1.4; //1.0
    >
    > by this...:
    >
    > #ifndef FLASHLIGHT_MIN_SKIN_INTENSITY
    > #define FLASHLIGHT_MIN_SKIN_INTENSITY 0.6 //0.2
    > #endif
    >
    > // for dimming flashlight during plasma discharges in alphalabs2
    > #ifndef _GLOBAL_FLASH_INTENSITY_
    > float global_flashlight_intensity = 1.4; //1.0
    > #define _GLOBAL_FLASH_INTENSITY_
    > #endif
    >
    > So everything is checked and nothing collides with other mounted flashlights scripts on other weapons for example.
    >
    > Shotgun - In the last reload animation make the cric crac animation instead and eject a last shell.
    >
    > CrossHair - When the player runs make the crosshair change to big and when not run to normal, like in other games, like STALKER for example.
    >
    > Chaingun - Make the barrel can continue rolling, like in scene from Predator, very easy to do, i can add this feature for you if you want.
    >
    > Shots - Make every shot holle get red for a moment, you can use the ones from the rocketlauncher for example, they get small as the decal size is defined, so no problem, do it like this...:
    >
    > "mtr_detonate" "textures/decals/ballburn01" //"textures/decals/hole01"
    >
    > Grenade - Should not cycle, but can be toggled, better for access all weapons fast on a mod that is very difficult, as is yours ! :D
    >
    > Fists, ChainSaw and SoulCube i think could be better to toggle but not cycle, in my opinion.
    >
    > And Fists can be made not to cycle, for faster access to the weapons, but not made to toggle this, because make problems.
    >
    > Everything else is perfect ! :D

    You got it alright Dafama.
    This mod may not be for everyone. Unexperienced users may find the campaign to be much more difficult, because it is actually aimed at veteran Doom players and modders. Let's not forget you can always adapt the stats you consider necessary to your own skills.

    Thanks for your input there!
    You can easily make the weapons not be able to be cycled from the player def file.
    I personally didn't want to affect the weapons in terms of slots and their availability so as not to generate trouble and confusion in players.

    And thank you for that flashlight fix!

    Hopefully you will keep enjoying the mod/pack!

    Saludos! :)
  • 4y
    Dafama2k7 avatar
    Dafama2k7 Offline
    Member Joined 4y
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    **Improvements:**

    @CED - I just played this mod and i see how a big work has been made on everything, specially the animations, and is a mod for veteran users, but balanced and very well made, i just will change the next improvements...:

    Flashlight - Bigger light radius and in the script i noticed some incompatibility with other mods that can be solved by replacing this 2 lines...:

    #define FLASHLIGHT_MIN_SKIN_INTENSITY 0.6 //0.2
    float global_flashlight_intensity = 1.4; //1.0

    by this...:

    #ifndef FLASHLIGHT_MIN_SKIN_INTENSITY
    #define FLASHLIGHT_MIN_SKIN_INTENSITY 0.6 //0.2
    #endif

    // for dimming flashlight during plasma discharges in alphalabs2
    #ifndef _GLOBAL_FLASH_INTENSITY_
    float global_flashlight_intensity = 1.4; //1.0
    #define _GLOBAL_FLASH_INTENSITY_
    #endif

    So everything is checked and nothing collides with other mounted flashlights scripts on other weapons for example.

    Shotgun - In the last reload animation make the cric crac animation instead and eject a last shell.

    CrossHair - When the player runs make the crosshair change to big and when not run to normal, like in other games, like STALKER for example.

    Chaingun - Make the barrel can continue rolling, like in scene from Predator, very easy to do, i can add this feature for you if you want.

    Shots - Make every shot holle get red for a moment, you can use the ones from the rocketlauncher for example, they get small as the decal size is defined, so no problem, do it like this...:

    "mtr_detonate" "textures/decals/ballburn01" //"textures/decals/hole01"

    Grenade - Should not cycle, but can be toggled, better for access all weapons fast on a mod that is very difficult, as is yours ! :D

    Fists, ChainSaw and SoulCube i think could be better to toggle but not cycle, in my opinion.

    And Fists can be made not to cycle, for faster access to the weapons, but not made to toggle this, because make problems.

    Everything else is perfect ! :D

    9/10

    • Helpful x 1
    Bananite avatar
    Mantra
    Bananite
  • 4y
    chimueloeldragon2011 avatar
    Member Joined 4y
    107 points Ranked 26291st
    > **Posted by Strelok**

    > eh, I am into d3 modding as well and I gotta say, this has a lot of potential, I tested it real quick in my game, and here is what I think.
    >
    > When I first started it, I noticed the blinking feature, it is very nice, adds up some inmersion, of course, that is up to everyone´s opinion, since the player himself blinks in real life, so it might be a bit redundant to have it in the game.
    >
    > Then, I saw the new models, I actually like a bit the look of the pistol, some of the new origins are nice, also the ironsight feature works pretty well, at last you can use the scope on the rocket launcher, the chaingun resembles the classic one from the first game too, but then, I was not too pleased with the new animations, the smg looks very odd, the grenade feels like it is a jar of something and you just take the cap off of it and throw it, and what was wrong about the rocket launcher with a 5 rockets clip? it was fine, also why did you make it so impacts are so minuscule? I shot some walls you don´t even see them get hit, you have to look very close just to see a tiny bullet hole that is almost invisible, the plasma gun also has a weird impact effect, and the reload sound is a bit messed up near the end, furthermore, the new gunshot sounds get annoying really fast, they are so sharp, like just taken from a low quality recording, you also changed some sounds that didn´t really need that. On another note I also noticed you used sounds from cry of fear for the reloads and foleys, but that doesn´t matter since those weren´t exactly made by them either.
    >
    > On a more positive aspect, the switch animation between the new guns is very neat, and the smoke particle for gunfire is nice too, the new footsteps sounds are much better than the defaults, with the addintion of the sprinting animation, the normal zombies finally run like the zsecs, and the injury radius from explosions is more realistic, and several other interesting additions.
    >
    > Despite anything that might be wrong at the moment in this release, I am pretty sure you will improve it, I am liking some of these new mechanics, the scavenge and all that seems pretty interesting, we´ll have to wait and see what you come up with next, keep it up!

    Hi, and thanks for taking the time to post!
    In regards to your critiques, some are very, very acceptable, to the point I, myself, say "yes, he is right". But then some others I must say I'm in complete dissagreement (But hey, not to be taken the wrong way)

    As a mod author, and you should know that too being a modder yourself, it is VERY hard to please everybody. Many people will like the pack, but many others will hate it as well.
    You have to try and find a point in between, which also satisfies your own likings.

    The blinking feature, as you say, may be redundant for some people. I personally loved it. For the reason I mentioned above, that feature can be turned on or off from the player definition file. It could not be easier to do.

    Now going on to what you didn't like.
    You are right in some aspects. Speaking about it, the grenade was one of my main concerns when releasing it. Its fire animation does somehow resemble a jar. In fact, I thank you for pointing that out! It is now something on my list to be fixed for next patch.
    The machinegun, I do not think it looks "odd" in any sense. I actually liked its animations and functionallity very much. Could you please tell me what's wrong with it?
    About the weapon sounds, they are recordings of real fire arms, which were heavily processed. At first they were going to have a nice reverberation effect but since there was no possible way of dinamically removing it when shooting at open areas it had to be deleted from the gun sounds. Maybe that's why they sound so crude. As for them being sharp, I have to say you are right, but I personally have nothing against that and I think that's how they should actually sound. Again, it's all about likings.
    Unless it's bugged, I don't think the plasmagun has a weird impact effect. Could you please be clearer? And the reload sound is messed up? Are you totally sure? Do you mean the ascending "beeep"? It was done on purpose, and Doom 3 plasmagun also has that sound.
    Then about the bullet holes. If you think about it, the impacts on Doom 3 are just black holes of about the size of the player's hand (In game measure, not real life) I find that to be a bit unacceptable. The sizes were measured so as they resemble metal bullet impacts. They also have improved particles, there's no possible way you can't see them unless you're shooting from long distances. Apart from that, you can always change the size in the definitions!
    And finally, 3 sleeve sounds come from Cry of Fear. Then 2 or 3 metallic sounds that make up the reloads for the pistol and machinegun.

    So, despite we had some disagreements, I find your post to be very interesting in regards I will take these things into account nevertheless.
    I really like this kind of posts, which are very helpful for the authors to reconsider some of the stuff present in their mods.

    I would like you to ellaborate a bit more on the stuff I questioned.
    With nothing more to say, thank you very much for the comment.
    Have a nice day :)
    • Agree x 1
    • Interesting x 1
  • 4y
    Strelok avatar
    Strelok avatar Offline
    586 Studios Flag Affiliation: 586 Studios
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    Strelok avatar
    Strelok
    586 Studios Flag
    586 Studios
    eh, I am into d3 modding as well and I gotta say, this has a lot of potential, I tested it real quick in my game, and here is what I think.

    When I first started it, I noticed the blinking feature, it is very nice, adds up some inmersion, of course, that is up to everyone´s opinion, since the player himself blinks in real life, so it might be a bit redundant to have it in the game.

    Then, I saw the new models, I actually like a bit the look of the pistol, some of the new origins are nice, also the ironsight feature works pretty well, at last you can use the scope on the rocket launcher, the chaingun resembles the classic one from the first game too, but then, I was not too pleased with the new animations, the smg looks very odd, the grenade feels like it is a jar of something and you just take the cap off of it and throw it, and what was wrong about the rocket launcher with a 5 rockets clip? it was fine, also why did you make it so impacts are so minuscule? I shot some walls you don´t even see them get hit, you have to look very close just to see a tiny bullet hole that is almost invisible, the plasma gun also has a weird impact effect, and the reload sound is a bit messed up near the end, furthermore, the new gunshot sounds get annoying really fast, they are so sharp, like just taken from a low quality recording, you also changed some sounds that didn´t really need that. On another note I also noticed you used sounds from cry of fear for the reloads and foleys, but that doesn´t matter since those weren´t exactly made by them either.

    On a more positive aspect, the switch animation between the new guns is very neat, and the smoke particle for gunfire is nice too, the new footsteps sounds are much better than the defaults, with the addintion of the sprinting animation, the normal zombies finally run like the zsecs, and the injury radius from explosions is more realistic, and several other interesting additions.

    Despite anything that might be wrong at the moment in this release, I am pretty sure you will improve it, I am liking some of these new mechanics, the scavenge and all that seems pretty interesting, we´ll have to wait and see what you come up with next, keep it up!

    9.2/10

    • Helpful x 1
    Dragons! avatar
    Mantra
    Dragons!

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Credits

Author
chimueloeldragon2011
Member Joined 4y
107 points Ranked 26291st
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Member Joined 4y
107 points Ranked 26291st

chimueloeldragon2011
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Posts
4
Views
7,377
Downloads
1,370
Date Added
4y
Date Modified
4y

Rating

9.3/10 by 3 raters
9.2/10 by 1 critic

License

Read the uses and purposes of this pack in the Readme file. Doom 3 game created by idSoftware.