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Mind-Killer (v1.5e)
Filename: mindkiller_v15e.zip


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33.69 MB
v1.5e
Dafama2K7
600
03-06-2007
Mods > Single Player


Average User Rating: 8.8
Number of Votes: 5
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Mind-Killer (v1.5e) - File Description  

  NOTE: This file has become outdated and there's a newer / better version available.
  You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!





Description:
Dafama2K7 has paid us an official visit, and he has not come empty handed...he brought with him, the latest version of the popular Mind-Killer Mod!

For those of you that are coming out of a coma, or are otherwise new to this mod, Mind-Killer is designed for Doom 3 Single Player only; This mod is a continuation of MrBigMr's single player modding projects that include: Weapon Mod for Soldier of Fortune 2 and Beyond the Call of Duty for Call of Duty.
    Some of the features found in this version include:
  • Player can now have up to 125 health & 150 armour
  • Better particles effects for barrel and tank explosions
  • Made better coloured lights on weapons, for example:
    • machinegun
    • shotgun

  • And more!

The object of this mod is to make your gaming experience a little better and a touch more realistic, but maintains the games playability. Enjoy Doom 3 all over again, and get a feel for a whole new challenge!




Refer to the readme for more information.




  NOTE: This file has become outdated and there's a newer / better version available.
  You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!




Mind-Killer (v1.5e) - Screenshots  
Screenshots:
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Mind-Killer (v1.5e) - File Download Options  

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Download from Worldwide Mirror by FileFront Download Mind-Killer!



Mind-Killer (v1.5e) - Readme  
Readme File:
Doom 3: Mind-Killer v. 1.5b

Created by:
Labyrinth Productions
Juuso "Mr. Big Mister" Rautaharju
http://juuso_rautaharju@hotmail.com

Visit:
http://labyrinth-productions.com

Requirements:
Doom 3 v. 1.3 Patch or higher.

Installation:
1. Instal the mod into your Doom 3 main directory (like c:\games\doom3).
2. Start the mod either via the desktop icon supplied with the mod
Or start the game and select Mind-Killer from the mod menu

=================================================================

Legal crap:
Labyrinth Productions takes no responsability for any mental, physical of financial damage caused by this mod. You have been warned.

=================================================================

Special Credits to:
-Trent Reznor for the sounds.
-MWoody for the Plasma Radar.

=================================================================

What is it?:
This is a mod for the Doom 3 Single Player only.
This mod continues my single player modding projects than include Weapon Mod for Soldier of Fortune 2 and Beyond the Call of Duty for Call of Duty. It doesn't invent the wheel again, it just makes it little better and 'realistic' as possible, but also keeps the game in a playable condition. In other words the game is fun to play and it will give you a challenge.

=================================================================


v1.5b Features: (added by Dafama on 23-12-2k6)

-Fixed weapons decals black effect and Radars on BFG & Plasmagun !
-More better and varied zombie ressurection !
-Now, Player can have up to 125 health & 150 armour !
-Player don't gib, they aren't a monster.
-Better particles effects for barrel and tank explosions !
-Made better coloured lights on weapons with lights, like machinegun & shotgun.
-Some more moveable objects !


v1.5a Features: (added by Dafama on 23-12-2k6)

-Fixed minor bugs, such as hurt02.tga decal that previously produced black damage on flesh !
-Optimized some zombie scripts and bettered the resurrection of zombies a little bit.
-Fixed flickering lights between weapons that have a mounted flashlight.
-The mounted flaslights from some weapons, now, can cast shadows !
-The g_armorProtection, now, is always fixed at 0.5. (absorbe more damage from impacts, because normally it was at 0.2)
-Small fix to zombie gibbing.
-GLProgs (Shaders) bettered a little bit. (better gfx !)
-Grenade's fuse REALLY lowered down to 3.
-A cople of very small internal fixes.
-Better compatability for ATI gfx cards !


1.5 Features:

-Flashlight on/off switch works through the reload button. Nothing special, but if ID saw fit to give it that function, why not take everything out of it? It also has a nifty new sound.
-Pistol and machinegun have a little more spread.
-Chaingun rate of fire down and when it runs out of ammo, the barrels keep spinning until you release the firing button.
-Plasmarifle has a little slower ROF.
-Grenade fuse down to 3 seconds.
-Grenades can be toggled to maximize their effectiveness.
-New explosion sound effects.
-Modified the firing sounds of most weapons.
-New sound effects for the chainsaw.
-New firing sound effects for the plasmarifle and BFG-9000.
-BFG's and plasmarifle's radars have a nice beeping effects sampled from Aliens.
-Projectiles and explosions create more light.
-Little this and that.


=================================================================

To Do Features:

-On/Off switch for weapons with a Flashlight mounted through the reload button.


=================================================================

Previous Features:

-New skins for Chaingun and Machinegun.
-New GUIs for some weapons.
-Radar for BFG-9000, based on the Plasma Radar.
-New/modified decals.
-Pistol bullets have little spread.
-Changed players rank from "Marine Security" to "Corporal"
-New sounds.
-New effects.
-Redone some weapons.
-Changed some weapons offset on the screen.
-Only explosives gib.
-Weapons have no recoil.
-Weapons are more powerfull.
-Pistol fires semi-auto.
-Pistol, Machinegun and Chaingun use caseless rounds (no shells).
-Shotgun and Machinegun have a tactical light.
-Flashlight is more powerful.
-Machinegun shoots faster and its bullets spread wider.
-Chaingun shoots way faster (about 2500rpm, if I calculated correctly), spreads its bullet wider and since it uses a ammo belt it can have all of its 500 rounds in the magazine at the same time.
-Shotguns pellets spread much tighter, it holds only 5 shells, it shoots little faster and reloads one shell at a time.
-Plasma rifle holds only 25 rounds, its projectiles are faster, they don't spill blood and the ammo counter converted into a radar.
-Grenades bounce less, the fuse is 5 seconds and the grenade will explode if shot at.
-Rockets fly faster and in a long arc.
-Chainsaw, fists and flashlight have little bit more range.
-Chainsaw has double the rate-of-fire and does less damage to compensate.
-Flashlight and fists no longer have blood flying impact effects on character and they knock things around with less power.
-Fists flesh impact sound effect is the same as the default.
-Implemented the Trent Reznor sound pack into the mod. Used mostly monster sounds.
-Player can jump little higher.
-Revenant fires fast flying rockets instead of slow moving homing missiles.
-Zombies (the stupid ones) take more beating before dying, they won't get extra damage from head shots (no brains, no worries) and they might reanimate if not gibbed.
-Gibs, blood, wallmarks and things of that nature stay longer.
-You can't see the remaining rounds in the clip unless the weapons has an ammo counter on it.
-Enemies do more damage and some of them take more beating.
-Enemies armed with the same weapons as the player do as much damage and the hits won't kick the player around as much.
-Lost Souls and Revenants don't bleed.
-Some new/modified gore effects.
-New tracer effects for Plasma gun and BFG.
-Removed muzzle smoke from weapons.
-Max ammo modified:
*100 shells + 5 on the weapon
*120 bullets + 12 in the weapon
*20 rockets + 5 in the weapon
*200 cells + 25 in the weapon
*20 grenades
*16 BFG cells + 4 in the weapon
*300 machinegun rounds + 60 in the weapon
*500 round chaingun belt

=================================================================

Known issues:
-Flashlights won't be affected by the EMP in Alpha Labs 2 (although I don't think that they ever were).
-Weapon flashlights don't work correctly with mirrors (wow, big deal).
-Sometimes a gibbed zombies head might appear for a moment if you gib the zombie just as it's reanimating. Very rare, don't sweat it.
-Sometimes demons are gibbed by doors, although they shouldn't be. Don't really know why, and it's also so rare that I really don't see any reason to take the time to see what's the problem.
-Once up, the air gauge won't go away until the next level. Don't know why.

=================================================================


Mind-Killer (v1.5e) - User Comments  
The following comments are owned by the user that posted them. Doom 3 Files is not responsible for their content.

Total comments: 12 | Last comment: 04-11-2007 at 08:13

 #1 - 03-07-2007 at 09:16
striderdm1
From:
Joined: October 9th, 2004
Posts: 864
this guy made the best ever weapons mod for SoF2, really looking forward to this download completing! cool

 #2 - The name is mistaken !!! - 03-07-2007 at 09:21
dafama2k7
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3107
It's version MK v1.5e, not MK v1.b !!!

Try it, it's great, if someone like it or don't like it please tell me, for me this version it's made with all the respect and without missing nothing from the feel of Mind-Killer.

Put your comments now, Marine !!!

 #3 - 03-07-2007 at 15:20
Hfx-Rebel (Staff)
From: (Nova Scotia)
Joined: April 19th, 2003
Posts: 765
My apologies...as the readme you supplied reflect version b, that's what I went with

 #4 - 03-08-2007 at 05:45
Hexen_Third
From:
Joined: December 5th, 2005
Posts: 54
i have a problem with this version, here my problem:
http://img259.imageshack.us/my.php?image=doom32007030814305223yh2.jpg

suggestion? smile

 #5 - 03-08-2007 at 05:46
Hexen_Third
From:
Joined: December 5th, 2005
Posts: 54
ha, my pc: dual-core 6700, Ati x1900xtx.

 #6 - What you say it's that you view all semi-white ??? - 03-08-2007 at 08:44
dafama2k7
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3107
Sorry, I will investigate that when in my home, and if i found what happens I will let youy know the best solution...

Please, tell me if and what error is in the console and in what level and when, and what you are doing when this rare thing happens...

Thanx for the comments...

 #7 - 03-08-2007 at 16:16
Hexen_Third
From:
Joined: December 5th, 2005
Posts: 54
The version 1.5b of Mind Killer use brilliant? I remember with ati series x1000 brilliant don't work.....

it's the same problem of this mod:http://doom3.filefront.com/file/Brilliant_Highlights;63923

 #8 - Yes, it uses Brilliant !!! - 03-12-2007 at 10:10
dafama2k7
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3107
Do you think Brilliant can cuase that problem ???

If it is, you can remove GLProgs folder from the .pk4 !!!

or the file glprogs/interaction.vfp and all will be ok, try it !!!

If it is not the problem, please tell me, I added a lot of features to my own mod and I haved so much time to test it, but tell me if this the problem !!!

Thank you !!!

 #9 - 03-14-2007 at 12:41
Hexen_Third
From:
Joined: December 5th, 2005
Posts: 54
her...... where I find this file? smile in which folder of the mod?

 #10 - Helping Hexen !!! - 03-16-2007 at 11:06
dafama2k7
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3107
This file is in the glprogs folder that is into the file ending in .pk4 that is a .zip file that any WinZip or WinRar can open it, you only have to remove the glprogs drawer or the glprogs/interaction.vfp or copy the official glprogs from base/pak000.pk4 into the mod folder, try it and tell me !!!

 #11 - I am making a new version of Mk v1.6 !!! - 03-20-2007 at 07:29
dafama2k7
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3107
This version will improve many thigs and will make the most of this mod !!!

 #12 - Also i will make a D3XP version of Mind-Killer v1.6 ! - 04-11-2007 at 08:13
dafama2k7
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3107
The ROE version will come here when i can.



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