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BattleReady (1.4)
Filename: battleready_v1.4.zip


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2.75 MB
1.4
Trojanman190
1063
09-02-2004
Mods


Average User Rating: 8.4
Number of Votes: 21
Related Files:
Latest 5 Mods:
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- Doom 3 Turbo (1.0)

5 Other Files by Trojanman190:
- BattleReady (v1.6)
- Marine Face HUDs
- Battle Ready (1.5)
- Detailed Doom3
- RealWounds for BattleReady (1.3 & Up)

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BattleReady (1.4) - 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  NOTE: This file has become outdated and there's a newer / better version available.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:
Modularity idea came to me when people complained that my new decals were 'unrealistic'
and BattleReady's score dropped down on d3files beacause of it. I, personally, love
using my custom decals but I understand if other people dont. So that is why I have
three sets of decals to choose from in BattleReady v1.4. I may expand this and put in
even more sets if people request to see certain things. From this experience with
the decals, I realized that not everyone likes the E1M3 remix music that I used as a
default menu music, so I made that pk4 and option as well. Also, the custom weapon
sounds from DoomeR were a no brainer to make a seperate pk4. Not everyone is going to
like the DoomeR sounds and they arent even mine. This makes it a lot easier to take
them out of the mod if Tropezator tells me he would like me to stop using the sounds.
They sound GreaT which is why I included them =).

In my opinion, this mod comes closer to recreating Doom3 the way it should have been made
in the first place. A lot of the scare factor in a game comes from knowing how vulnerable
or unsafe you are. An imp that does 10 damage in an attack really wont be scarey for very
long whereas an imp that does 35 in one fireball will command your respect after one direct
hit. Don't believe me? In the original doom, did you really get scared when you walked into
a room with about 30 zombies/former humans in it when you were armed with a chaingun? Now
recall how you felt being stuck in a room with 30 hell knights and ONLY a chaingun. There
is a HUGE difference. Fear from enemies jumping out at you is very important but gets very
old after awhile. The mere sight of an enemy, whether it sees you or not, should get your
heart going. I feel that in my mod, I have people scared again. Even if it is just a little
bit and even if you have already beaten the game.

For all those 'realism' buffs out there, I feel that I have made the mod pretty realistic as
far as how it looks and plays. You might find the blood decals a bit over the top in some areas,
but the mod plays realistically. You cant take more than a few shots from a zsec with a machine
gun and a hell knight can bite your head off in one bite from full health. In real life, im pretty
sure fireballs and caco plasma do a lot more than give you scratches....




  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!




BattleReady (1.4) - Screenshots  
Screenshots:
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BattleReady (1.4) - File Download Options  

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Download from Worldwide Mirror by FileFront Download BattleReady!



BattleReady (1.4) - Readme  
Readme File:
BattleReady v1.4
8-28-2004

Features:
1. NO gibbing at all.
2. Monsters stay MUCH longer.
3. Much harder gaming experience.
4. Stronger monsters that deal more damage.
5. >>>New particle effects for most weapons.
-Shotgun and Chaingun [now AutoCannon] smoke after
use.
-wounds inflicted by AutoCannon smoke for about 2
minutes.
-BFG explosion looks effin amazing! Seems to rip
apart time and space...
-heavily modified sparks from the no fear mod. [to
resolve performance issues]
6. Enhanced lighting effects for weapons and monsters.
7. Various weapon changes [shotgun reload fixed][see
below]
-chaingun is no the AutoCannon [see below]
8. Blood decals stay permanently.
9. Bullet casings stay around 5 minutes.
10. Custom made bullet wound decals.
-3 different sets for user preference.
-lighter, smaller, cleaner wounds. [Fairly realistic]
-BattleReady's standard wound set. [Somewhat
unrealistic]
-Brighter, bigger, bloodier wounds! [Totally
unrealistic]
Guns now leave marks representative of their
calibre.
-pistol
-machinegun
-chaingun
-shotgun
-plasmagun
11. Reworked zombies.
-much stronger [they dont care if they get shot in
the liver, they dont use it!]
-headshots bring them down. [The reworked zombies
REALLY add to the game but
don't make it at all unbalanced]
12. Player max health and armor levels raised.
13. Modular. Seperate pk4s for:
1 - Menu Music [E1M3 remix]
3 - Blood and gore.
1 - Enhanced weapon sounds [from DoomeR]

*******WARNING********

USE AT YOUR OWN RISK

If your machine blows up, its your fault.
[Your machine will not blow up, its just a disclaimer]

Also... THIS MOD IS VERY VERY HARD!!!!!!
I thought the original difficulty below nightmare was pie.

****END OF WARNING****

Recommendations:
Trent Reznor's sound pack - It adds A LOT to the game experience.
Ultra-Extreme-Quality-MOD - VERY IMPORTANT. This SHOULD have been in the game!

Eventually I may pack those above with the mod but for now they are seperate.


Installation:
Its probably a good idea to uninstall pervious versions of this mod
before you use this one. If you want to keep your save games, you have to go
into the old versions mod folder and copy the saved game folder before you delete
the mod folder. After you install the new mod, pop the saved games folder in there.
>OR<
Simply delete the pk4 from the previous version and replace it with the new version.
Since this is a new version of the mod you will have to restart whatever level you were
on. Im not sure why Doom3 does this but it does.

versions 1.4 and later have the blood decals seperate from the main BattleReady pk4.
This is to give users some options on the amount of blood they see on a fallen enemy
in the form of decals. In order for BattleReady to work you must choose one of the
three files and place it in the BattleReady folder along with BattleReady.pk4. The files
specify the kind of blood decals you will see in game. The names are pretty self
explanatory [LightWounds, NormWounds, HeavyWounds] but a detailed description is below.

Summary Installation
--First time BattleReady users--
1. Unzip to your DOOM3 directory.
2. Choose the '_Wounds.pk4' that you would like and delete the other two.
3. Delete BRMenuMusic.pk4 if you dont want new menu music.
4. Delete EWeapSounds.pk4 if you dont want DoomeR weapon sounds.
5. Start DOOM3.
6. Select 'BattleReady v1.4' from the mods list.
7. Enjoy.

--Upgrade from BattleReady v1.3--
1. Unzip to your DOOM3 directory.
2. Go to your previous BattleReady folder.
3. Copy all files except the previous BattleReady.pk4 and previous BattleReady readme.
4. Paste copied files into the BattleReady v1.4 folder.
5. Follow steps 2 - 4 from First time BattleReady users.
6. Delete previous BattleReady folder.
7. Start DOOM3.
8. Enjoy.

Installation tip!
-If you are a few levels into the game, using another mod, and you dont want to start over
with BattleReady then you can follow the Upgrade directions. In step 2. go to the folder
of the mod that you have been using. In step 3. Copy all of the files there except for that
mod's pk4 file and that mod's readme file. Then continue with the upgrade directions.
**WARNING** this does not always work. BattleReady may be too different from your previous mod
to work with your saved games properly. Also, if it does work, you will most likely have to
restart the level.
>>>>It is heavily recommended that you start a new game when installing BattleReady, especially
v1.3 or v1.4. Gameplay changed massively in the previous two versions [fear the zombies!].

What it does:
Weapons changes. ----------------------------------------------------------
1. Fists - A lot weaker. No more taking out imps with your fists.
The original damage for the fists was 2 to 3 times more powerful
than the pistol. I thought this was kinda funky and made the fists
very weak. The power up should still work.

2. Pistol - Shoots slower, larger clip. I remodled it after it was obviously
the super zombie killer in version 1.3. It is still good to use when faced
with only one at a time but when its two or three you need bigger guns...

3. Shotgun - Shoots slower, reloads slower, but is more powerful.
The clip size has been reduced to maintain balance.
I did this by narrowing the pellet spread and upping the number of
pellets by about 30%. It should be pretty badass now. In the future,
I may change this weapon and give it a slug and make the bullet wound
simply massive. --RevNote-- In BRv1.1, you could kill a hell knight
in 3 shots. I toned this town because that was dumb. Shotgun is
still very powerful, just not as unbalanced.

4. Machine gun - In the first version of this mod I made it so the machine
gun had a firing rate of 22 rounds per second. That was much and was
was very insane but did not fit well into my future plans for this mod.
See the chain gun to find out why. Basically, in this verison of BR,
the machine gun is pretty close to its default version. It still shoots
a bit faster and it now has a 50 round clip. [60 seemed to high, 40 seemed
to low]

5. AutoCannon [exChaingun] - Since the machinegun and plasma gun take over the rapid fire
weapons slots, i felt that the chaingun was kinda useless [plasma or chaingun... plasma!]
It is now a totally different weapon that adds a new level to the game play. It is very
innacurate, has a very slow rate of fire [not as slow as shotgun], has a clip of 15 rounds,
and does insane damage. Of the none explosive weapons in the the mod, it is the most powerful.
It can kill zsecs in 1 clean hit... The shell casings it drops on the floor are basically
shotgun shells [i tried to make them bigger but it didnt work]. The wounds this weapon inflicts
will smoke for a bit making for some really cool effects. The AutoCannon smokes after it
is used. Also, since this weapon is extremely powerful and fires super high velocity rounds,
it distorts space and time around it. In other words, there is a very cool heat ripple
around the muzzle flash =). This weapon may sound like a powerhouse but believe me...
it is still balanced. You can kill a zsec in one hit... it just may take three shots to
score that hit. Also, ammo comes in packs of 15... in others words... you have to use
this babywisely. Max ammo is 105. >>>This gun NEEDS a new sound and I didnt have one at
the time of this release. If you think you have a badass sound fitting for a really big
automatic cannon... PLEASE send it to me!!!!<<<

6. Grenades - No changes.

7. Plasma gun - Better Damage. A slight spread on the plasma shots now.
Fires faster and the plasma moves faster. [You should barely be able to notice
the speed differences if at all.]
Also, the weapon should glow a bit more bit.

8. Rocket Launcher - Just a bit more powerful. Fires a little bit slower.

9. Soul Cube - No changes.

10. BFG - A lot more powerful. Looking at the stats it had... it seemed very pathetic.
The ball of energy now moves much slower which makes it a bit harder to use, but
makes the weapon a lot more menacing in the long run. It has a monstrous lighting
effect. It also has an INSANE explosion. Just makes you wana use this mutha that much
more.

11. Flashlight - Slightly wider beam. Also, it is a lot weaker
[Down to 10 damage from 40, 40 is NUTS for a flashlight!]


Monsters. ----------------------------------------------------------

1. Cacodemon - Slower and tougher. It's plasma shot is also a lot slower, but
does a lot more damage. [I miss the original cacodemons... *sniff*]

2. Revenant - Slightly stronger. Missiles do more damage.

3. Hell Knight - MUCH stronger. Does MUCH more damage. Dont get to close,
his close range attacks are VERY strong now.

4. Mancubus - Stronger, more damage.

5. Imp - Better damage. Slowerfireballs. Faster attacks. Reconfigured particles.

6. Gun wielding zombies - Dish out more damage.

7. Monsters take MUCH longer to burn away. [5 minutes][Monsters MUST be able to burn away.
Without spoiling to much, there is a part of the game that you cannot beat if a monster falls on
certain tracks and does not burn away properly. You would have to restart the level and hope
that you dont accidentally kill that monster in the same place. With the 5 minutes burn, you can
just wait for a bit and resume playing.]

8. Lowerclass zombies are INSANELY tough. However, shots to the head will bring them down very quickly.
I noticed that a lot of people like the thought of zombies dying and then getting back up unless you
shoot them in the head or gib them. Since gibs look terrible and I was unhappy with the ressurecting
zombie idea, i decided to take the best of both worlds. Headshots are the best way to kill them.
They stay down when dead. Veeeery simple. =)

9. Generally, all monsters except swarm monsters have been made tuffer and deal more damage.



General.----------------------------------------------------------

1. All ammunition pick ups have been changed to reflect the changes done to the
weapons. Basically, that means more ammo to go around.

2. The lighting effects for weapons and monster plasma has been increased. I would
have loved to have upped the lighting for a perfectly realistic and well lit
fire fight but during testing I got complaints that things got very choppy. THis
is also why the chaingun is not as 'insanely' fast as you may have been expecting.
The game just cant take certain things. I have created a working 'true' chaingun
that shoots so fast that your target is coated in a wall of smoke but it is not
at all practicle. Many of the lighting effects had to be removed to get it to work
and if your enemy is shooting back [thus causing lighting effects from your enemy]
you video card may possibly explode.

3. Bullet casings will stay on the ground for a long time, pretty cool effect indeed.
The same goes for the debris from explosions.

4. New particle effects on all weapons. Bullets spark as they hit the wall. [Special thanx
to the NOFEAR mod.][These effects have been HEAVILY modified to solve performance issues
the NOFEAR mod was a great start tho] Again, all lighting effects have been boosted.

5. Health and armor go up to 200. [You will need it!!!]

Blood and Gore.----------------------------------------------------------

Gibbing is gone. I havent been able to figure out how to make the gibs stay
so I removed it alltogether.

Blood stays permanently.

I redid the bullet hole effect that Tropezator made. I think his is great so I improved
upon it slightly.

Also, i noticed that the plasmagun did not leave a wound decal and that if it was to leave one,
there is no decal in the game suitable for a 'plasma burn.' So i used the knowledge I gained
from editing Tropezator's decal and made my own plasmaburn decal. My only question is,
where the hell do I store the normal map file and how do i link to it? i searchd for ages but
never found out how to do it. My personal thought, ID did not put bump mapping into bullet
wound decals. Thats probably why the ones in farcry own so much compared to Doom3. Im probably
gona attempt to add bump mapping to the wounds in later releases.

There are now new decals for the machine gun, chaingun, shotgun, and pistol.
Because of responses form the community, I have included three versions of the custom bullet wounds.
1. LightWounds.pk4 - A group consisting of smaller and cleaner wounds. These wound decals
are not as bloody as the standard decals. They offer very little blood spatter around
the bullet hole have no 'sunray' effect for the blood. This wound pack is for those
who dont want to much blood [are you crazy?] or want a more realistic feel to the violence.
2. NormWounds.pk4 - The standard wound decal pack for BattleReady. I recommend this version as
it is a balance between carnage and realism. Machine gun and chain gun decals have a
moderate 'sunray' effect for the blood eminating from the bullet hole. Blood spatter
is moderate and balanced as well as color. I recieved a complaint that the machine gun
and chain gun wound decals looked more like exit wounds, which is probably true. However,
they add a lot to the game by making it look as if the wound source has bled out for a
little while. Not completely realiztic, but great looking in the long run.
3. HeavyWounds.pk4 - The 'UltraGore' decal equivalent. Pretty unrealistic. Blood is brighter,
'sunray' effect is more numberous and extreme, and blood spatter is everywhere. If you
want TONS of gore on your oponent and dont give a crap about realism, use this pk4.
This is my personal favorite >:)


Sounds. -------------------------------------------------------------------

The opening menu music is a remix of Episode 1, level 3. I couldnt find the author
so hopfully there wont be any problems. For the record, I DID NOT MAKE IT!

Right now I am using the sounds that Tropezator shipped with his release of doomer.
[Tropezator, if you have any problems with that then please let me know. Props for the
great sounds.]

I recommend the Trent Rexnor sound pack, it adds a lot ot the game.

Future Thoughts.----------------------------------------------------------

1. Make gibs stay!
2. Add blood pools.
3. Figure out a good looking decal to use with the chainsaw.
4. Anyhting people suggest and I find cool. =)
5. I may try to remap some of the levels and shove summore monsters in there.
That would make the download huge tho so right now it just isnt high on my list.
6. Im gona redo the GUI. I noticed that hte game is A LOT scarier when you dont have
the GUI turned on. Try it, its a lot better.
I will probably take this idea and make a 'realistic' hud. It would consist of nothing
but your dude's face in the lower left corner. As you get hurt, your dude gets
bloodier, and that is how you tell damage. I need a little bit of help with the
gui coding [I have the needed pics] but given enough time i should be able to
finish this on my own.

Final Thoughts.-----------------------------------------------------------

Modularity idea came to me when people complained that my new decals were 'unrealistic'
and BattleReady's score dropped down on d3files beacause of it. I, personally, love
using my custom decals but I understand if other people dont. So that is why I have
three sets of decals to choose from in BattleReady v1.4. I may expand this and put in
even more sets if people request to see certain things. From this experience with
the decals, I realized that not everyone likes the E1M3 remix music that I used as a
default menu music, so I made that pk4 and option as well. Also, the custom weapon
sounds from DoomeR were a no brainer to make a seperate pk4. Not everyone is going to
like the DoomeR sounds and they arent even mine. This makes it a lot easier to take
them out of the mod if Tropezator tells me he would like me to stop using the sounds.
They sound GreaT which is why I included them =).

In my opinion, this mod comes closer to recreating Doom3 the way it should have been made
in the first place. A lot of the scare factor in a game comes from knowing how vulnerable
or unsafe you are. An imp that does 10 damage in an attack really wont be scarey for very
long whereas an imp that does 35 in one fireball will command your respect after one direct
hit. Don't believe me? In the original doom, did you really get scared when you walked into
a room with about 30 zombies/former humans in it when you were armed with a chaingun? Now
recall how you felt being stuck in a room with 30 hell knights and ONLY a chaingun. There
is a HUGE difference. Fear from enemies jumping out at you is very important but gets very
old after awhile. The mere sight of an enemy, whether it sees you or not, should get your
heart going. I feel that in my mod, I have people scared again. Even if it is just a little
bit and even if you have already beaten the game.

For all those 'realism' buffs out there, I feel that I have made the mod pretty realistic as
far as how it looks and plays. You might find the blood decals a bit over the top in some areas,
but the mod plays realistically. You cant take more than a few shots from a zsec with a machine
gun and a hell knight can bite your head off in one bite from full health. In real life, im pretty
sure fireballs and caco plasma do a lot more than give you scratches....

----------------------------------------------------------
Thanks to:

Tropezator who created the DoomeR mod. I used some sounds and bullets a decal.
I changed the decal a bit so i dont think that will be a problem but the sounds
I simply transplanted. If you have any problems with this, let me know and I
will take them out.

Psychonaut who made the NOFEAR mod. His particle effects are absolutely amazing
looking [even if the rape your fps at times, I did tone them back in several places].
Special thanks to this dude. His particle effects add A LOT to the ambiance of the
game. As a matter of fact, if you dont like all the difficulty changes in my mod
but want some similar visual effects [my visuals are not EXACTLY like the NOFEAR mod]
then go get the NOFEAR mod. Its really good stuff.

Gallius & Karmithius who created the Enhanced Mod. I did some code tranplanting.
If you dudes want me to take out what I used from you dudes please let me know.
Great work on the particle effects! Note: In version 1.4 and greater these effects are only
noticable on the chaingun.

------------------------------------------------------------

The changes I made in the code really werent that massive. Anybody with some freetime
can look thought the code and see the exact changes that I made. If anybody would like
to copy parts of this mod or include it into another mod please go right ahead. However,
I would like some credit tho.

-------------------------------------------------------------
If you have any questions or suggestions, my email is Trojanman190@yahoo.com
No hatemail please, I'm doin the best I can.
If you are good at modding the player HUD,
EMAIL ME!!!! I need your help!!!!


BattleReady (1.4) - User Comments  
The following comments are owned by the user that posted them. Doom 3 Files is not responsible for their content.

Total comments: 26 | Last comment: 09-08-2004 at 05:32

 #1 - 09-02-2004 at 06:12
CoMa666
Joined: August 29th, 2004
Posts: 41
Good...but no gibs....wink frown

 #2 - 09-02-2004 at 07:02
manslauter
Joined: November 23rd, 2003
Posts: 290
plz release a decals mod only.. plz!!! sepratly from the realism thing.. i beg u

 #3 - 09-02-2004 at 07:12
Trojanman190
Joined: August 3rd, 2004
Posts: 114
Its in the makings. Have no fear.

Remember dudes.... 1.4 was finsihed over a week ago....

 #4 - 09-02-2004 at 07:13
Trojanman190
Joined: August 3rd, 2004
Posts: 114
Oh yea, sorry about there still being no gibs. I havent perfected a method of getting them to stay. I did find out some other interesting stuff tho....

 #5 - 09-02-2004 at 07:31
S1lentOp
From:
Joined: August 7th, 2004
Posts: 430
A lot of them are still very unrealistic....very cheesy...definitely a PaintShop job.

 #6 - 09-02-2004 at 07:33
S1lentOp
From:
Joined: August 7th, 2004
Posts: 430
* Especially the ones with the "spider legs" splat thing....real bullet wounds don't do that. They splatter out the back, not the front.....oh, and usually the bullets wounds bleed in the front so it would be more of a blochy decal...not a spider legs one with narrow edges.

 #7 - 09-02-2004 at 08:59
CoMa666
Joined: August 29th, 2004
Posts: 41
Gibs are good if stay no for ever but much to see real them and make much blood on floor when monsters explode.
gibs and bllod much more in gibs scene.
I think the better way

 #8 - 09-02-2004 at 09:34
Trojanman190
Joined: August 3rd, 2004
Posts: 114
silent... you did read what i put right???? Just a thought. If you think you can do better then make some and send them to me. Other wise dont give me a 0 when you cant do any better.

 #9 - 09-02-2004 at 09:38
Trojanman190
Joined: August 3rd, 2004
Posts: 114
i big problem that i dont see anyone catching is the varying surfaces that the blood wounds would occur on. Blood on skin looks totally different from blood on clothing. I had to find a balance. I made the 'lightwounds' pack to try and sate the people who didnt like the spider legs.. That and I'm worried about the number of people who are experts on bullet wounds. Anyways. I cannot make different entry and exit wounds. I cannot dictate how a wound apears per monster. I can only go by the weapon.

Just so no more people like silent make the same post as silent....
There is a choice between 3 sets of wound decals. The light ones probably being the best for oyu silent dudes.....

 #10 - WHAT!? - 09-02-2004 at 09:46
Dark_Swordmaster
Joined: June 30th, 2004
Posts: 102
OH MY GOD! 1.3 was wonderful! Stop complaining about the bullet decals and enjoy the play it offered! Enjoy what it did right! The decals weren't GREAT, but at least he tried for something! Sorry to be *****y but seriously, the cons didn't ever begin to cast a shadow on the pros.

Anway, I'm d/ling this now, let's see what we've got now...

 #11 - 09-02-2004 at 09:52
CoMa666
Joined: August 29th, 2004
Posts: 41
Ican't do better...mine was only a idead for better mod...sorry i don't want tell ur mod is bad i give 10 like 1.3 did....

 #12 - 09-02-2004 at 09:53
manslauter
Joined: November 23rd, 2003
Posts: 290
yo is it just me or is when u zoom in on the blood does it look like crap?? not the wound the normal blood.. its very low resolution..
anywaz trojan man ignore that other guy and add me to ur msn i want u to teach me to do blodo wounds or il submit some..
manslauter1990@hotmail.com

 #13 - 09-02-2004 at 11:16
Trojanman190
Joined: August 3rd, 2004
Posts: 114
since what i made is totalyl modular... i can keep adding new woundsets for download at anytime. I agree, the wounds do look terrible up close. I really dont have control over that tho. Its just how the compression works i guess.

Since im getting all these realism complaints im making some >>REALISTIC<< decals just because i really dont like getting flamed..

Just so everybody knows.... the battleready series of mods are my first.... that means that everything i do and try is TOTALLY NEW to me. Ive never done this kinda thing before. Please bear with me.

 #14 - 09-02-2004 at 15:42
Syber
Joined: August 24th, 2004
Posts: 1
I think you did a great job but the dmg is realli hard for me since i am newbie at these games =P good luck and have fun for future releases ... i'll be looking forward to them ...i'll support u all the way trojanman190!Two Thumbs Up!

 #15 - 09-02-2004 at 21:17
Trojanman190
Joined: August 3rd, 2004
Posts: 114
than dude/ once i think i have BR perfected ill make other related mods that dont change anyhting except the visuals. I realize that some peoplle think that it its to hard.

 #16 - 09-02-2004 at 21:31
Tets
From: (Vienna)
Joined: August 28th, 2004
Posts: 78
nice smile

btw.: u can use this mod with battle ready
http://doom3.filefront.com/file/cl*****ic_cyberdemonmod;30313
Rock

what i would like to see in battle ready 1.5 are different decals for the same weapon and decals who stay and dont dissapear when you hit an enemy too often - that would be great Rock

 #17 - 09-02-2004 at 23:30
radialis
Joined: August 28th, 2004
Posts: 28
wee its here! gonna give it a try now good thing its friday and pretty rainy outside guess IŽll wait til tonite though. good job trojandude big grin

 #18 - in the bag - 09-02-2004 at 23:46
TommyB
Joined: August 18th, 2004
Posts: 10
Good going Trojanman for getting this mod up and running! Am stuck in the office now but will be installing it as soon as possible! If v1.3 was anything to go by, this mod should be great.

Will give all comments when I've seen it in action....

 #19 - good stuff - 09-03-2004 at 05:15
radialis
Joined: August 28th, 2004
Posts: 28
it works great trojan, keep up the great work. do u kno if those strange cacodemon articfacts are fixed in this version?
Also, nice one on the shotgun smoke thingie Beer! Beer!

 #20 - suggestions - 09-03-2004 at 08:11
Polemos
Joined: August 30th, 2004
Posts: 32
i dont really care for the blood decals, but nice work on the bfg light, bazooka too. in the next mod here is what i suggest, besides working on blood, (or any other ambitious modder) you could improve demon disintegration more like blade i mean. first of all more sparks, and when you shoot an enemy it starts disintegrating before it hits the ground, like right when you kill it, and while its still in its demon form when its falling to the ground, as it reaches the ground the sparks begin to separate and fall individually. obviously this will not be easy, but i would certainly give any modder a 10 if they could pull that off.

 #21 - You are the man trojanman! - 09-03-2004 at 10:06
BoneofFear
From: (NJ)
Joined: October 28th, 2002
Posts: 134
U Rock now it's much better then I ever thought it was. Damn ur good.

 #22 - Good - 09-03-2004 at 12:47
newbieassulted
Joined: June 9th, 2002
Posts: 70
Good job Trojanman, you managed to improve a mod that was already fantastic. 9/10


Why not 10? Well, its not a flame, just that the chaingun is so... odd.... I realise that it will have a different sound (maybe) in the next version so it isn't all nerfy, but, I still enjoyed the fast rate of fire.

So: For now I will play on the 1.3 version. Until next version, of course, where I hope to see the chaingun sound much better with the changes.

Cheers

 #23 - 09-06-2004 at 14:18
Trojanman190
Joined: August 3rd, 2004
Posts: 114
lol yea the new chaingun was a monster stretch. Thanx for hte input dudes. I would like to do multiple decals for each wepaon. That sounds cool. Right now im trying to appease those 'realistic' dudes by using photos of actual gunshot wounds. Some are REALLY gross. Im workign on a enw hud that I think you dudes will like...

As for the chaingun sounds.....
SOMEBODY SEND ME SOMETHING!!!! lol
I realize it sucks but i felt the chaingun was monsterously over looked in Doom3. The plasma gun just did its job better.

 #24 - 09-06-2004 at 14:19
Trojanman190
Joined: August 3rd, 2004
Posts: 114
Btw, the new wound sets work with BR v1.3
Just so you dudes know....

 #25 - 09-06-2004 at 23:10
S1lentOp
From:
Joined: August 7th, 2004
Posts: 430
#13 - Posted by: Trojanman190 said:
"Since im getting all these realism complaints im making some >>REALISTIC<< decals just because i really dont like getting flamed.."

It's not flaming....it's critiquing. You put it here, we said what we did or did not like and you make your next version better based on the opinions and critiques of the people who were not satisfied with the final product.

 #26 - 09-08-2004 at 05:32
Trojanman190
Joined: August 3rd, 2004
Posts: 114
Mr. Silent. I would really appreciate it if you would drop the whole thing before it gets out of hand.

There is a big difference between flaming and critiquing.
Critiquing is when you say something constructive that has not already been said or was no explicitely explain by the author.
An example of critiquing: "Dude, the 'realistic' set of wounds could still get a bit more realistic." Another great example is in post 22 about the chaingun sound.

Flaming is when you say something that has already been said or pointed out or acknowledged and then build upon it by attacking an authors skills or methods.
For example:

A lot of them are still very unrealistic [up to this point its fine]....very cheesy...[hasnt cross any lines yet..] definitely a PaintShop job. [was that meeded?]

Especially the ones with the "spider legs" splat thing....real bullet wounds don't do that. They splatter out the back, not the front.....oh, and usually the bullets wounds bleed in the front so it would be more of a blochy decal...not a spider legs one with narrow edges. [ I definitely already explained that entire thing.]

I have heard a lot about the the them looking more like exit wounds. I know this already. Thats why I made seperate sets. I think exit wounds have more personality and are gorier. The blurryness cannot be helped. I tried upping the resolution to 4 times its normal. Didnt work. I also cannot make seperate entry and exit wounds. No code for it.

Before you comment on problems... please read my readme and see if I have already explained them. My readme is huge and i explain lots of things in there.



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