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| Faiakes Alt-Extended (2.6) - File Description |
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Description: Basically a weapon and gameplay mod with a few graphic and sound alterations.
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Notable Features:
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- ALT-FIRE modes => Carnage/Faiakes Mod
- Big Light On All Weapons => Falken/Faiakes Mod
- Extended PDA => Faiakes Mod
- Personalised Weapon Names & Hud=> Faiakes Mod
- New Weapon Skins => various mods
- New Monster Skins => various mods
- Semi-Auto Pistol => JAPM Mod
- Semi-Auto Shotgun => Faiakes Mod
- Mine/Flare/Homing Grenade => MyCelo/Faiakes Mod
- Plasma Gun Radar => mWoody Mod
- Plasma Shotgun => PlasmaShotgun Mod
- Plasma RailGun => AwesomeSauce Mod
- Homing rocket => Carnage Mod
- BFG SafetyValve => Cougar Mod
- BFG Homing => Faiakes Mod
- Extra Friendly NPCs => TinMan Squad Mod
- Enhanced Monsters => various mods
- Permanent Decals => Infernal Death Orgy Mod
- Human Monsters Gib when die => PBmax code
- Quick Feet Monsters => Ice Trey/Faiakes Mod
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Changes:
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- Removed Double Barrel Shotgun mod (Legal reasons).
- Removed Invisible Pinky mod (pinky didn't do any damage).
- Monsters' Ai improved (UAC Redux mod).
- Monsters are more aggressive (Infernal Death mod).
- Monsters' projectiles travel faster.
- Monsters do more damage.
- Oxygen tanks replenish your oxygen completely (Infernal Death mod).
- Made decals, bloodstains etc., permanent (Infernal Death Orgy Mod).
- All unarmed zombies move 125% faster and strike 100% quicker (They're not so funny now, are they?).
- Imps have been accelerated by 100% (be afraid, be very afraid!).
- Human monsters gib instantly upon death (better fps), PbMax code.
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|  | | Faiakes Alt-Extended (2.6) - Screenshots |  | Screenshots: |  |   | 
|  | | Faiakes Alt-Extended (2.6) - Readme |  | Readme File: Faiakes Alt-Extended Doom 3 Mod v2.6
faiakes AT hotmail.co.uk
///////////// Compatibility ////////////////
- Doom 3 PC with Patch 1.1
///////////////// Contents /////////////////////
1. Folder => Faiakes Alt-Extended Mod => It has the primary mod file
(Faiakes_Alt-Extend.pk4) and the secondary mod file (AutoExec.cfg ), a
system modification file, runs along DoomConfig.cfg
2. Folder => Guis => It has the new splash screen
3. File => Readme - Faiakes Alt-Extend 2.2 => this readme file.
4. Folder => Extras => It has three Tweak Guides, Plasmaradar readme 1.0,
TinMan Squad 0.3b readme and GravityGun 2.0 readme.
/////////////////////////////// Installation
////////////////////////////////////
1. Place the 'Faiakes Alt-Extend Mod' folder into your \Doom3 folder.
2. You --MUST-- read the Autoexec.cfg file in order to adjust it to your
system. It is neccessary. If there is a setting you don't like just delete
that whole line (opens with NotePad), no problem! However, again, you
--MUST-- read the instructions either in this ReadMe (the AutoExec section)
or inside the AutoExec.cfg itself, and apply the changes that suit your
system or you may experience lower performance. The instructions are very
simple, do not worry!
2a. In order to use the Alt-Fire feature a key must be assigned to the
alt-fire. Usually that would be the right-click button of your mouse. I have
done that via the Autoexec.cfg file I supply here. If you don't agree simply
delete or edit that line accordingly (it is commented so you'll know which
one it is).
2. Place the 'guis' folder (the whole folder) in your Doom3\base folder.
3a. Run Doom3 but go to 'MODS', click, a window will pop with 'Doom3' as the
first option and 'Faiakes Alt-Extend Mod' as another option. Double-click or
highlight my mod and press 'LOAD'. The game will restart and you can now
proceed.
3b. Alternatively, you can make a copy of your shortcut, right-click on it,
go to 'Properties', click at the end of field 'Target', and add this line:
+set fs_game Faiakes_Alt-Extended . Now when you double-click on that icon
it will launch the game with this mod. You should propably rename it
accordingly, so that you know when you are loading this mod.
----------------------------------------------------------
--NOTE-- : If you add such files (or just alter them sometimes) you lose
your quicksave and have to start from the begining of the level, so make any
changes only when you start a level. In order to continue a previously saved
game (from the begining of that level only, unfortunately) you must copy
your Doom3\base\savegames folder (just the 'savegames' folder) and save it
inside the 'Faiakes Alt-Extend Mod' folder.
To UnInstall: simply delete all files of mine.
/////////////////////////////Modifications//////////////////////////
/////////
Overall:
/////////
- Splash Screen=> A modded version of the splash screen found in
superdoom3 mod.
- Menus =>Added a Faiakes-Mod text to the main menu, so that the player
may be aware that he/she is running my mod, name of weapon now stays on
screen, so you can enjoy whatever personalized names you might have given to
your weapons (Faiakes Mod). I have also changed some of the pop-up dialogs.
- Weapon Names => Almost all weapon names have been changed to something
more imaginative and fitting.
- Hud =>Hud has been modified to maintain the name of your weapon on
screen, just for the fun of it (or to know what weapon you have in the
dark!).
- Flashlight =>All weapons (exept fists, grenade, soulcube) have light,
their model no longer lags behind. Light is roughly 30% larger than v1.0 of
Falken's Light Mod.
- Weapon Models =>All weapons models have been tweaked so as not lag behind
when you make sudden movements and yet maintain their natural motion. This
affects the weapon light too, which is the whole purpose behind the
tweaking.
- Sound =>Flyffyinsanity sounds for fists, pistol, Chaingun and
explosions. ShotGun and MachineGun sounds by Denton's Stereophonic Sound
Pack. Rocketlauncher and Soulcube variations from Boom beta Mod. BFG sound
from BopSounds Mod beta 1.2 .
- Run Speed =>25% up
- Walk Speed =>~55 % up, now equals original run speed (got tired of
missing the run key at the crucial moment).
- Crouch Speed =>100% up (i.e. double)
- Stamina =>50% down (i.e. half). That is because in this mod walk speed =
standard run speed, and mod run speed is 25% greater, to have the standard
amount of stamina would be an overkill.
- Ammo =>The ammo carried by a player has changed to: All double figure
ammos can reach up to 99 (except chaingun max = 100) and triple ones to 999
(that's not including a full clip). My thought was that it is only fair to
keep whatever you can find and save. Plus this ridiculous ammount of ammo is
not physically carried by the player but stored in a Microspace Storage
Converter (MSC pack), which is what his backpack is. ( Just like Rom, the
humanoid turned Cyborg in order to fight the race Ghosts which threatened
our Galaxy, in a marvel comic book saga . In it Rom's Neutralizer, along
with other equipment, was recalled from microspace or something similar,
whenever he needed it. He didn't just hang it onto his belt! Is anyone aware
of this comic? If you do, send me an e-mail if you know where I can buy it
from.)
- Oxygen Tanks =>Give double oxygen, which in effect replenishes you
completely.
- Decals =>All bullets hitting non-body surfaces give off sparks but mot
smoke and are permanent. All bulletts hitting bodies now leave a clean and
visible bulletholes.
- TinMan Squad =>For all info on how to use that feature read the TinMan
Squad Readme File in the Extras folder.
- Monsters =>All monsters except Bosses have been tweaked. The monsters
which have a missile attack inflict x2 damage both with their missile and
with their melee attack. Monsters without a missile attack inflict x3
damage. The projectiles of monsters travel 30% faster. Monster AI has been
enhanced via the UAC Redux 1.0 mod. Monsters also move slightly faster.
- InstaGib =>Just like the burnaway effect of demon monsters, human
monsters/zombies immediatly gid when they die. This helps maintain higher
fps.
- Zombies =>All unarmed zombies move 125% faster and attack 100% quicker
(not so funny anymore...).
- Imps =>Imps walk, fire and evade 100% faster (be afraid, be very
afraid).
//////////
AutoExec:
//////////
Note: I have implented these in an Autoexec.cfg so that they are easier to
distinguish and add/remove.
FramesPerSecond on Screen =>Enabled
Nightmare Mod =>Enabled
Console =>Enable simply by pressing ~ .
Bullets Ejecting =>Removed to gain fps
Graphics' Settings:
I have modified AutoExec.cfg to increase performance especially for 256MB
cards and 1 GB of RAM. If you do not have such hardware here is how you
should change the following settings in your DoomConfig (or AutoExec) :
1. First open the AutoExec.cfg file with NotePad or WordPad.
2. Change the following (look below) settings to suit your hardware.
3. Save the file and you're done!
AutoExec.cfg settings for xxxMB Graphics Card:
seta image_downSizeLimit 'xxxx' => set to 256 for 64MB card, 512 for 128MB
card, set to 1024 for 256MB card (mod setting is 1024)
seta image_downSizeBumpLimit 'xxxx'=> set to 256 for 64MB card, 512 for
128MB card, set to 1024 for 256MB card (mod setting is 1024)
seta image_downSizeSpecularLimit 'xxxx'=> set to 256 for 64MB card, 512 for
128MB card, set to 1024 for 256MB card (mod setting is 1024)
seta image_downSize '1'=> enable
seta image_downSizeBump '1'=> enable
seta image_downSizeSpecular '1'=> enable
seta image_useCache '1'=> enable caching
seta image_cacheMinK '10240'=> so the game won't crash
seta image_cacheMegs 'xxx' => set between 25-50% of system memory and
twice the RAM of the graphics card, e.g. 512 for a system
with 1GB of RAM and a 256MB graphics card.
seta image_anisotropy 'x'=> set Anisotropic Filtering from 0 to 8 (mod's
setting is 0). When in High Quality Mode Doom3 sets this automatically to 8,
which is too high for most machines.
seta r_multiSamples 'x'=> set Anti-Aliasing from 0 to 16 (mod's setting
is 4). Less (or none ) means more fps, at the cost of eye-candy naturally.
Customising TimMan Squad example =>
Each line should be as follows:
set ally_tinman spawn ally_security_machinegun health 300 npc_name 'Jarad
'TinMan' Hansen' def_head 'head_young'
- where 'tinman' can change to whatever name you want
- where the weapon name can vary
- where health can vary
- where the head can vary
and the character will spawn when you type vstr ally_tinman (or whatever
name you have provided) at the console.
/////////
Weapons:
/////////
- Fists => Fire => Left Punch. Damage distance up by 3.5 times and damage up
by 3 times to 60, it takes 2 punches to kill a regular zombie in nightmare
mode, you should estimate that you can hit at least ~1.5m further away from
the normal hit point of a punch). New name, 'Mad Fists Of Pain', which
appears when you switch to the weapon. New sound. New Skin by AwesomeSauce
Mod. Made the punch a bit quicker.
- Fists => Alt-Fire => Right Punch, just in case you have a favourite. Same
as above.
- Flashlight=> Changed the cone of the flashlight, it is wider and brighter.
This will make it useful for searching and help de-nerf its general use
since the addition of weapon-mounted lights. Plus, damage distance up 150%
(3 times, you should estimate that it can hit at least ~ 1 m further away
from the normal hit point of the flashlight but aim with the crosshair to
their chest to get a sure hit) and damage up 3 times up to 120, it takes a
single hit to kill a regular zombie in nightmare mode. New name, 'Pest
Squasher', which appears when you switch to the weapon. The light angle has
been moddified so that it shines more towards the center of the player's
view. New Skin by AwesomeSauce Mod.
- Pistol=> Fire => JAPM (Just Another Pistol Mod) - fixed version Author:
d4r34lm0n60 (merlin_luedicke AT hotmail.com), Merlin Luedicke says: '
Modified the pistol to act like a semi-automatic pistol should do: one shot
per click. Counter-Strike got this, so why not Doom'. Additional mods by
Faiakes: Increased pistol clip size to 18 (50% up), firerate speed up from
0.4 to 0.12 (now it really feels like a semi-automatic), and damage up by
58%, it is no longer just a toy for popping (unarmed!) zombies (that you can
do that with fists or the flashlight), it can now become viable alternative
if you are left with no ammo for other more powerful wepons. Also I
increased the mass of the bullets by 100% (from 2 to 4) so it has the feel
of a more powerful weapon to it. Pistol skin replaced (Fragger's Mod). Now
it's chrome and black. Removed the muzzle smoke from weapon's fire (after
all this is 150+ years into the future, they must have invented smokeless
gun powder by now!) That should also boost fps by a small margin. Sound
swapped with Flyffyinsanity's sound mod for pistol. New name, 'Urban
Negotiator', which appears when you switch to the weapon. Does not launch
bullets from gun barrel (greater accuracy).
- Pistol=> Alt-Fire => Pistol Burst (by Kamikazi Fred) modified by Faiakes.
The alt-fire shoots 6 bullets at one click and is a semi-automatic function
just as normal fire. Everything else is the same as normal fire.
- ShotGun => Fire => (Semi-Auto Shotgun Mod by Faiakes based on the JAPM
code) with a firerate of 0.35 seconds per round (+ a reduced animation)
instead of original 1.333 (+ the full animation). Damage up by ~15% and now
reloads all at once. Spread down to 11. Removed the muzzle smoke from
weapon's fire (after all this is 150+ years into the future, they must have
invented smokeless gun powder by now!) This should also boost fps by a small
margin. Sound swapped with Denton's Stereophonic Sound Pack Mod 2 for
ShotGun. Added shot sparks effect from Boom Mod (beta). New name, 'Semi-Auto
Shotgun', which appears when you switch to the weapon (and satys on screen).
Does not launch shells from gun barrel (greater accuracy). New Skin by
AwesomeSauce Mod.
- ShotGun => Alt-Fire => Still in semi-auto mode but twice slower than
normal fire, with x2 the projectiles and spread of 17.
- Machinegun => Fire => Spread reduced from 1 to 0 for maximum accuracy at
long range, new weapon skin by Barni. Damage increased by 5 and firerate up
by 20%, I call it the 'Conflict Neutralizer'. Removed the muzzle smoke from
weapon's fire (after all this is150+ years into the future, they must have
invented smokeless gun powder by now! This should also boost fps by a small
margin). Sound swapped with Denton's Stereophonic Sound Pack Mod for
Machinegun. New name, 'Led Conflict-Neutralizer', which appears when you
switch to the weapon. Added shot spark effect. Does not launch bullets from
gun barrel (greater accuracy).
- Machinegun => Alt-Fire => Spread increased to 6, for dealing with many
enemies in small confines, and projectiles tripled in order to maintain
effectiveness.
- Chaingun => Fire => Clip size up to 100 (~65% up), barrel accelerates
faster by 12.5%, deaccelarates slower by 80%, spread set to 2 (60% more
accurate compared to default of 5), firerate increased by 50% (3.5 instead
of 7), low ammo warning at 12, bullet speed increased to that of machine gun
(for some reason the speed of the chaingun's bullets was less than half of
other weapons such as pistol or machine gun). Removed the muzzle smoke from
weapon's fire (it was actually blocking the player's view and after all this
is 150+ years into the future, they must have invented smokeless gun powder
by now!This should also boost fps by a small margin.) Sound swapped with
Flyffyinsanity's sound mod for chaingun. Added shot spark effect. Does not
launch bullets from gun barrel (greater accuracy). Clip Gui has a 3 digit
readout, so if you think 99 is too small a clip size for the chaingun now
you can increase it up to 999 and have a perfectly fine readout. New name,
'Led Storm'.
- Chaingun => Alt-Fire => Same as above but the firerate is 8 times faster
(0.5) while the spread is 4 times larger (8). Acceleration/deccelaration of
the barrel is instant. Beware! Alt firing will empty your entire clip in 3
seconds!Nevertheless, I am not going to increase the clip size, no
superweapons. This was designed for close up fighting with large, slower and
more dangerous foes. For all other beasts please refer to normal fire.
- Grenade => Fire => This is how the new Mine-Grenade acts (an altered
version of Mycelo's mod):
* Low-ammo alarm is played when last grenade is dispatched.
* Removed lag to throw a grenade immediately after selecting it
(interruptible draw animation).
* Grenade has a electric explosion effect, sound changed accordingly.
* If you click and hold, it will be thrown and explode on contact with
anything.
* The longer you hold, greater will be its travel speed.
* If you hold it for more than 3 seconds, it explodes killing the player.
* If you click without holding, it rolls on the floor and will act as a
remote mine.
* Remotely activated Mine-Grenades are so only when they stop moving, in
which timet hey keep beeping and emit a small green light.
* Mine-Grenades spring and explode when the player passes near it.
* Mines-Grenades/flares self-destruct after 999 seconds.
* If you press the reload button when Handgrenade is selected, the oldest
active proximity mine will be remotely detonated.
* Mines-Grenades detonate each other when near enough, creating devastating
chain reactions.
* If you dispatch more than 5 proximity mines, the oldest active mine will
self-destruct.
And additional modifications of mine: Blast radius increased from 175 to 200
(+12.5%), knockback of blast increased by 25%. Grenade light modified, it
now acts like a green flare before it is detonated, throwtime reduced
further. New name, 'Green Undertaker'.
- Grenade => Alt-Fire => Is a 'normal' homing grenade with the same light
effect as primary Fire grenade. However, a flying grenade couldn't be as
heavy/powerful as a plain grenade so its direct damage is reduced by 1/6 to
125, splash damage reduced by 1/3 to 100 and its radius by 3/7 to 100.
- Plasma Gun => Alt-Fire => Velocity of plasma shots up by 150% (tripled),
spread set to 0 (most accurate), fire rate increased by 25%, damage
increased by ~6% (from 16 to 17). Added MWoody's plasma radar! Removed all
traces of smoke on impact and upon firing (what kind of energy weapon leaves
a smoke trail!). That should also boost fps by a small margin. New name,
'Plasma Conflict-Neutralizer'. New flashlight light colour, light blue. New
weapon skin by Barni.
- Plasma Gun => Alt-Fire => ShotGun shot, name says it all. This is meant to
be a more powerful version of the regular shotgun, ideally should be placed
between the regular plasma gun and the rocket launcher. Spread of 14 for 13
projectiles, damage of 17 (only 1 higher thatn the shotgun but with a
smaller spread so it has a more powerful effect), firerate of 0.35 (in
effect as fast as the semi-auto shotgun).
- Rocket Launcher => Fire => Spread set to 0 (most accurate), refire speed
increased by 25%. Added NoFear Mod rocket-explosion effect. New Skin by
AwesomeSauce Mod and a slight variation in the sound provided by the
Boombeat mod.New name, 'Mobile Stinger'
- Rocket Launcher => Alt-Fire => Same as above but with a homing missile.
Credit to As_@$_1 (Carnage Mod) because his implementation/intergration of
the Homing Rocket Mod was so good that I didn't change it.
- BFG-9000 => Fire => The overcharge load can be maintained for another 3
seconds and then it doesn't explode right in your face but the amassed
energy is safely dissipated like steam and you lose the ammo used for the
shot.The blast radius and its damage have been increased to 300. However,
the passing-by multi-target damage has been increased from 5 to 70, thus
killing various enemies on the way to the target. If the room is fairly
large and the projectile remains on the air for more than 3 seconds, it will
kill anything in that room. BFG projectile has new smoke animation, an
increased velocity by ~30% (500) and a wider, more visible frequency beam
and a new explosion animation. New name, 'Hob Goblin Cannon' and new shot
sound from Bopsounds beta 1.2 mod.
- BFG-9000 => Alt-Fire => Same as above but with the speed reduced to 250
from original 350. However, the passing-by multi-target damage has been
deactivated because it is now a homing missile.
- Soulcube => Reduced the ammount of kills required for charge to 4 and
increased the cube's velocity by 300% as it was too slow and would leave you
vulnerable for far too long. Different sound when killing an enemy.
- Chainsaw => Added a faint red 'glow' around you when you have the chainsaw
equipped. It adds a bit of lighting to make the chainsaw more usable. Damage
distance up by 100%. and damage up by 200%. Well... this is an obvious
overkill. However, the idea is that it will be used from those who wish to
take on beasts bigger than a zombie armed with only the chainsaw. New by
various mods, new name 'Bone-Chopper'.
- Plasma RailGun => Similar to a sniper gun. Damage of 150 clip size of 2
though, but no blast radius so you can use from close distance. Picks up
ammo of 4 instead of 50, each shot costs 5. Firerate of 1.0 .New flashlight
light colour, light green. To get the weapon you need to do: give
weapon_shotgun_double .
- Gravity Gun => The gg does now kill enemies when you point it directly at
them, it is merely slower though. As soon as you kill them you'll know
because they'll gib. I have increased the range within objects are captured,
reduced the distance of the hovering object, increased the speed by which
captured objects come to you, increased the launch speed, and reduced the
ammo consumed on launching an object to 0 for the heck of it. To get the
weapon you need to do: give weapon_gravitygun . For full details read the
Gravity Gun - Readme file in the extras folder.
- PDA => The welcoming messages in your PDA have been changed, read them and
you'll see what I mean. Additionally, I have included new messages. One
contains all the console commands and the other all the codes for the
storage-units. Since you can't minimize Doom 3 and read them directly from a
txt file this is the only way to read them as you go. Similarly, I have
included the Weapon guide specific to this mod in another message.
///////////////////////////////////////////////End of Modifications
////////////////////////////////////////////////////
///////////// Weapon Tips ///////////////////
- Fists => Good for taking down unarmed zombies with 2 punches.
- Flashlight => Specifically designed by me for squashing those unarmed
zombie pests with a single hit, even in the dark. I don't think they are
worth putting any bullets in them.
- Pistol=> Pistol is now fast and powerfull enough to take down an Imp.
However, do so if there is only one, at a distance and you have enough space
to move. Additionaly, you can take down any foe if it is far enough.
Excellent for trites, single shot contest!
- ShotGun => Although I have named it Semi-Auto Shotgun, I was actually
thinking of 'Death Around The Corner' because that is exactly how you should
use it. If anything is shooting missiles at you, back up behind a corner,
wait for it to pass in front you and shoot it to the chest (as the spread
will actually hit the head too, it is the most effective shot). If you are
brave enough (and very low on other more powerfull ammo) you can even take
down an Archville with 3, up close and personal, shots to the head. Very
effective against Cacodemons too (2 direct hits will do) if you have space
to move and there are no more than 2 of them. I also noticed that it is
great for pinkys, only 2 close shots required.
- Machinegun => Again, I originally wanted to name it 'The Imp Hunter'
because that is what this baby is best suited for. It is fast and lethal. In
fact so lethal you can easily take down the freakish Commando Zombies if
there is just enough distance between you. I was able to use the machinegun
in order to destroy the Commando Zombies in almost all cases they crossed my
path, in Nightmare Mode!
- Chaingun => The perfect gift to bring to a crowded party. If you are
facing 3 foes and above then you ought to use the chaingun as it is more
powerful, has a larger clip and a larger spread. Particular enemy to use
against: Cacodemons at a distance. Their shots can be deflected by the
chaingun's fire and it is fast enough to take it of the air quickly enough.
- Plasma Gun => It's projectiles are significantly faster and its firerate
and power just a hint higher. However, the plasma gun has large projectiles
which, when combined with the previous changes, make it the perfect Revenant
killer. No need to waste anything else on a Revenant anymore, it is as if
this weapon was designed for them. Just aim for the shoulders so that you
take out the rockets first and it (the Revenant) will be taken care of in
just a few seconds.
- Plasma ShotGun => Same as Semi-Auto Shotgun but more suitable for short to
midrange attacks, use when you don't ammo for the shotgun.
- Grenade => Now a Mine-Grenade, it is great for setting up traps. If you
know where they are coming from plant 1,2,3, or more, wait for them to pass
through and detonate, blasting them. Plus it is a flare, so use accordingly.
- Rocket Launcher => Not much here, it is fast enough now, however, to take
down those fat Demons easier.
- Plasma RailGun => Good for one or two at most, strong foes, that you have
to face up close, where the blast radious of another weapon would cost you
too.
- Gravity Gun => It is difficult to handle but if you have run out of ammo
or you pick up sth huge to knock out many enemies at once, this is the gun
to use.
- Chainsaw => The only overkill weapon of the game. With a damage of 150 it
is instant death for almost anything in the game and I have given it a
large melee distance. Try to play the game using only that.
- BFG-9000 => Not much to say here. I rarely use this one. I recommend you
save it for Archvilles and larger.
- Soulcube => Not much to say here either. This I used as often as possible
to save ammo. By 'as often' I mean saving it for difficult moments or foes
(or even when you know how many foes there are so that it will have
recharged by the end of the fight).
/////////////////////////// Changing This Mod //////////////////////////
If you don't agree with my modifications here is some basic info on how to
further tweak the mod to your preferences:
Speed, stamina, health, ammo carrying, etc.,=> can be changed from the
player.def file in the \Defs folder.
Weapons' damage, clip size, spread etc.,=> can be changed from the weapon's
.def file in the \Defs folder.
Weapon's fire rate, reload rate etc., => can be changed from the weapon's
.script file in the \Scripts folder.
Names of weapons, => can be changed at the english.lang file in the
\Strings folder.
Title screens etc., => can be changed at the mainmenu.gui file the \Guis
folder
Sounds of weapons, explosions etc.,=> can be changed from by
deleting/replacing appropriately in the \Sound folder .
Skins of weapons, monsters, objects etc.,=> can be changed from the \dds
and \models folders.
/////////////////////////////// CREDITS //////////////////////////////////
Special thanks go to Glen Murphy (http://www.glenmurphy.com), creator of the
Duct Tape Mod that started it all. << 'Your gladiators salute you' >>
- Falken for improving Glen Murphy's light mod and laying the grounds for
this mod. He is my mod's grandfather.
- r34lm0n60 (merlin_luedicke AT hotmail.com) for his semi-auto pistol,
excellent script work!(the first mod to add to mine, and a damn fine too!)
- Fragger for his skin: Chrome Pistol. Good work, very slick, make more!
- Fluffyinsanity's Sounds for Doom 3 Version 1.0 - Fluffyinsanity99 AT
aol.com, id needs your help.
- MWoody (d3 AT mwoody.com http://mwoody.com/d3/ ) for the
ingenious/script-only plasma radar! His own Readme is included at his
request.
- Clone JCDenton (clone_jc_denton AT yahoo.com) for his innovative
Stereophonic Sound Pack! Excellent idea, id should take a hint [or two :-) ]
from you!
- Mycelo for his shot sparks effect I used on the pistol, machinegun and
chaingun, the soulcube afterglow effect and the modded green mine/grenade.
Nice! I have some more ideas for your code but I can't manage them on my
own. If you have the time and the desire to help make up something nice,
send me an e-mail.
- The maker of BoomBeta Mod for his shotgun sparks effect. Simple and
effective (and light on resources too!). And the changes in the
rocketlauncer and soulcube sequences.
- J. Gorrell, aka Cougar, puma AT ikillclowns.com for his safety valve mod
on the BFG, thanks for implementing what should have been one of the first
mods!
- Psychonaut for his rocket explosion effect from his NO-F.E.A.R. mod. I
wanted to use your shot spark effects but I couldn't combine them with my
flashlight. If you can, send the an e-mail about it, I would appreciate it.
- rsjrv99 or Ross_J. Online he is DeadDevil, ProGraM, and Saphearo. Email:
rossjarvis AT gmail.com for his comprehensive tweak guide.
- eXim Works, email: eximworks AT gmail.com, whose skins, from the Awesome
Sauce mod v 1.0, are on the flashlight, hands, shotgun, Rocketlauncher and
Chainsaw, some good ideas there, as for the rest of your skins, there were
too extreme for my taste, I like more uniform solutions. Plasmarail gun, his
code too, although I have modified it.
- Xiovex for his Xio's SKINPACK (high res) Version 2.0 providing some skins.
The black reflective skin is very impressive with red glowing eyes
combination is very nice, you should use it on more monsters.
- Bloodrayne (http://pixels.ontheweb.nl) for his thoroughly implemented
gravity gun. Two thumbs up!For some reason though I can't get to have a
flashlight. Also, my apologies to him for not contacting him before I used
his mod.
- Mausus Atlas for his monster skins on: imps. mancubus, cheerubs,
hellknights,archvilles, cacodemons, pinkys, revenants, maggots and trites. A
unified style of mainly black bodies with bloodred parts. An excellent idea
as well as scarily implemented. I suppose id Software didn't go for it in
order to show off its graphic models. However, theme wise the Mausus Atlas
models look much better.
- Kasey (maikoman4 AT hotmail.com) for his npc skins on: betruger, cambell,
common, the female npc, male npc, sarge2, scientist and swan. At last!
Someone thought of it. Well done Kasey, make them more extreme next time.
And with a seperate mod for his monster skins: lost soul and commando
zombie.
- SilentDeath< Wollgast for his bloody chainsaw chain. It was done before
but you did it properly and nicely.
- Barni (barni2 AT freemail.hu) for his machinegun, chaingun, BFG and
plasmagun skins amd models and Rover skin. The first decent military style
skins, well done, thorough work!
- Murd'realism' Hansen aka The gamer formally known as Boots (tinman_squad
AT hotmail.com, releases are initially hosted at
http://www.gpdownloads.co.nz/) for His TinMan Squad code which I used here.
Keep it coming Hansen. Is it me or that piece of coding could have been part
of the iD pack. At least that would have been a trully original move on
their part!
- BLITZKRIEGBOP for his BFG shot sound, from his bopsounds beta 1.2 mod.
That one was certainly original, I'm not so sure about the rest.
- As_@$_1 (Carnage Mod) for his .dll. I had just made mine but it would
require beta testing so I saved myself a couple weeks of testing and used
Carnage's, which was fine anyway. I found it to be simple, intuitive and
effective. The improvement of the homing rocketlauncher code is his (Homing
Rocket is an older mod).
- Pitt (greatalexandros AT hotmail.com) for extracting all the bits and bobs
of the DB shotgun to bring to the rest of us. Thorough work Pitt, nice.
- SiTWulf (sitwulf AT yahoo.es), for the BFG explosion animation, now that's
how it should have been done! And for the splash screen.
- Ice Tray (dj69ffs AT hotmail.com), for coming up with the way of actually
speeding up any creature in Doom 3. A triumphant moment of inventive
research, I must say!
///////////////////// Last Words ///////////////////////
- Feel free to contact me about the mod or any ideas you might have on how
to improve it.
- Also, feel free to use and release this mod with yours (don't bother
e-mailling me about it) but do e-mail me with your new mod because I would
like to give it a try!
- Credit to myself and everybody else's code found in this one, would be
greatly appreciated.
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