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| Faiakes NoAlt-Extended (2.6) - File Description |
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Description:
Basically a weapon and gameplay mod with a few graphics alterations.
-------------------------
Notable Features:
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- 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 Grenade => MyCelo/Faiakes Mod
- Plasma Gun Radar => mWoody Mod
- Plasma Shotgun => PlasmaShotgun Mod
- Plasma RailGun => AwesomeSauce Mod
- BFG Safety Valve => Cougar Mod
- Extra Friendly NPCs => TinMan Squad Mod
- Enhanced Monsters => various mods
- Human Monsters Gib when die => PBmax code
- Quick Feet monsters => Ice Trey/Faiakes Mod
---------------------------
Changes from v2.5:
---------------------------
- Removed the RoE Double Barrel Shotgun mod (Legal reasons).
- Invisible Pinky mod removed (pinky didn't do any damage).
- Monsters' Ai improved (UAC Redux mod).
- Monsters are more aggressive (Infernal Death Orgy mod).
- Monsters' projectiles travel faster.
- Monsters do more damage.
- Oxygen tanks replenish your oxygen completely (Infernal Death Orgy mod).
- Permanent decals, bloodstains etc., for real this time!(Infernal Death Orgy mod).
- Gravity Gun back on (and modified).
- All unarmed zombies move and strike 100% faster (not so funny now, are they?).
- Imps move 50% faster but fire and evade 100% faster (be afraid, be very afraid!).
- Human monsters gib instantly upon death (better fps), script code by PbMax.
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|  | | Faiakes NoAlt-Extended (2.6) - Screenshots |  | Screenshots: |  |

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| Faiakes NoAlt-Extended (2.6) - File Download Options |
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Primary Download Locations: | | Name: Location: Provided by: | Worldwide Mirror by FileFront USA Central FileFront.com | | | |
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|  | | Faiakes NoAlt-Extended (2.6) - Readme |  | Readme File: Faiakes Extended Doom 3 Mod v2.6
faiakes AT hotmail.co.uk
///////////////// Contents /////////////////////
1. File => pak444.pk4 => the primary mod file.
2. File => AutoExec.cfg => the secondary mod file, a system modification
file, runs along DoomConfig.cfg
3. File => Readme - Faiakes Extended 2.1 => this readme file.
4. Folder => Extra help => has tweak guides, play guides and cheats.
/////////////////////////////// Installation
////////////////////////////////////
1. Place the pak444.pk4 file into your Doom3\base folder.
2. Place the Autoexec.cfg file in your Doom3\base folder.
You --MUST-- read it first! Otherwise you may experience loss of
performance. If there is a setting you don't like just delete that whole
line (opens with NotePad), no problem!
3. Place the 'guis' folder (the whole folder) in your Doom3\base folder.
4. Place the Extras folder and this readme wherever you like.
---------------------------------------------------------
Note 1: 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.
Note 2: If you have other mods that you would like to take precedence over
this one, make sure their pak number is higher. For example, if you have
something that mods a particular gun that you would like to use along with
the mods in this package, rename that pak file to 'pak445.pk4' or higher.
Note 3: 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. They are very simple do not worry!
---------------------------------------------------------
To UnInstall: simply delete all files of mine.
///////////////////////////////Modifications//////////////////////////////////
///////////////
Overall:
//////////////
- 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.
- 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.
- 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.
- 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.)
- Decals =>All bullets hitting non-body surfaces give off sparks, along
with bloodstains are permanent. All bulletts hitting bodies now leave a
clean and visible bullethole.
- 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 and attack twice as fast.
- Imps =>Imps walk 50% faster but 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 ~ .
Graphics' Settings =>I have modified AutoExec to increase performance
specially 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 settings to suit your hardware.
3. Save the file and leave it in your Dooom3\base folder. You're done!
Essential DoomConfig changes 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 much.
seta r_multiSamples 'x'=> set Anti-Aliasing from 0 to 16 (mod's setting
is 0). 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 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=> Damage distance up by 150% (3 times) and damage up by 200% (3
times up to 60, it takes 2 punches to kill a regular zombie in nightmare
mode, you should estimate that you can hit at least ~0.5m 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.
- 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, although you can't minimize Doom 3 and read them directly
from a txt file, now you can read them on the go. Similarly, I have included
the Weapon guide specific to this mod in another message.
- 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 ~ 1.5 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 by 200% (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).
- ShotGun => (Semi-Auto Shotgun Mod by Faiakes based on the JAPM code) with
a firerate of 0.30 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 by 7 (~30% less). 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. Does not launch
shells from gun barrel (greater accuracy). New Skin by AwesomeSauce Mod.
- 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, 'Conflict Neutralizer', which appears when you switch
to the weapon. Added shot spark effect. Does not launch bullets from gun
barrel (greater accuracy).
- 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 Haze'.
- 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 Rifle'. New flashlight light colour, light blue. New weapon skin by
Barni.
- Grenade => 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 stops moving, in
which timethey 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'.
- Rocket Launcher => 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.
- 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. Firerate of 1.0 .New flashlight light colour, light
green.
- Plasma Shotgun => Name says it all, 13 projectiles with a clip of 104,
enough for 8 blasts. Damage of 17 (one more than shotgun) and spread of 14
(one less than the shotgun) but with the same firerate.
- 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 by , increased the speed by
which captured objects come to you by , increased the launch speed and
reduced the ammo consumed on launching an object to 0 just 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.
- 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 Skin by AwesomeSauce Mod.
- BFG-9000 => 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 increaseed by 25% (it is still less
than the grenade!). However, the passing-by multi-target damage has been
increased from 5 to 60, thus killing weak enemies on the way to the target.
If the room is very large and the projectile can remain on the air for a few
seconds, it will kill anything in that room. BFG projectile has new smoke
animation, a reduced velocity by ~30% and a wider, more visible frequency
beam, a reduced light radious for a cooler effect and an increased blast
light radious. New name, 'HobGoblin Cannon' and new shot sound from
Bopsounds beta 1.2 mod.
- 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. Added Mycelo's blue afterglow effect when
firing at a target. Different sound when killing an enemy.
///////////////////////////////////////////////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.
- 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.
Weapons' damage, clip size, spread etc.,=> can be changed from the weapon's
.def file.
Weapon's fire rate, reload rate etc., => can be changed from the weapon's
.script file.
Names of weapons, title screens etc., => can be changed at the
english.lang file in the strings folder.
Sounds of weapons, explosions etc.,=> can be changed from the Sound folder
by deleting/replacing appropriately.
Skins of weapons, monsters, objects etc.,=> can be changed from the dds and
models folders.
/////////////////////////////// Credits //////////////////////////////////
Special thanks go to Glen Murphy, creator of the Duct Tape Mod that started
it all. << Your gladiators salute you >>
Check out Duct Tape and his other works at http://www.glenmurphy.com
- 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!
- 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 the skins
for: Cherub, Hellknight, Imp, Commando, Chainsaw guy, Wraith, Archvile. That
is one scary Hellknight and the Imp makes just the right impression. 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.
- 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. The Bfg skin belongs to you too.
- 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 and plasmagun
skins. The first decent military style skins, well done.
- 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 was certainly original, I'm not so sure about the rest.
- 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.
- Benzo (benzostanbury AT comcast.net) with his Infernal Death Orgy mod (by
the way, excellent name, crazy mod!), whose scripts i used as a guide to
tweak the monsters, increase the oxygen supply from the tanks and to make
decals permanent (actually i have been twisting my head around that for
quite some time, thanks).
- Ice Tray, for coming up with the way of actually speeding up any creature
in Doom 3. A moment of triumphant 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.
Faiakes |  |

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| Faiakes NoAlt-Extended (2.6) - User Comments |
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The following comments are owned by the user that posted them. Doom 3 Files is not responsible for their content.
Total comments: 39 | Last comment: 05-08-2008 at 19:44
Faiakes_Extended Joined: January 13th, 2005 Posts: 157 | Ok another version of tmy original mod. 16 consequtive upgrades! This must be a record.
This concludes a 3 step plan to make the game more challenging:
a) Make monsters cause more damage
b) Make monsters move faster
c) Make monsters react smarter (thanks to the ideas of the Infernal Death Orgy mod and Redux mod)
If you know of other ways to enhance the game experience in this particualr respect, please do not be shy but share them with me in this post. |
striderdm1 From: Joined: October 9th, 2004 Posts: 864 | mactastic my friend, thank you for the updates |
Faiakes_Extended Joined: January 13th, 2005 Posts: 157 | Always a pleasure sir.
Tell me. What do you think of those Imps and zombies now? |
striderdm1 From: Joined: October 9th, 2004 Posts: 864 | very nice indeed, though being the picky***** that i am mate, i'd love more from the imps and maybe a little less from the zombies (their walk speeds are a little too much... i'm to much a fan of the Romero films i guess) 
How about less light from the weapon-mounted flashlights? Physical size is great but i think it's just about 25% to luminous. Kinda spoils the Doom3 feel by being too good at it's job... imho of course.
btw, wouldn't it be great if a monster could activate a flare grenade as well as yourself? 
Brilliant work though, as ever. Email if you prefer as i could miss this webpage.. |
Faiakes_Extended Joined: January 13th, 2005 Posts: 157 |
Is the weapons' light too intense?
Should i revert it back to original intensity? |
Faiakes_Extended Joined: January 13th, 2005 Posts: 157 | I am not going to slow the zombies down. I want them to be more of a threat than they are now. In fact I was thinking of speeding them up another +25%.
How much faster do you think? Currently they are at +50%. Should it go up to +75% or a full 100% ? I tried to play the game on 100% and I broke a sweat just trying to survive!
I increased the intesity of the flashlight since lat version, i had no complaints so far. If you want I let you know how to switch it back. But i would like other peoples' opinion on this.
I am aware of that glitch. I am working with the author to fix that, as in the original mod it works for monsters too. |
Faiakes_Extended Joined: January 13th, 2005 Posts: 157 |
Would "the" people prefer the mod to be delivered in:
a) A Self-extracting 7 zip file?
or
b) A self-installing file? (with no registry entries or system files changes) |
striderdm1 From: Joined: October 9th, 2004 Posts: 864 | 1. ok, if you won't change! ;p then keep the new zombies as they are. Much better than the original ID versions anyhow. Sweet!
2. the weapon's flashlight - well, imho, i think it looks great and is a fantastic feature (of course) but it is simply "too much" of a good thing and ultimately spoils the creepy doom effect (imho). I guess i'd like it reverted back. (it's that bright atm it blocks out the dust effect at the start of the sp map called Church Of Ruins. Kinda spoils things i'm sure you'll agree)
3. as for the zip option. Don't forget about Mac users (afterall, this no-alt version is for them more so than pc ppl). I'd say just zip your folder of files and make sure it's a bog-standard zip or rar file maybe. Nothing fancy shmancy. ok
Cheers ;-) |
Faiakes_Extended Joined: January 13th, 2005 Posts: 157 |
The thought that the weapon light might be intense did cross my mind when I changed it. It might be a bit of a spoiler...
I think I will treat the no-alt version seperately from the others on the format issue. It will most likely remain a self-extracting file (by 7z, better compression) as there are Mac users who play this version.
How about Imps? Make them another 25% faster? |
striderdm1 From: Joined: October 9th, 2004 Posts: 864 | correct. correct. and yes 
btw, why not mentioned in your description that this is for Mac+PC? (Cos the 'alt' version is PC only). Could stop some confusion perhaps? |
Faiakes_Extended Joined: January 13th, 2005 Posts: 157 |
Indeed, i have already changed the eadme of the next version. A new (another !) paragraph has been added, called "Compatibility", which will state what the mod is compatible with.
it's settled then, Imps will get another 25% speed increase. Boy, are you gonna have to sweat to get through Doom3 now! |
striderdm1 From: Joined: October 9th, 2004 Posts: 864 | not really. i'm a doom god!! lol
|
Faiakes_Extended Joined: January 13th, 2005 Posts: 157 | hmmmm. that's debateable, 
To confirm thy claims you'd have to compare your scores with mine! |
striderdm1 From: Joined: October 9th, 2004 Posts: 864 | this is where i go silent and ignore you.... lol
here mate, have a beer then to cheer you up afterall, being second isn't so bad! |
Faiakes_Extended Joined: January 13th, 2005 Posts: 157 | Second? Mate, I think you must have been dreaming, just woke up and can't tell dream from reality yet. 
I'll have that and treat you to Coffee! |
Lord_Narf From: Joined: February 11th, 2004 Posts: 15 | Permanent blood stains and bullet holes are not working. How do I turn on the permanent blood stains and bullet holes? Oh ya, as usual this is a GREAT mod!!!! It is the ONLY one i use. |
Faiakes From: Joined: December 4th, 2004 Posts: 243 | There are 2 files responsible for this.
I don't remeber which ones exactly right now, check Infernal Death Orgy mod readme, it has both the instructions and the relevant files. Here is the extract:
" To use open the OPTIONAL folder, copy aa_IDO_short_duration_decals.mtr, and paste it in the Doom 3/IDOv12/materials folder. Do NOT delete aa_IDO_xtreme_duration_decals.mtr.
10. Bullet casings and debris have durations of 10 hours. If you want to increase performance further by making bullet casings dissappear, open the Doom3/IDOv12/def folder and delete debris.def." |
Lord_Narf From: Joined: February 11th, 2004 Posts: 15 | I thought there was a way to get permanent bolld and holes by adding something to the doomconfig.cgf or the autoexec.cfg files. Or was i mistaken? |
Lord_Narf From: Joined: February 11th, 2004 Posts: 15 | Just in case you are not fluent in typo "bolld" should be "blood". hehe. Sometimes I can't type. |
Lord_Narf From: Joined: February 11th, 2004 Posts: 15 | I don't know who else has this problem but all of the autosaves don't say the actual name of what it shouls be instead it is something like str_#07???. The quick save does the same thing instaed of "quick save" it is str_#70???. You dont look at the comments very much anymore do you? And again great mod. |
Faiakes From: Joined: December 4th, 2004 Posts: 243 | Sorry, I am sort of moving out of my modding era.
Well, i have seen that error before. it has to do with the english.lang file. did you change anything there? |
Faiakes From: Joined: December 4th, 2004 Posts: 243 | Oh and no, permanent bullets holes can't be had from the doomconfig.cfg or the autoexec.cfg files. God knows I've tried that. |
Lord_Narf From: Joined: February 11th, 2004 Posts: 15 | English.lang file? Didn't know there was such a critter. Oh, and the chain gun and shotgun ammo "boxes" in your Faiakes RoE-Extended (1.3) don't look right they are the shape of the old squareish ones but have the texture of the new roundish ones. YOU ARE QUITING MAKING MODS?!?! Well..... this one is for you sir Faiakes!! |
Faiakes From: Joined: December 4th, 2004 Posts: 243 | Apparently there is a different file in the ROE which makes the ammo boxes look funny, but I thought, Why not? Better than the standard.
Hey, i didn't say I was quitting alltogther! I hope to be picking up Quake 4 when it comes out, if I have the time. Otherwise, I'll have to wait for holidays.
The .lang files are in the strings folder. RoE has different ones compared to 1.0 & 1.1
Thans for the support Lord Narf. Did you get the permanent holes to work? |
Lord_Narf From: Joined: February 11th, 2004 Posts: 15 | Yes i got the blood and bullet holes to work. And one other thing, how do I make the plasma rifle fire purple? I found a way to fix my problem with the str_#?????. I got the english.lang form the base doom .pk4 file and added it to the faiakes .pk4 file then made the fiaikes .pk4 read only. I can't wait to see what fun things you can do to Quake 4!!! > |
Faiakes From: Joined: December 4th, 2004 Posts: 243 |
to change the colour you need to play around with the 3 numbers in the flashlight section of the .def file of the weapon. I have no documentation of what colour each number is, just play around and see what comes up.
I just hope I have the time. If I do expect good things |
Faiakes From: Joined: December 4th, 2004 Posts: 243 |
Right, if you want to contact me, please e-mail me directly at:
faiakes AT hotmail.co.uk |
Ice_Trey From: Joined: February 15th, 2005 Posts: 771 | Well Faiakes, seeing as how Quake 4 sucked, maybe youll do some more stuff with D3? |
Faiakes From: Joined: December 4th, 2004 Posts: 243 | Sorry Ice Tray, Doom 3 modding is unlikely to return.
It was fun while it lasted, wasn't it? |
Ice_Trey From: Joined: February 15th, 2005 Posts: 771 | yes, it was, and if q4 had been even a tenth as good as i hoped it would be, id be deeply involved in doing some quake mods |
SilverWolf19609 From: (PA) Joined: July 19th, 2007 Posts: 57 | The light on the guns does not look right it is two big |
Anthonysss From: (Niagara Falls, New York) Joined: December 16th, 2004 Posts: 35 | What DooM 3 version is this compatible with? |
dafama2k7 From: (Salt (Girona)) Joined: September 28th, 2006 Posts: 3069 | This mod is compatible with D3 patched to at least v1.3.0 or higher.
Anyway, i am updating Faiakes no alt extended made originally by Faiakes and i have created the ROE version also.
I have added muzzle flashes to all weapons and fixed small bugs at the moment... |
dafama2k7 From: (Salt (Girona)) Joined: September 28th, 2006 Posts: 3069 | Unlike to be better, ha ha ha ha ha ha ha, Doom 3 modding will be alive for many many time !!! |
Anthonysss From: (Niagara Falls, New York) Joined: December 16th, 2004 Posts: 35 | Cool, Dafama. It's an honor to have you post a response to one of my comments!! D |
doom_3_hell_knight Joined: August 30th, 2007 Posts: 17 | can you tell me how to
de-intensify the flaslights on guns ? |
dafama2k7 From: (Salt (Girona)) Joined: September 28th, 2006 Posts: 3069 | You will have to open the .pk4 of the mod and edit by hand the weapon_xxx.def that contains the flashlight you want to decrease the intensity, just search for the "flashColor" cvar that contains a vector (3 numbers separated by spaces, that in this case represents the R G B model Red Green Blue) for example...: "1 1 1", well, if you change this to a lower values like ".75 .75 .75" the intensity of the flashlight will decrease, for increase can be made like this...: "1.25 1.25 1.25", ok, note that if all three colors aren't the same the color represented may change !
Done. |
Ice_Trey From: Joined: February 15th, 2005 Posts: 771 | 1 1 1 will be a white light, the first 1 is amount of red,
second 1 is amount of green and the
last 1 is amount of blue, hence the term RGB |
KiraGama Joined: February 5th, 2007 Posts: 1 | I want to remove the Railgun, the Grabgun, and the Plasma Shotgun, what do i do?
i tried deleting all the def and player files and the mod just crashed, can someone plz help |
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