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Mind-Killer NG (v1.8)
Filename: mindkiller_ng_v18.zip


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146.09 MB
v1.8
Dafama2K7
167
10-10-2007
Patch 1.3 or higher
Mods > Single Player


Average User Rating: 7
Number of Votes: 3
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Mind-Killer NG (v1.8) - 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  NOTE: This file has become outdated and there's a newer / better version available.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:
Those of you that saw Mind-Killer NG | RoE (v1.8) and thought..."OK, where the hell is the Base version?"...then this file is for you! Following up on his popular single-player mod Mind-Killer NG (v1.7), Dafama2K7 returns once again...this time to make some additional changes to enhance your Doom3 gaming experience! With this, all of you Doom III Base lovers out there now have cause to celebrate! This mod is based on MrBigMr's 2005 release of his original work Mind-Killer (1.5), which was a continuation of his single player modding projects than included Weapon Mod for Soldier of Fortune 2 and Beyond the Call of Duty for Call of Duty.
    Some of the features / changes of this version include:
    • Fixed both Double_Shotgun on ROE and char_Sentry also that where not doing sparks.
    • Fixed Zombies and Demons battle against themselves, now they have only one objective, the player !
    • Fixed chaingun Turret, added tracers to machineguns, chainguns on player and ZSecs, ZCommandos, etc...
    • Flashlight now has more light radius, ChainsSaw has less light radius and the light color is blue instead of the classic red.
    • Grabber on ROE has a green flashlight mounted now.
    • Flying LostSouls & Forgottens has a little more fire light radius now.
    • Even better shaders.
    • Fixed all flashlights being too overbright and also added muzzleflash without losing the mounted flashlights to the pistol, shotgun and machinegun, that previously missed because of the mounted flashlights!
    • ...And more!


The Mind-Killer NG mod's claim to fame was that it doesn't invent the wheel again, it just makes it little better and 'realistic' as possible, but also keeps the game in a playable condition. In other words the game is fun to play and it will give you a challenge. Enjoy Doom3 all over again, and get a feel for a whole new adventure!



Refer to the readme for more information.




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




Mind-Killer NG (v1.8) - Screenshots  
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Mind-Killer NG (v1.8) - File Download Options  

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Mind-Killer NG (v1.8) - Readme  
Readme File:
Doom 3: Mind-Killer NG v. 1.8 by Juuso "Mr. Big Mister" Rautaharju & updated now by Dafama2k7

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

Visit:
http://labyrinth-productions.com

Requirements:
Doom 3 v. 1.3 Patch or higher.

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

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

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

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

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

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

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

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

v1.8 Features: (added by Dafama on 7-10-2k7)
-Even better shaders.
-Fixed all flashlights being too overbright and also added muzzleflash without losing the mounted flashlights to the pistol, shotgun and machinegun, that previously missed because of the mounted flashlights !
-Fixed both Double_Shotgun on ROE and char_Sentry also that where not doing sparks.
-Fixed Zombies and Demons battle against themselves, now they have only one objective, the player !
-Fixed chaingun Turret, added tracers to machineguns, chainguns on player and ZSecs, ZCommandos, etc...
-Flashlight now has more light radius, ChainsSaw has less light radius and the light color is blue instead of the classic red.
-Grabber on ROE has a green flashlight mounted now.
-Flying LostSouls & Forgottens has a little more fire light radius now.
-Removed my own materials that this mod doesn't need.
-Well, you see, all small features of one day work, but this small changes fixes now, many bad things leaved in the last version of the mod, so now i like it much more how it is evolving.

v1.7 Features: (added by Dafama on 31-08-2k7)
-Way better Shadders (GLProgs).
-Fixed Sentry, more smart !
-More MK style, less Unpredictable style, i was too invasive with this mod in the past, fixed.
-RocketLauncher capable of destroying many moveable objects, doors, and open them.
-First reload button can open doors, take objects, open/close lights, call elevators...
-Faster PlasmaGun, enjoy this weapon.
-AutoReloading and faster BFG.
-OffSet changed in all weapon (Point of View).
-Mounted flashlight that can be toggle on/off on pistol, shotgun, machinegun and chainsaw.
-Jumping monsters are smart.

v1.6 Features: (added by Dafama on 14-03-2k7)
-Better Shadders (GLProgs)
-Monsters/zombies can resurrect a limited random number of times (can be toggled off changing some variables that ends in _resurrect_chance to "0.0" in ai_monster_base.script for demons and ai_monster_zombie.script & ai_monster_zombie_base.script for zombies)

v1.5cde Features: (added by Dafama between 24-12-2k6 and 01-02-2k7)
-Better A.I. for monsters/zombies/characters !
-Many things i don't remember now, basically bug fixes & optimizations...

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

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


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

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


1.5 Features:

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


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

To Do Features:

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


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

Previous Features:

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

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

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

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


Mind-Killer NG (v1.8) - User Comments  
The following comments are owned by the user that posted them. Doom 3 Files is not responsible for their content.

Total comments: 10 | Last comment: 10-18-2007 at 14:15

 #1 - Please make comments !!! - 10-11-2007 at 13:34
dafama2k7
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3069
I will not know if i am doing the mods good or not or if they have bugs if i don't receive any comments !!! Pimp!

 #2 - 10-12-2007 at 11:51
Khaneisl231
Joined: July 14th, 2007
Posts: 16
your mods are always awsome Daf!! smile

 #3 - Thank you Khaneisl231 ! - 10-12-2007 at 12:25
dafama2k7
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3069
Your comments are apreciated ! smile

 #4 - I have fixed now the plasmagun doing white garbage when damaging enemies ! - 10-14-2007 at 12:40
dafama2k7
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3069
Have anyone had some problem with the plamagun leaving white garbage on damaged enemies ???

Please, let me know any bug that we found, it's important, Marines.

Dafama2k7, doing the best for the UAC base on Mars.

 #5 - 10-15-2007 at 08:04
annatar_1
Joined: October 15th, 2007
Posts: 78
Great mod dafama!

as for the plasmagun problem...i actually haven't tried this mod yet stick out tongue
but this problem exists in your TinMan NG 2.6a...monsters or even AI teammates affected - either ur own plasmagun or the Ai's

 #6 - 10-15-2007 at 08:07
annatar_1
Joined: October 15th, 2007
Posts: 78
typo fix: Either 'shot' by ur own plasmagun or the AI's

also i got some problems with View 1.6a too
plz take a look at my comment there too XD

 #7 - Ok, thank you Annatar_1 !!! - 10-15-2007 at 23:33
dafama2k7
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3069
You helped me very much and i will fix all that for all this mods, the feedback is always very welcome and very needed !!! smile

 #8 - All you said is fixed now !!! - 10-16-2007 at 07:50
dafama2k7
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3069
Plasmas for npcs and player and Zombies, etc.. fixed.

 #9 - Fixed? - 10-17-2007 at 09:34
annatar_1
Joined: October 15th, 2007
Posts: 78
SO?
Release a fixed version as soon as possible plzzzzzz smile

 #10 - A fixed version if already made and with new features !!! - 10-18-2007 at 14:15
dafama2k7
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3069
I will upload tomorrow both base & d3xp MK ! smile



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