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Oblivion NG (v1.3a)
Filename: oblivion_ng_v13a_full.zip


Size:
Version:
Developer:
Downloads:
Date Added:
Type / Category:
18.86 MB
v1.3a
Dafama2K7
881
01-17-2009
Mods > Weapons


Average User Rating: 5
Number of Votes: 28
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Oblivion NG (v1.3a) - File Description  


Description:
Creating the atmosphere for better gaming is what modding is all about. With this in mind, Dafama2K7 is back once again and he does a pretty good job at accomplishing this! This new download sees some more work being done to an an older modification from 2004 getting a much needed face-lift and some new features added, expanding on his v1.1 release of his Oblivion NG from February of 2008.
    Some of the features of this mod include:
    • A new item: the flare grenade, to momentarily light up the darkest corners on Mars...
    • Original weapons and player's capabilities modified for a more balanced gameplay (in both SP and MP).
    • Added various effects, minor graphical tweaks and sound effects.
    • New binds: press "f4" key to toggle the third person view, "'" to show/hide the HUD and "z" to toggle bullet time (1/2 timescale)

Oblivion NG (v1.3a) will make enough changes to your stock Doom III game that it will look and sound like a whole new game! Don't delay, start your download now and begin enjoying this mod! This is a must have for every Doom III gamer that is interested in enhancing the already amazing visuals, details and sounds found in this game, so don't waste any more time...start your download now!
    Some of the changes included with this NG version are:
    • A new item: the flare grenade, to momentaneously light up the darkest places of Mars...
    • Original weapons and player's capabilities modified for a more balanced gameplay (both SP and MP).
    • Added various effects, like small graphics enhancements and better sound effects.
    • New binds: press "f4" key to toggle the thirdperson view, "'" to show/hide the HUD and "z" to toggle bullet time feature (1/2 time scale !)




Refer to the readme for more information.



Oblivion NG (v1.3a) - Screenshots  
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Oblivion NG (v1.3a) - File Download Options  

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Download from Worldwide Mirror by FileFront Download Oblivion NG!



Oblivion NG (v1.3a) - Readme  
Readme File:
*******************************************

Oblivion mod for D3 originally developed by Unknown/Anonymous.
Oblivion mod (NG version) for D3 now updated by Dafama (2-1-2009).

*******************************************



Most important NEW Features:

- A new item: the flare grenade, to momentaneously light up the darkest places of Mars...
- Original weapons and player's capabilities modified for a more balanced gameplay (both SP and MP).
- Added various effects, like small graphics enhancements and better sound effects.
- New binds: press "f4" key to toggle the thirdperson view, "'" to show/hide the HUD and "z" to toggle
bullet time feature (1/2 time scale !).



To do:

- Throw grenades and/or flares without changing the weapon at the press of a single key !



List of latest Features added to this mod:



v1.3 - Public full new NG release by Dafama2k7 (2-1-2008).

- Added latest NG shaders with the NEW Perfect Shadows feature (unpublished to date !).
- Better FX, muzzleflash and light effects for Plasmagun and BFG weapons.
- Fixed generic weapon ammo bug.
- And more...


v1.2 - Internal full new NG release by Dafama2k7 (8-12-2008).

- Non bullet weapons can reload only when the clip is empty !
- Fixed small Id's bug with particles on both CGUN and BFG weapons.
- Added Predator feature to CGUN weapon.
- Added NEW AUTO savegame BACKUP feature to Autoexec.cfg config files.
- Set r_useIndexBuffers cvar value to "1" to enable NEW lightning feature to Autoexec.cfg
configuration files.
- Upped the r_vertexBufferMegs cvar value from default "32" to "128" now, doing this
to kill stuttering definitely. (r_useVertexBuffers cvar needs to be set to "1").


v1.1 - Public full new NG release by Dafama2k7 (6-1-2008).

- Weapons can reload only when the clip is empty !
- Fixed weapon shotgun fire sound.
- Almost removed pistol spread.
- Shotgun Crick Crack melee added ! :D
- D3_Alpha cursor used.
- Fixed BFG, Chaingun and Machinegun GUIS backcolor bug.
- Plasmagun can explode the flares and grenades now. (And any weapon that has damage_splash.)
- Bettered the configs.
- Optimized the flare particle.





List of important changes for the original version of this mod:



v1.0 - Public full release by Unknown/Anonymous (2004).

- The new flare item and the handgrenade share the same ammo type.
- Damage tweaked for all the weapons: fists and flashlight lowered, plasma has been increased,...
- Ballistic changes for all the weapons: accuracy modified, velocity of all projectiles modified,
gravity and air friction now alter all non-energy projectiles,...
- All projectiles including bullets are launched from the barrel of the gun, which was not the case
before...
- Only plasma, rocket, BFG, handgrenade, soulcube and chainsaw can gib characters.
- Weapon script changed for all the weapons.
- Added a light shader for plasma and chaingun tracer.
- Lights caused by any explosion now slowly fade.
- Muzzle flash radius increased.
- Sounds changed for the machinegun.
- HUD changed: player can no longer see the ammo in clip of the weapon, only the total amount of
ammunition is displayed.
- GUI weapons changed: the various weapons' GUI no longer display the total amount of ammunition.
- Player movement lowered in both SP and MP: the crouch, walk and run speed have been decreased.
- Max ammo for all the weapons decreased.
- In MP, players now start with a flashlight, a pistol, a machinegun, handgrenades and flares by
default.
- Controls Menu changed according to the new weapon list.
- List of weapons changed: (by order) fists, flashlight, pistol, shotgun, machinegun, chaingun,
plasmagun, rocketlauncher, BFG, handgrenade, flare, SoulCube, chainsaw.




Note:


- The option "g_projectileLights" "1" (def.) must be enabled... otherwise, the flare will not work!
- You should re-configure the controls according to the new weapon list
- Both r_useVertexBuffers "1" and r_useIndexBuffers "1" need to be set on the Autoexec.cfg or the game
may crash !!!




Known issues (old):


For any non-english version of Doom3, the name of the new flare item will not be displayed correctly
on the HUD. It needs to be translated first...



Here is how to fix this minor issue:


- Open the zpak000.pk4 with any software that supports .zip format.
- Open the file .lang inside the "strings" directory with any text editor.
- Add the following line: "#str_01422b" "Flares".


That's it!


Note from Dafama...: This bug is already fixed and we, the users don't need to do anything said in
the original previous known issues section.


Enjoy!


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

Total comments: 11 | Last comment: 05-24-2009 at 01:58

 #1 - 01-17-2009 at 12:13
Gurra400
Joined: January 15th, 2008
Posts: 226
Downloading, this seems nice as usally Dafama wink

 #2 - dark - 01-18-2009 at 14:31
Orangewaggs
Joined: January 6th, 2009
Posts: 2
it turns all of my graphics dark and i cant see anything except mist, plasma, etc
so.... what?

 #3 - Q&A...: - 01-21-2009 at 10:06
dafama2k7
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3107
What GFX card do you have ???

To toggle between ATI and NVidia shaders press the KP_SLASH key or go to the game console and try many times to type this to see if it helps...:

toggle r_testARBProgram

toggle r_renderer

toggle image_filter

set image_lodbias -2

set com_machinespec

 #4 - Remember that... - 01-23-2009 at 09:34
dafama2k7
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3107
This mod, like many of my mods contains an option .pk4 file containing NEW shaders, this .pk4 file are optional, so for the people that have problems or simply do not want to use this new shaders, do not copy, remove or better rename the shadersxxx.pk4 file that activates the shaders to shadersxxx.pk4.zip, ok ! big grin

 #5 - Thanks Hfx_Rebel ! - 01-23-2009 at 09:59
dafama2k7
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3107
Thanks Hfx_Rebel !Thanks Hfx_Rebel !Thanks Hfx_Rebel !

 #6 - 01-24-2009 at 03:31
Marineguy
From:
Joined: July 30th, 2006
Posts: 370
Sweet cool

...............message too short mad

 #7 - 01-26-2009 at 13:36
Subatomic
From:
Joined: July 9th, 2007
Posts: 305
What's with the harsh rating on this? eek!

 #8 - Instead of low ratings why not to tell me what we like and dislike ??? - 01-28-2009 at 10:36
dafama2k7
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3107
Instead of sending low ratings for my mod, why do not tell me what we like and dislike on my mods, please ???

It's important and very positive, also i need to know what are your preferences, i am open to change features on my mods if i think that are good ideas and i can do it ! big grin

Thanks to all. Beer! Beer!

 #9 - I am going to take control... - 02-25-2009 at 10:40
dafama2k7
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3107
From today i have returned to have Internet access so i am able to help users, support my mods, answer questions, emails and of course upload a lot of NEW mods, including all this...:

Project DOOM mods with very NEW features like double fire MGUN, balanced ammo, health and armour, better A.I., full shadows and new lights on all sp official maps, with more movable objects.
NEW shaders packs with ETQW based Parallax and other good things for D3, Q4, ETQW and Prey.
NEW shaders also for Rid***** EFBB converted from D3 and Q4.
NEW E3 maps and mods updates...

All of this and more comming very soon, the time it takes to compile the mods and upload all...

-David F.M.

 #10 - i will make my mods easier to use and install for everyone... - 02-26-2009 at 03:08
dafama2k7
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3107
I will not including any confusing file in my future mods, at least they will not be enables by default, so everyone will be able to run all of my mods without any knowledge !

And remember to simple remove or rename to .zip the .pk4 file responsible for the shaders to disable and to rename to .pk4 again to enable, oh and remove any glprogs folder that may be into the mod folder from an old version...

 #11 - very gooooooood - 05-24-2009 at 01:58
toshka
From: (cairo)
Joined: May 24th, 2009
Posts: 2
coolits very good woork



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