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Unpredictable D3NewAi (V1.41)
Filename: unpredictable_d3newai_v1_41_update.zip


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57.32 MB
V1.41
Dafama2K7
1097
11-27-2006
Mods > Gameplay


Average User Rating: 8.9
Number of Votes: 12
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Unpredictable D3NewAi (V1.41) - File Description  


Description:
Here's version 1.41 of Dafama2k7's unpredictable mod! Enjoy!



Unpredictable D3NewAi (V1.41) - Screenshots  
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Unpredictable D3NewAi (V1.41) - Readme  
Readme File:
****** UnpredictablE DooM3 v.1.4 ******
and now...
****** UnpredictablE DooM3XP_ROE v.1.4 ******

Created by David Fabrega Maestre. (Spain)
Mobile Phone: (+34)653080807.
dafama2k7@gmail.com
dafama2k7@hotmail.com


Attention !...: This mod needs the v1.3 patch for Doom 3 !

Todo...:

Scheduled in v1.5 (unreleassed) I will do Auto-Regeneration of HEALTH for Player and Demons (and maybe Zombies).
Either Monsters and Player will Regenerate Health only when they will be static for 10 or more seconds and his Health is less than 50 and never will regenerate more than 50-75, for example this feature is present in Prey, Quake IV and Fear.
New Ragdolls for the Forgottens (I will explain this another moment...)
Sound updates, Fix any bugs and use more Features from BIG mod...

Updates...:

First, the BIG mod do not have the bugs that are present in the first small versions, but to make it small whas more hard than it seems at first.
(But now, I am including slowly all the features of the BIG version into the small-medium version ;-))

v1.41 (base & d3xp separate versions) - This is an UPDATE and needs the previous version v1.4, the NEW features includes weapons_flamethrower integration into any sp map, better A.I. for Wraith, LostSouls, CacoDemons (and Forgottens d3xp version only !).
Small optimisations and bug fixes !

v1.4 - Changed name to Unpredictable (base & ROE versions) for now, Fixed a small bug in LostSouls and Forgottens that make them freeze on some circumstances, like on Elevators or similar...
New CacoDemons attacks attitude, try a level with Cacodemons and comment if you liked it !
Faster walking for Hellknights & Revenants, New run anim for Char_Sentrys and Demon_Sentrys...
Included Revitility Demons Pack in my Internal version only, tell me if you want and if his creator let me...
NEW WEAPON...: the Flamethrower based on a weapons from BoomBeta mod v0.5, Heavely modified version by me, with more dynamic lightning and spread, try it now !!!
New Exploding and Burning Barrel explosions modified from other good mods, MedKit-packs & other Items Now MOVEABLE !!!
New moveable FireExt_inguisher, Now if you fire it they EXPLODE after a small amount of seconds !!!

Unpredictable_D3NewAI_small_v1.3 ROE version - Now, the ROE version ,this has the same features of the same version of normal D3NewAI and...:
(Enhaced NEW A.I. for ROE monsters, Bruisser have more dodge and faster firing, and other small things, Now, more than before, Vulgar is a Powerfull Killer Machine !!!)
(35% of Flying_Forgotten's are randomly changed for LostSoul's, and also 35% of interchangeable Bruisser's for Mancubus, the Hunters have the NEW A.I.
tweaked a bit, (have more dodge, more jump at you, whatever you are, etc...)
(more powerfull and small features I don't remember !)
(There will be more complete and better Docs on a later update...)

v1.3 - NEW A.I. for Zombie_Commando_Cgun, now he runs and use his weapon at the same time, and now he is more Dangerous than never before !!!
Also the monsters that can jump, now can jump more higher than before, they're only need a big room with more space to show his power, try it on a
map like Fortcomp, Final Key, BJA_LostFacility, BJA_Genetic and any good big maps ! (This maps are NOT included in my mod, but you can find them on D3_FileFront !)

v1.2 - Tweaked more the ai_monster_base.script and other to make the monsters jump at you when you are at a position unreachable for them, only whith
monsters that jump, like the trites, cherubs, Maggots (superior !!! ,My Maggots), Imp's & Vulgar's. and Hunter_Berserk !!! (I know the Hunters are only
on D3XP-ROE, but my mod supports them, and I have a version for D3XP-ROE, I will upload that later !!!

v1.1 - I have changed the A.I. for the Zsecs, using ideas from TinMan's Allied NPC's mod, also the Sentry NOW can follow you, only have to press it
when he is close, they follow and defend you from the Hell Beasts, try it !!!

v1.09 - Fixed small bugs. Added the Plasma versions of Sentry's, ZSec's, Revenants, and others, but for the moment they have to be spawned manually,
the retail maps don't use it, but in a later version they will appear, sure...

v1.08 Fixed more small bugs, The Mancubus will be more Furious !

v1.07 - small version. Added more fx for the weapons, more fx for the monsters and bugs fixed, but not as good as in the complete bigmod versions, sorry,
for the moment I am unable to send files that his size are more than 16Mb. (because of this I was forced to create the small version, BEST is small, than nothing at all !)
(see the Mancubus and the Zombie_commando_CGUN !)
(see the Zombie_Benzo, I don't create it the Benzo, but I have bettered them.)
(see the Infantry Zombies and the Burned Boney's !!!)
(Also all the monsters that have a Skin, if they Ressurrect they conserve his Skin and other things !)

v1.06 - small version. Added monsters and fixed many bugs.
(see the Zombie_Bernie and the Archvile !)
(see the AI of the ZSecs for example, or the way many Zombies can Ressurect !!!)

v1.05 - small version is a more complete than the old v1.0 beta, but it is not the BIG version !
(see the AI for the Imp, the Trite, the Maggot, and the excellent Wraith !!!)
(They are now more dangerous and jump and dodge more, even when not damaged, like in the AI of Quake 4 and Prey)

Also I would send the Big version in a few days !




Notes...:

This Mod is dedicated to all users that love Doom 3 as it is, and only want more upgrades, because Doom 3 is one of
the BEST games in HISTORY (not only for the gfx ,but because they have the best playability ever seen !!!)

Thanx also to all ID and all the modders that I have taken parts of their mods to mix with mine (materials, particles, fx, models, skins and sound).

(All the .Defs and .scripts are my work.)

This the not the complete documentation of my Big Mod D3NewAI_Unpredictable for Doom 3. I will include all Docs later...

I wanted to give to Doom 3 community my mod as faster as I can.

Please, sayme any changes that we want ,send me feedback, i will apreciate all your comments and try to do the best I can to change the mod as we want !!!

In this .ZIP file i only have included a SMALL version of my D3NewAI_Unpredictable files for Doom 3, that said this is fully usable as a MINI-MOD.
I am forced to do a MINI version because of D3NewAI because I am having trouble to upload the FULL BIGMOD version (450mb.), I have no Internet on my home,
but in as faster as I can i will upload the FULL BIG version.

I've been put a couple of screenshots, not finished documentation in the .ZIP file.
A VIDEO .DEMO playable on Doom 3 is comming also.




Important...:

Anyone that want to use any part of my mod can use it, at least my.defs and .scripts, all the other files are we have to ask to the respective owners.



Installation...:

Only have to drag the d3newAI folder into Doom 3 folder (not base) and run Doom 3 ,select d3newAI
from MOD list and start playing any map...

Example...:

Open the console and enter...: map game/alphalabs2.map





Features...:

First: (sorry for my bad English !!!)

Features: (Incomplete list of Features for now...)

(Latest big features that i remember, because there are thousand of things in my mod !)

NewAI - That i change and make it better every day, and bugfixes for the simple d3newai_v10beta that i released a couple of weeks.

Full Shadows - Now, all the lights in the game maps have Full Shadows
.

Dynamic lights and shadows for all weapons that uses it.

More Interaction - 90% of objects that have moveable versions, now all this are moveable in any past, present and future map.

The monsters will show and use anims that are already in the game but Id (thank you Id) dont activate it ¿why? ¿?, anyway i am activating all that i find and will activate more in next updates !!!

For Example: The Monster_Zombie_Bernie now can launch fireballs (later will launch fire, like Archvile !) and Monster_Demon_Archvile will his actual attacks and a new one that id called it Incinerate...)

Ammo, weapons and other object now moveables (like ROE)

I included some things like in ROE in this mod but i want the style of normal Doom 3 (more scary !).

Skills 0 and 1 are EASY, Skills 2 or more are hard and crazy respectiveli :-)

and... oh common i will upload this now, i will explain all the features later, i promise, but for now try it, load any good map from the game or from your best collection and go !!!

I will update and change this mod every month for ever, if i can and we want !

The game adapts more things depending on the Skill selected, for example: For Skill lesser than 2, the monsters_demons doesn't resurrect, but zombies...


Please note...: Important, i added a file named zzz_d3newai_plus.pk4.zip that is inactive, if you remove the .zip extension of this file's name, then the game will show his full potential...;-) (but first, try the normal version only !)



1 - The purpose...:

Modder Creator Intentions (purpose) and Importants things that I want
to do with this Mod...:

The true purpose of my Mod. is to give any Doom 3 player more FEAR...,
HOW ??? To give D3 players more Inmersion, integration, interaction,
playability and the most important thing to me, they have to be Totally
Unpredictable, ah, and remeber this, this mod. like Doom 3, are to be
played investigating all the rooms slowly, paused, admiring all the gfx,
anims, etc. and giving D3 and my mod. the time to FEAR you, and convince
you that you are...

"Lonely on a Mars planet, a distance long away from your beloved Earth,
you have to thing that your mission is not only to save the Earth from the
Dangerous and Unknown Demoniac Monsters that have just entered this Mars
base, the base you have been arrived and started to work for, you just
acomplished your first Sargent Kelly's orders but now what happned ,your
lonely ?, one thing is for sure, your lost, and your mind can't understand
the Horror you barely have seen. Now, feel the terror ,feel the mix of
blood, gunpowder and burned flesh. but, eeehhhhhh, all is not lost, you
know the only way to exit this maledict base is to find the Sargent Kelly
and acomplish the orders they give you, remember, you are a marine and
your mind have to be cool and react fast, you can do it !!! "

As it is, my mod. want to FEAR you, Scare you, forget F.E.A.R. game,
forget HL2, the best ploace to FEAR you is DOOM, but not only the easy
way --> Imp in the rear of the next door, but with Intelligent FEAR,
giving the TIME to transport you to a vulnerable state and then...
you doesn't know when you will die, when the lights will leave you,
when and who is coming at you ,to Kill you, to Eat you, because this
things would be NOW UNPREDICTABLE...

2 - Who i am ?

First, i'm a Catalonian (Spain) 100% Fan of Doom I, II & especially;
III ,and i want to say a very BIG Thank You to Id Software and all
the DooM Community of fans, Modders and Map Creators around the World !

I'm sorry for my English ,but i do what i can... Now, let me explain
what my MOD. for Doom III can do and especially what is diferent and new
that would be interesting to you:

1 - This modification have many parts, there's a part that will
give a better lock and feel than the original and this are parts of mods
taken from another Very Good people that IMO they have small and big things
that I liked very much, I then changed, optimized and bettered (only the
.def's & .script's parts are changed by me) just so can be included in my
mod. This files are Materials, models, shaders, textures, that make Doom 3
more Beautyfull and Espectacular !

******
2a - My main Work which i continue to Make and Create NEW Very Good
THINGS, (.def's & .script's ) they're controll the A.I., which i'm most
interested, the way the game is played, (better playability) and many more
things i next explain in more depth below...
******
3 - and finally my own configuration, (especially for ATI gfx card's
9200 or later !) I have an ATI 9800 Pro with 256Mb. , I know that the best
way to play Doom 3 is with an NVidia gfx card but this is what I have and
after try & tweake ,try & tweake and try & tweake, many, many, many month's
(yes, month's) i can safely say that for ATI users there's no better config.
file around that can do what they do at Max. Quality with NO FPS cost,
effectively they'll give more FPS than normally with only 512Mb. or plus of
memory and an AMD Athlon 1700+ or higher CPU. (this where my config.) All
very basic for today's standards.

Well, next will give you my MOD. especifications (part 2b of the above):

Weapons: They now have click, click sounds and animation (thank's to I.F.D.O.)
they originally from the IFDO mod. where very good but i tweaked a little to fix
small bugs, not from IFDO mod, but from Id (previously the machineGun & ChainGun
cause's OverFlow when pressed the fire button for more than 5 secons) and add
better feel (try the ChainGun for example).

The view position have been changed to cause more visual Impact and Proximity !
Fire Rate and velocity have changed to push and move more the small moveable
object which can touch.
Make more light (with muzzleFlash) in the fire of the Gun and in the
position the fire collides.
Added more spread to some weapons (not all) ,more mass to the Hand-Grenade,
better optimization and many things I dont remember...
Brass stay more, but not infinitely (to save memory).
All the ammor that eject brass also do flesh sound in the flesh collision place
of the Human/Zombie/Monster that have been hit !
All the weapons sounds come from a mix of Trent Reznor's package and other's.
Ammo: Decreassed the Ammo of all the weapons and the ammo that the packs can
contain.

A.I.: Ahhh, my favourite tweakes, I changed the A.I. of many Demon Monsters and
Zombies and ...

Trite & Tick: This one and his brother Trite_jump and his parent Tick now the jump
ability have been extended to be able to jump to a locations above him that he can't
go before, he's jump is now more fast and higher. When he can't continue to chase the
player because he cannot go forward he will try to jump ,etc...

Cherub & Maggot: He will do like the Trites & Ticks, it will try to jump to a
location above him and chase the player !

Imp & Vulgar: Now, him are more faster and dangerous, he will hunt you anywhere you
go.

Note !!!: Some day I'm playing Doom 3 with my Mod. and when I was spawned on d3m3 map
I open the console and spawn a Vulgar with Health 2000, because I only have my pistol
and nothing more we try to run and go to another place betwen me and Vulgar, on another
time I was on an upper location than the Vulgar, I will jump from my position to another
location that I was thinking where safe, in the middle of my jump the Vulgar jumped from
his lower position, I can't acomplish my jump because the Vulgar kill me before I was on
the safe location...

Archvile: He now can do one more new attack, this new attack is like the one of the
Guardian's and you will have to jump when Archvile uses this attack, to save your life !

Revenant: There are now two Revenants ,one with guided missiles and one without.

And many more monsters and changes, bugfixes, etc...

**********************************************************************
Sorry, but this document it's unfinished, in the next version v1.0 Final, that should be
available in a month more or less, the full document would be done.
Also I want you to know that I will make more new, better and bugfixed versions of my Mod.
every two to three months.

Note...: I will apreciate feedback and comments from any of you, thank you.

Doom 3 is the Best !!!

**********************************************************************
The next list of Mods is to name and to give a very big thank you to the Mod. authors I was
taken a part or more from his Mods, I like very much all this Mods, but don't know personally
anyone of his authors...:

Detailed Doom 3 - better Textures
Parallax Mapping - Parallax Mapping
Poly Modifier - better looking People
TweakeDoom v4 - Textures
Ultimate Mod - Lightning Effects
UEQ Mod - Self Shadowing
View Mod - Textures
1024x1024 Monsters - High Resolution of Monsters
Relief Mapping - Structure for Textures
Enhanced Doom 3 - different changes
Faiakes Alt Entended - Particle Effects
GTX Mod - Menu Animations, Bloom Shader
Trent Reznor Sounds - a lot of new Sounds
Carnage - Explosion Effects
UAC Sentry - you can spawn a sentry bot
And many other i have forgotten this time but I will include on a later version...

Sorry, if i have forgotten anybody.
**********************************************************************



Notes...:

To creator of HolyShit...: You are wrong, very wrong, The Doom 3 have the BEST playability as it is, only can go better, but already is very good !!!
The Game and Engine of Doom 3 are no crap, in fact are the BEST Game and Engine in HISTORY !!!


Unpredictable D3NewAi (V1.41) - User Comments  
The following comments are owned by the user that posted them. Doom 3 Files is not responsible for their content.

Total comments: 22 | Last comment: 10-29-2007 at 07:48

 #1 - Next versions will convert that mod in the BIG version ! - 11-27-2006 at 10:30
dafama2k7
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3109
Next versions will be big updates that will convert v1.4 + update v1.41+ next updates = BIG mod !

The process will be as this...:

D3_Unpredictable v1.4

+ update v1.41

+ update v1.42

= BIG mod !!!

Stay tuned, because the next update v1.42 will 250Mb. more or less in size !

Thanx to D3, Id and all users, if don't understand any thing, ASK here in this page.

 #2 - 11-27-2006 at 11:29
Mario4155
From: (Cherven Briag)
Joined: October 22nd, 2006
Posts: 108
Really big mod cool cool cool

 #3 - yeaah - 11-28-2006 at 15:45
mrbean1112
From: (poopland)
Joined: March 9th, 2005
Posts: 159
WOOT
I LOVE YOU!

 #4 - 11-28-2006 at 16:37
marineofuac
From:
Joined: July 5th, 2006
Posts: 109
Hmmm Donut!
Posting just one or more smilies and no text is considered lame...

 #5 - 11-28-2006 at 22:22
cool_kid_matthew
Joined: October 3rd, 2004
Posts: 58
Two Thumbs Up!
Pimp!

very good work

 #6 - 11-28-2006 at 22:23
cool_kid_matthew
Joined: October 3rd, 2004
Posts: 58
Pimp!
Two Thumbs Up!



very very good work

 #7 - Thank you to every one of you !!! - 11-29-2006 at 10:06
dafama2k7
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3109
But, for the moment i warn you that now you will have all the files needed to see all the things my big mod can do, but because of the quicker i wanted to do it, there will be some small bugs that i will need to fix and even features that already have this mod but dont use, this things will be corrected and updated in the next days and weeks, and if anyone find a bug or anything that causes trouble or do not like please do notg hesitate to let me know !!!

Doom 3 FOREVER !!!

 #8 - Very nice. 10/10 - 11-29-2006 at 16:51
Zakyrus_theOmega
Joined: November 25th, 2006
Posts: 46
...as I have posted in the 1.4 reponses.

Can you make zombies grab on and start biting the player?
Can you make "floor zombies" grab on and start biting the player's leg?
Also, can you make imps be able to climb walls/ceilings like lickers in Resident Evil?

 #9 - Sorry Zakyrus_theOmega for late responsse !!! - 11-30-2006 at 08:28
dafama2k7
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3109
The three questions all depend on the animations that already exists in Doom 3, today i am trying to do all that, if i can i will say it here and email you inmediately because i will be the first to be happy !

 #10 - God - 11-30-2006 at 08:37
Curtalert
From: (England)
Joined: June 18th, 2006
Posts: 35
Your my god....OR HAIL THE UNPREDICTABLE GOD!! nice mod by the why!

 #11 - To all users of Unpredictable...: - 11-30-2006 at 08:38
dafama2k7
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3109
The versions from full v1.4 + update v1.41 + update v1.42 have completed the basis of the BIG mod, when we have all that i will be free to upload small updates that will use & activate all the power that is already in the mod and because before we have all that i was unable to enable this power because i have to convert and adapt my big mod to the small mod !!!

Now i only will have to make the things i make in my mod and send small updates evry time to D3Files !!!

All that is to let you know that in my next versions of the mod i can contrate just in the work and upload to you the best things i am already making !!!

Just wait and expect the BEST for Doom 3 !!!

 #12 - Another important thing !!! - 11-30-2006 at 09:05
dafama2k7
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3109
In order to use the complete BIG mod to its full you will need the .pk4 of this very good Monsters Expansion pack in the base folder or at least in Unpredictable folder...:

http://doom3.filefront.com/file/Doom3_Demon_Expansion_Pack;71076

This is the link.

Please note that i only support this monsters but they are owned by his creator Revility !

I copyed and paste some of their words here...:

(Description:
The demon expansion pak adds in classic monsters to doom3 that didn't make the cut. Unlike typical skin packs, I've gone further and redone normal maps, modifed the meshes, new sounds, FX and more. Demons include the baron of hell, pain elemental (fires lost souls!), impling, implord, nightmare imp and old school lost soul (dead soul).)

 #13 - 11-30-2006 at 14:59
Zakyrus_theOmega
Joined: November 25th, 2006
Posts: 46
"The three questions all depend on the animations that already exists in Doom 3, today i am trying to do all that, if i can i will say it here and email you inmediately because i will be the first to be happy !"

Cool. I was working on bite code for the zombies a while ago, I had some parts of it finished. I could e-mail the def/scripts to you, as soon as I can find what disk I put it on before I had to format.

The only problem is anims, I used ones that were close; the zombie *actually* sort of looked like it was chewing up the player and had blood spraying everywhere(and the zombie it would recover health from this) but I could not figure out how to get the zombie to "hold" the player and prevent them from getting away from the zombie while being bit.

As for imps climbing on walls/ceilings and dropping on the player, I could never figure that one out. I think this would be awesome as you could adapt this for many monsters. Think of being on a second floor balcony, and an army of trites on the first floor climb up the wall and up to the second floor instead of taking the stairs...(Alpha Labs 4 is a good example of this)

On another note. I have been working on my own personal scary mod with physics effects enhanced and stunning particle/lighting effects. It's almost in the beta stage(I have been working on it for 17 months now) ... I ever won't stop working on it until AI is cunning and intelligent. physics are enhanced; you can shoot a box enough times and it will explode into shreds and the shreds stay, or destroy a box with an explosive an it'll explode into flaming shreds that burn up. The blood from monsters will ooze into pools(or down walls), pools of blood can merge to make bigger ones. If you step into a pool of blood you will make some bloody footprints, blood dries after a while and smaller pools will dry faster(with footprints drying the fastest). That's not all, blood pools/bloody footprints can smear aswell. Objects will have expanded physics -- litterly everything will be destructable. All SP levels will be modded and all monsters will be RANDOMIZED as well as scene geometry destructable aswell.. with randomized hallucinations/visions/scary sound effects.... not to also mention random PDA locations, or different spots some weapons/ammo spots are.
I will also be making many changes to the SDK, I want all my VR devices integrated such as stereo3d working, and headtracking for those with virtual headsets. This goes for gun-tracking aswell smile So your aim(gun) & view are seperate. Mwa ha ha ha!
Anyways, I'm rambling on and on here those are "some" of the many features my mod will have. Once I finish the beta version, I might upload it for everyone to enjoy. (However, that prolly won't be for a few months.) This is my tribute to the DooM saga. I am going to note that to run my mod, you are going to seriously want a dual core CPU, atleast 2 gigs of DDR2 RAM, and SLI 8800GTX.


~Zakyrus

 #14 - This sounds AWESOME !!! - 12-01-2006 at 09:28
dafama2k7
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3109
If you can do all this very AMBITIOUS staff you will be sure any Doom 3 user will considerateit THE KING OF DOOM !!!

I like this good ideas, it's the kind of things i just wanted for a game like Doom 3 !

Oh, and a Physics question, if you rework that can make sure to fix the next...:

When you try to move for example a moveable carton box that is behind another box thats already touching, you can't move the box, this happens in D3, Q4, Prey and all D3 engine games for the moment, but if the two boxes are separate and one kicks the other then all is fine, you understand me ?

 #15 - 12-05-2006 at 01:46
Zakyrus_theOmega
Joined: November 25th, 2006
Posts: 46
"When you try to move for example a moveable carton box that is behind another box thats already touching, you can't move the box, this happens in D3, Q4, Prey and all D3 engine games for the moment, but if the two boxes are separate and one kicks the other then all is fine, you understand me ?"

This has already been fixed. smile

 #16 - I can't believe, sure you have fix this ??? - 12-05-2006 at 07:00
dafama2k7
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3109
This needs a new compiled library (.dll), will you release this fix only as an update for D3 ?

Also can you compile and release a fix .dll for Prey and Q4 ???

Anyway, very good ideas and work Zakyrus.

 #17 - 12-05-2006 at 10:06
Zakyrus_theOmega
Joined: November 25th, 2006
Posts: 46
'This needs a new compiled library (.dll), will you release this fix only as an update for D3 ?"

I am using VisualStudio 8 to compile to SDK (for the gamex86.dll), features I have added to the SDK are as follows:

Autorun added (you still drain stamina, but stamina doesn't drain as fast, this way having run almost all the time is fair)

Physics systems slightly improved, if objects are stacked ontop of eachother you can actyually push both, but the object on the bottom of the stack will have also the mass of the objects ontop of it pushing down.

Monster hearing range is now 4 times better.

Breakable objects code added.

Monsters will no longer try to shoot through solid objects such as doors when they are closed.

Material specific particle effects; you shoot glass and see glass fragments go flying, you shoot a box and see cardboard shreds, wood/woodchips, tiles/tilechunks, etc. (complete with sound effects) I have this one 99% completed. (just have to use the particle editor >_< to tweak the parts so they look good)

Weapon specific damage scaled depending on monster type. Some monsters get more damage from some weapons than others do. For example, a shot of plasma is going to incinerate a zombie. Another example, you now have to shoot a zombie in the head for it to die, but when most people would make this change to the game, the zombies would no longer die from grenades or rockets. Now, grenades do 9999999 damage to zombies.



Things I am currently working on:

Weapon specific damage scaled depending on MATERIAL type. (This is the one I was talking about before where you could shoot a box with plasma, and the box would burn into shreds(with bluish-burning plasma effects of course!) Or if you blew it up in an explosion it would have normal fire colored burning shreds.

Trying to get glass shards to stay forever. Also glass should break into smaller shards & make sounds when stepped on, and have physics; such as mass, friction, damage(so if you get hit with shards in an explosion... you're going to be hurting).

When an explosion happens, parts of the level will be able to be set on fire for a short time! All objects will have burn physics (whether or not they can burn, or what particle/sounds happen when they burn). Touching something that is on fire can burn actors (player and monsters alike!) ...although, demon-type monsters are immune to fire, after all they ascended from the flames of hell! But ZOMBIES will ignite and after a while their flesh will burn off and they will become a skeleton zombie.

Blood/gib system (this one isn't as hard as one would think, but it's still going to take some time to get this one "fleshed out". (pun intended)

At some point I would also like to smooth all the polygon models/actors in the game (there is a mod that does this but only for 2 people, and there are two MAJOR glitches in it that both affect the appearence of the model of Swann in the Admin level and in Alpha Labs 4.)

If I ever figure out how to get the damn "importmodels" command working in D3, I will do the smoothing thing (more triangles/per model = self-shadows on models look better also). While I am at it, I would make some modifications to many of the models such as adding dismembered joints/limbs for explosion/chainsaw damage of course!


"Also can you compile and release a fix .dll for Prey and Q4 ???"

I don't happen to own these games (though I have played them). Maybe some point in the future, when I finish my current mod. After all, I still have a long ways to go before I am close to being done with this. After I finish all the stuff I am working on in the list above, I am going to go through all the SP levels and make everything randomized/destructable. I average it's going to take about 10 hours of work for each level. (I already did complete Delta Labs 4 first because it's so small and it took about 2 1/2 hours to do everything I wanted to it.)
I have a few destructables made already, pop machines, TVs, circuit breaker boxes, floodlights are now destructable and am adding to all levels. Later on, I'll make things like pipes explode and shoot steam everywhere.


~Zakyrus

Note: If you did not know that I am a perfectionist before, than you DEFINATELY know now!

Long live the DooM Saga!!

 #18 - Absolutely Brilliant, I'm your fan now !!! - 12-07-2006 at 10:23
dafama2k7
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3109
Very cool, if i can help you, if i have some idea or good thing to add to Doom 3 i will let you know !
And i am Printing this page for me, now !!!

 #19 - You have my definitely admiration, sincereli !!! - 12-07-2006 at 11:00
dafama2k7
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3109
Also, have you know how to make the Players PDA transparent (translucent), this or make the PDA view in the PDA model, if it is posssible, because having this permits the Ambientation to not be cutted avery time you use the PDA screen !!!

In Prey or Q4 when you fire some tuberies, they will launch smoke or high pression hot water particles !

Note..: Sorry for my bad english !!!

But they can't be compared to Doom 3, only i wanted to let you know that thing !!!

Anyway if your mod comes true, i will go to Mars and Hell every time i can !!! ;-)

 #20 - the running zsecs - 12-31-2006 at 06:23
Ice_Trey
From:
Joined: February 15th, 2005
Posts: 771
is a great idea, makes it harder to kill them, and it also looks cool when the commando_cgun comes running at you firing !! stick out tongue

 #21 - Thank you Ice Trey !!! - 01-04-2007 at 09:36
dafama2k7
From: (Salt (Girona))
Joined: September 28th, 2006
Posts: 3109
...And when you will see the NEW Vagary and the NEW Mancubus !!!

The new Vagary will throw objects at you as always and if the object is exploding opr burnable barrel or tank or someother burnable or exploding thing she will burn them in the air and explode in your face !!!

The new Mancubus also, will act as a very furious Monster, when you damageit !

This are alrady done, and i am creating many others...

 #22 - patch 1.3 - 10-29-2007 at 07:48
doom_3_hell_knight
Joined: August 30th, 2007
Posts: 17
will this work with the 1.3 D3 update



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