Title: Gunman's Mod
Description: Weapons mod for Doom3: Resurrection of Evil
Author: Branislav "Gunman" Jovanovich
Date completed: September 14th 2008.
Official release date: October 3rd 2008.
Contact: gunman-productions AT hotmail.com
This mod also includes:
* Alt-Fire for most weapons (also added an alt-fire keybind option in the mainmenu)
* TheRealSceneGraphManager's excellent Chromatic Dispersion Special FX shader
* Some new fonts for guis
* Custom HUD
* Bossbar! (now when you face a boss, the bossbar will appear on the HUD so you can
know exactly how much health does the boss have)
* Some tweaked D3 and D3XP maps for the bossbar feature to work
* Increased player's health, armor and maximum ammo limit
* Player can absorb 5 instead of 3 souls for the artifact
* Everlasting decals (bloodsplats, bulletholes, etc-)
* Everlasting brass (ejected brass does not disappear)
* Some additional custom sounds
* New intro screen
DEVELOPER'S IMPORTANT NOTE: This mod requires Resurrection of Evil and 1.3 patch
in order to work! (Patch 1.3 only! Recently when I tried running this mod along with
1.3.1 patch the mod couldn't load! Instead, it crashed with a message "Wrong Game
DLL API version.")
Also, the autoexec.cfg file (supplied in this mod) is needed for the mod to work!
Install & play: Extract all files to your Doom3 directory (not base nor d3xp!),
run via supplied gunman_mod.bat file (found in the gunman_mod
directory) and have fun!
Uninstall: Delete gunman_mod directory, simple as that!
No alt-fire, new textures, has new sounds, new angle, removed the warp effect when
holding the object, grabber can hold objects pretty long due to the cvar change
entered in the autoexec.cfg file (you can still add new entries in this .cfg file,
just don't modify the existing cvars (namely: g_grabberHoldSeconds 100000000,
g_grabberEnableShake 0, and g_grabberRandomMotion 0 ) ).
Primary fire: left arm punch
Alt-Fire: right arm punch
Has new sounds, new texture and new angle
Primary fire: semi-auto shot (to shoot again, press LMB again)
Alt-Fire: 6 bullet burst shot
Custom sounds, attached flashlight, no pump action (exept when reloading),
clip size 10 and tweaked texture
Primary fire: semi-auto shot (to shoot again, press LMB again)
Alt-Fire: launches several bouncing projectiles with bigger damage, can be used for
firing around corners
* Double Barrel Shotgun
Tweaked sounds a bit and attached flashlight
Primary fire: fires one shell at the time with a tighter spread (now you can fire
this baby twice in a row )
Alt-Fire: fires both shells at the same time with a bit wider spread
Tweaked sounds, also attached a flashlight to it, clip size is 80, new texture
Primary fire: standard shot with a low spread, moderate firerate
Alt-Fire: faster firerate with a wider spread
New sounds, new gui, faster firerate, continuous fire (no need to reload),
no alt-fire (yet, I'm still looking for some evil inspiration *muhahaha* )
Custom explosion particle effect, tweaked sounds a bit, added a new animation
Quick throw: drops a proximity mine which can be detonated using the RELOAD key
(Beware, if you approach the thrown proximity mine too close it will explode in
your face, causing you to lose some of your health! So be careful where you throw it)
Longer throw: throws a grenade that explodes on impact
Alt-Throw: throws a homing (guided, for that matter) grenade which will explode at
the nearest enemy
* Plasma Rifle
New gui, tweaked textures, clip size 100, new angle
Primary fire: standard rapid fire at high rate
Alt-Fire: launches a group of more powerful projectiles at wide spread, sorta like a
plasma shotgun (watch out as it utilizes slightly more ammo!)
* Rocket Launcher
Tweaked textures, new sounds, custom explosion particle effect and a new angle
Primary fire: standard issue rocket
Alt-Fire: launches a grenade that will explode after a few seconds (sorta like a
grenade launcher from Quake4)
New texture, tweaked reload animation, new sounds, clip size 8, you can now hold the
trigger a few seconds longer (4 seconds is good, but 5 is not really recommended).
Primary fire: just like the old bfg, a projectile which damages nearby enemies and
explodes on impact, only with a changed color of a projectile itself
Alt-Fire: DON'T FIRE THIS TOO CLOSE TO YOURSELF! Alt-fire is a powerful electrical
discharge that will most likely kill everyone in the close radius of its blastpoint,
This mod also includes the chainsaw! >
Attached a light to it so you can see what monster you are bone-chopping!
New sounds, tweaked anims, hell-time lasts longer, artifact can now absorb up to 5
instead of just 3 souls
You may NOT distribute this mod for any profit gain without my clearance.
(If you were to distribute this mod for any commercial purpose, then contact me first!)
You MAY distribute this mod on any form of digital media (CD, DVD, USB, etc-) as long
as it's free of any charge and as long as this readme file is intact.
You may NOT use the custom hud and all the hud's features (custom textures and sounds)
for your own projects.
But, You MAY use other customized stuff from this mod as a base for your own mod (as
long as you give me credit where needed).
- Some weapons when pointed at enemies can still trigger them, even tho the enemies
haven't been looking directly at the player.
- When BFG overcharges, it explodes but it does not inflict any self-damage.
- When you try to select the Chaingun using the standard  key, the player will switch
to plasma gun instead (for no reason).
Please report all other bugs in this mod to the mailaddy provided above (along with a
screenshot (if possible) showcasing the problem).
for Carnage Mod (original found at http://www.brokenworldz.fb.bz)
for Faiakes RoE-Extended 1.3 (doom3.filefront.com/file/;43024) Gunman's Mod is
actually based on Faiakes' Mod, so big shout out to Faiakes (and As_@$_1)
for excellent Chromatic Dispersion Special FX
the greatest community around.
Special thanks goes to Dafama2k7
for his patient waiting for this mod to be released to the public
for making a completely mod-friendly, kick-ass idTech4 engine!
And everyone else for downloading and playing my mod!
The mod is right now ready for play-testing, so if anyone is interested just drop me an email to firstname.lastname@example.org to apply.
Please note that there's no hurry, the play-testers don't need to finish their testing before the release date, just take your time! After I gather up feedback from the testers, I will release an update after the first official release.
How about for the chaingun the alt fire be like a last resort ammo emptier
reg fire: as you have it
alt fire: chaingun stops shooting and the barrel winds up to like 100mph and just freakin obliderates everything in front of it by emptying the remainder of its clip.
(full clip should last about 2 seconds)
DIE DEMONS DIE!!!!
#6 - 10-03-2008 at 13:39
GIJesse7 From: (Houston TX) Joined: February 26th, 2005 Posts: 1517
so this mod won't work for 1.3.1? Great, thanks vista.
#7 - Best ive seen - 10-03-2008 at 20:19
DOOM_modder From: (Bakersfield) Joined: July 26th, 2008 Posts: 5
hey Gunman can i be a tester of this mod?
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