Report abuse [Full 1.0] CED's Assets Pack for Doom 3 (Public)
Filename
Chimuelos_Assets_Pack_-_Doom_3.zip
Type
Other
Uploader
CED2011
Date
Jul 11th, 2013
Size
61.09mb (64,062,154 bytes)
Downloads
781 (2 today)
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Description

Ever wanted new weapon animations, new gameplay features, and heavily improved game experience for Doom 3 among other things? You may want to check this out. Take a look at what is inside! ->


So you may be wondering why this is linked to my mod S.T.A.R 1088?
This pack has started as a collection of various features available in this mod.
The result: Many of the internal functionalities are now free for all of you to use!
Keep reading for more information.

About:

1) This pack is meant exclusively for single player, it was not meant for Multiplayer use.
2) This is meant to be for PUBLIC USE. You have permission to do whatever you want with this pack.
3) It uses no custom code, so you can implement it to other mods of yours which are using a custom dll.
4) Note this doesn't include any kind of graphical enhancements.

While building my WIP mod for Doom 3, I thought about uploading many of the internal functionalities of the mod for people who wanted to include them into their own projects.
Finally I put it all together to make it functional with vanilla Doom 3 too.

Make sure you also get both patches!

Patches are cumulative, but they do not exceed the 2 MB, for which reason they are easy and fast to download.
It is highly unlikely this pack is going to be updated again.

Get Patch 1.1

Get Patch 1.2


Uses:

FOR THE GAME:
It's good for giving Doom 3 another go.
It uses no custom code so it won't bug anything if you place this directly into the "base" folder.
It can be run as a mod (with its own folder) or be run directly with Doom 3 by placing the PK4 files in the "base" folder.

FOR MOD DEVELOPERS:
You can use the entire product or part of it for any mod of your own.
You can include this as a whole (or part) in your own campaigns.
You can do any modifications to this pack as you want.
I'm sharing the pack "as is". Changing anything in this pack is up to you.
You can mix other mods with it. If you're not experienced in the Doom 3 modding world, always make backups.

Contents: (Significative additions, amongst others)

-Balanced weapons, where everything from caliber to weight is taken into account!
-Balanced inventory, where you can no longer hold 50 grenades and hundreds of ammunition (This doesn't affect carrying all your weapons)
-Done the scope functional in the rocket launcher and it has 2 magnifications.
-Done heavy new scripting work, counting the removal of redundant lines to the addition of many more for new functionalities.
-Created new-from-scratch animations for almost every weapon in the game! Adding exclusive animations such as running cycles, fire mode switches and more!
-Added scavenge feature! Searching corpses gives you a wide variety of useful items, which range from a single shotgun shell to a full dose of health or item combos!
-Added iron sights modes for most of the weapons.
-Added different fire modes for some weapons.
-Added a flashlight to the shotgun. Its light is very short-ranged, it uses no bateries and can be toggled ON and OFF at will.
-Added a Guide Screen to the mainmenu. (Idea inspired by BrutalDoom, RGH and the first Doom games themselves)
-Changed many damage properties, where enemies with body armor like the security guards take less damage in the chest, as an example.
-Changed damage produced by headshots. They are lethal and play a vital role for ammo conservation.
-Changed muzzleflashes, explosions and most of the weapon particles for better looking ones.
-Disabled "auto-reload". Are you a badass marine or what? (Idea inspired by SWAT 4).
-Disabled shotgun looping-reload cycle. Each shell at a time. (Idea inspired by SWAT 4).
-Retouched mainmenu (Fixed the Options screen, so it fits with the new functionalities. Added a guide screen)
-Retouched HUD (Added certain things like fire mode indicators)
-Enhanced weapon accuracy. The faster you shoot the higher the spread penalty is. Aiming affects accuracy as well.
-Enhanced player movements, where heavier weapons affect your agility.
-Enhanced player footsteps sounds, changed by 16 new ones.
Some more changes are present in this pack!

Other game fixes:

-Weapons are lowered when climbing.
-Weapons can now be switched while reloading.
-Fixed bug where gunshot sounds would stop when switching weapons or your gun being lowered externally (e.g. by a script call)
-Fixed a problem where the weapons offsets would be screwed if dying when aiming. (Though it was mod-specific, it was a huge bug nevertheless)
-Fixed hierarchies in some of the weapon meshes.
-Fixed some dissappearing decals such as blood splatters. Now they'll stay.
-Changed many weapon meshes position/rotation and also done minor enhancements to some of them, so that they look better.
-Changed the way ejected shells are handled (excepting for the shotgun brass)
-Changed rocket ammo & rocket launcher world models so that they fit with the new rocket launcher.
-Changed many weapon sounds for more agressive ones.
-Increased explosions damages and radius. A grenade can kill you as easily as it could kill any mid-rank enemy

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[Full 1.0] CED's Assets Pack for Doom 3 (Public)
Post comment Comments
Gzegzolka
Gzegzolka Jul 11 2013, 1:04pm says:

Good to see it here :)

+2 votes     reply to comment
CED2011
CED2011 Jul 11 2013, 9:25pm replied:

Thank you :)

+2 votes     reply to comment
downlode
downlode Jul 23 2013, 8:00pm says:

This is a great piece of work, much appreciated. Really kicks Doom 3 up to the next level. I was expecting mainly cosmetic changes, got some surprises. Gives the game a whole new dynamic. {That's a good thing!}

+1 vote     reply to comment
xXDeimosXx
xXDeimosXx Aug 30 2013, 6:40pm says:

This is really great :) !! nice work ;)

+1 vote     reply to comment
downlode
downlode Dec 27 2013, 3:29pm says:

I ran this as a mod for a while, then put the files right in the 'main' directory, as plain old Doom will never cut it for me again. The armor is actually useful now, I like the way everything in this effects gameplay. Thank you very much. I hope life is allowing you to keep working away on Star 1088. Hope you had a good holiday, wishing you a great New Year, and many more.

+1 vote     reply to comment
CED2011
CED2011 Dec 28 2013, 10:51am replied:

Thank you very much for all your comments here, they are very positive towards my work.
When I did this, I basically projected what I wanted the game to be like (no, no "how it should have been" here, that is up to every individual as it's subjective). So yeah, this is a vision of mine of how I would have wanted the game to be and play. I'm glad you share that vision.
In the present time there are uncountable new things and features that didn't make it into this pack, but these are now using the game code. This was intended to be used by anyone without any code (Not to mention I have just started coding recently, after releasing this)
And unfortunatelly life issues are keeping me away from Doom or any game for that matter, but I'm going to bring some updates when everything calms down, hopefully next year. I can't afford the time to actually sit and create brushes, but in the meanwhile I keep thinking and writing things down, and also doing light work. I'll take the chance to also announce that the main campaign has gone through several modifications in the past months, however I'll keep a low profile for the time being.
I wish you a nice New Year too, and happy holidays!

+1 vote     reply to comment
downlode
downlode Dec 28 2013, 12:50pm says:

No worries, appreciate all the work you've already done. I realize the time and effort something like this must take, and Real Life[tm] has to take precedence.

+1 vote     reply to comment
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Guest Jan 15 2014, 12:59pm says:

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CED2011
CED2011 Jan 16 2014, 9:12am replied:

I haven't tested this with Sikkmod, but assuming it uses no custom code whatsoever (Everything is performed through scripts and gui work) there is no logical reason for ir not to work unless there are specifical changes in sikkmod that may override my pack's. A missing file or even a missing line could lead to a non-working pack. Everything I've marked as "new" with the comments should be present in the sikkmod files as well.
Drag-dropping will not work in this case as sikkmod's not a map pack with no custom resources where you can apply my pack easily. It's all the opposite indeed, no new maps but a whole set of new resources and bunch of code.

+1 vote     reply to comment
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