5.56mm Full Metal Jacket is a Doom 3 multiplayer total conversion which takes place in fictive environments all over the world in the year 2020 where the 2 remaining superpowers (West and East) send their best men to outplay the enemy and be first to dominate the area of operation. The special forces teams consisting of battlefront experienced marines, skilled engineers and expert scientists fight it out on a great variation of different maps which range from huge deserted outdoor complexes to the narrow spaced metallic stations of the 22nd century. FMJ is one of the very few multiplayer online shooters that provides absolute precise damage and ballistics calculations. Every bullet fired in FMJ is actually rendered as a single 3d bullet object that travels through the virtual space. Furthermore FMJ makes use of Doom3's introduced per-poly-hit-detection-system. FMJ makes use of the "unified light and shadowing" concept to the fullest and renounces faking or skipping features.

Report article RSS Feed 5.56mm Full Metal Jacket v1.00 released

5.56mm Full Metal Jacket is a Doom 3 multiplayer total conversion which takes place in fictive environments all over the world in the year 2020 where the 2 remaining superpowers (West and East) send their best men to outplay the enemy and be first to dominate the area of operation. The special forces teams consisting of battlefront experienced marines, skilled engineers and expert scientists fight it out on a great variation of different maps.

Posted by Oneofthe8devilz on Jul 9th, 2009


5.56mm Full Metal Jacket is a Doom 3 multiplayer total conversion which takes place in fictive environments all over the world in the year 2020 where the 2 remaining superpowers (West and East) send their best men to outplay the enemy and be first to dominate the area of operation. The special forces teams consisting of battlefront experienced marines, skilled engineers and expert scientists fight it out on a great variation of different maps which range from huge deserted outdoor complexes to the narrow spaced metallic stations of the 22nd century (time travel).

FMJ is one of the very few multiplayer online shooters that provides absolute precise calculated damage and ballistics calculations. Every bullet fired in FMJ is actually rendered as a single 3d bullet object that travels through the virtual space being affected by physical parameters such as gravity. Furthermore FMJ makes use of Doom3's introduced per-poly-hit-detection-system which is superior in any thinkable way compared to the system used in common 3d shooters (hitboxes). FMJ makes use of the "unified light and shadowing" concept to the fullest and renounces faking or skipping features.

Accordingly to your team you receive the full weapon-arsenal available supported by your side. There are 7 classes of weapons ....Fists/Flashlight, Pistols, Shotguns, Sub-Machineguns, Assault Rifles, Sniper Rifles and Grenades.

FMJ is a full FPS/3PS shooter combining the best of both worlds letting you play the game the way you want.

FMJ features 25 unique maps and 3 different gametypes which are: Capture the Flag, Team DeathMatch and Capture & Control.

The player can choose from 11 unique player models picking the avatar that fits him most. To enhance gameplay and game-fun fully customizable and voteable AI players have been added to the game which can run in dedicated or listen server mode and render the gamer independent to an internet access. Features like "player inactivity control" or "server banning" are just some of the tools provided to serveradmins.

FMJ version (1.00) has the latest post processing effects added like Motion-Blur, DOF, FilmGrain (4 different steps), Edge Dimming and Bloom (4 different steps) to add even more current-gen eye candy to the game.

FMJ 1.00 is crossplatforming and fully compatible with Windows Vista, Windows XP, MacOS and Linux.



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ChangeLog

5.56mm Full Metal Jacket 1.00
===========================================
- added GOW style third person view
- added proper working 3rd person crosshair
- added next-gen postprocessing effects
- added ingame playermodel previewer
- ported to linux & macOS

5.56mm Full Metal Jacket 0.95b Update
===========================================
- added nivelxe's "autobot balance disable" code fix
- added nivelxe's "bots now again recognize monsters" code fix
- ported to linux by simulation

5.56mm Full Metal Jacket 0.95a Update
===========================================
- added simulation's server reload engine cvar update
- added voteflag code for FMJ specific votable cvars

5.56mm Full Metal Jacket v0.95
===========================================

Sabots
- added voteable auto-team-bot-balance routine
- added voteable bot count, bot_skill and si_autoteam voteable
- made Sabots to emit smoke on weapon discharge
- made viewmodel visible when spectating a Sabot in first person
- enhanced ctf bot logic (pick up dropped flags)
- fixed bot ctf score/take flag issue

Weapons
- finalized chainguns gui implementation and general weapon gui icons fix
- fixed sniper ammo only giving 4 rounds
- created new reload sounds for fmj weapons
- fixed "best weapon" priority (grenades issue)

FMJ Maps
- added new map tt_systemshock
- added new map tt_spaceship
- added new map tt_theoddplace
- added new map tt_theother
- added new map tt_lostworld
- added new map tt_originfacility
- added new map tt_medicalfacility
- added new map tt_lostfleet
- added new map de_distress
- added new map de_bladerunner
- added new map de_ancientvault
- added new map de_stalwart
- AAS48 creation for all 25 FMJ maps
- implemented visportals for all brush based fmj maps (improves speed and eliminates lag during fights)
- improved cover posibilities in the connection-tunnels of de_cathedral
- improved de_omegacomplex
- widened exit/entrance zone for team red in at_war to make moving in and out easier
- fixed CTF flags for de_night
- removed snapshot/cubemapshot creation for de_omegacomplex
- finalized clipbrush surrounding for all outdoormaps
- replaced "shadow brighter" lights with an ambientlight for am_docks
- implemented adjustable gametype based respawn delays

Server/Client changes
- added banning from server
- added inactivity control for idle players and bots
- added 8 player scoreboard GUI support for all gametypes
- fixed CTF icons display for the CTF scoreboard
- changed hud scores display (8 scores showing total score of each team)
- created 8 player server support
- made bullet impact effects on player bodies completely rendered in client mode

General Features/Changes
- eliminated bunny hopping (strafe jumping)
- added features like toggle crouch and toggle run
- added "Bloom settings" option to all menus
- made all explodeables respawn after 1 minute
- fixed telefragging issue at map start
- added custom teleport in/out effects for players teleporting
- improved Team DM gametype for all maps
- rebalanced respawn times for all maps
- improved all explosion effects
- enhanced voicechat distance
- added custom material dependant impact effects and sounds

5.56mm Full Metal Jacket prerelease v0.91
===========================================

Sabots
- implemented the Sabot source into FMJ
- created custom FMJ SABots (sabot defs)
- fixed SABot weapon discharge slowdowns
- reduced SDK based SABot bandwidth usage
- changed 9999 ms ping display to "*" for bots at the scoreboard
- removed "ProcessCommand" console message for SABots

Weapons
- created custom animations for shotguns, smgs, rifles and sniper rifles
- added chainguns to FMJ
- fixed chaingun SDK related overflow message when using over 60 rounds belt capacity
- fixed shotgun lag and rebalanced damage values

FMJ Maps
- added map "de_labyrinth"
- added map "de_omegacomplex"
- improved visuals and performance for "am_docks"

Server/Client changes
- implemented adjustable gametype based respawn delays
- added 12 player dedicated server support
- made bullet impact effects on player bodies completely rendered on clients

General Features/Changes
- allowed all stages of r_bloom on clients in multiplayer
- fixed double head for singleplayer (Singleplayer is currently not supported by FMJ)
- changed Player strafe animations
- added description.txt (adds colored and customized mod name under the "Mods" section of Doom 3
- changed m3 weapon script to match m3 name
- reduced distance of weapon sound shaders
- reduced mp5 decal size to fit the smg class
- visually improved impact effects (dust puffs)
- visually improved muzzle smoke effects

5.56mm Full Metal Jacket Beta v0.75
=====================================
- ported to Linux
- ported to macOS
- Custom CAC flags
- Custom CTF flags
- New map "de_sincity"
- New map "de_sewers"
- New map "de_cathedral"
- New map "de_lostfacility"
- New map "gz_springhill"
- New map "de_gowbarb"
- Custom FMJ intro sequence
- Telefrag bug with 10 ppl fixed
- Crosshair fixed for bright and dark scenes
- Screensaver function
- New weaponsclass "Shotguns"
- Up to 10 players (5vs5) support
- Removed SP options from mainmenu
- Added thirdperson view
- New and nice looking bullet impact effects
- New grenade explosion effects, sounds and physics
- Improved weapon-balance
- Improved weapons-soundshaders
- Fixed WeaponViewmodel at Spawn in am_docks
- Fixed Jet_sound_playback in am_docks
- Fixed fmj_sensitivity for grenades
- Added 10 choosable multiplayer CTF models
- CAC Gameplay implemented.
- CTF Gameplay implemented.
- Bleeding and Hurt decals fixed
- Medipack clears wounds
- g_showpayershadow can now be disabled in mp
- Weapon toggle system implemented.
- sticky Zoom added

5.56mm Full Metal Jacket Beta v0.45
=====================================
- Sniperweapons !!!
- new map called AT_WAR
- Improved weapon view models
- Improved ballistics
- Countless little tweaks and bugfixes

5.56mm Full Metal Jacket Beta v0.43
=====================================
- 8 different weapons, 4 per side
- Realistic bullet-ballistic (real modelled projectiles are fired and react
physically correct while getting dragged down by gravity as they proceed flying
through the landscape)
- Headshots that are deadly with any weapon from any distance
- Really huge outdoor environments that are lit with a global lighting system
- 6 players (3vs3) support (can be increased if necessary)
- A BloomShader which creates a breathtaking HDR like look and makes the
Landscaps look more realistic
- 5 unique maps
- realistic water correctly refracting and reflecting the virtual world

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

Credits
------------------------------------------------------------

id software (for keep creating breathtaking 3d engines and for deciding to release them modfriendly)

doom3world.org (for providing us with the world's greatest Doom³ related user, editor and coder exchange forum)

Simulation|EMZ (for being the technical advisor on this project, optimizing and providing us with tons of smart & smooth SDK code and porting FMJ to Linux and MacOS)

Nivelxe (for working hard on this as a team adding sdk features and solving coding related issues)
TinMan & cusTom3 (for providing us with their awesome SABot source, making FMJ so much nicer)
Deavile (for his third person crosshair tutorial)
Sikkpin (for providing his 3PS and Postprocessing code)
Nicemice (for bugfixing, optimizing and syncing code related issues)
Sparhawk (for adding the team_spawn/fmj_sensitivity function to the code and testing it out with me)
Der_Ton (for the inspiring time and his awesome doom 3 exporting tools)
jcdenton22 (for his gui-code contribution and tips)
jlamb (for his inspiration and assets contribution)
mikebart (for his inspiration and foliage-assets contribution)
Chad Pippenger (for his awesome custom made viewmodel animations)
Adam Sosnowski (for writing this extremely useful timed keeping alive ded-server script for windows xp)
Santaclaws (for allowing me to use his awesome bloomshader code)
Use_less (for modifying SantaClaws shader and porting it to version 1.3)
Ice Weasel (for contributing his Omega Research Facility, Stalwart Redux and Origin facility maps)
Architekt (for contributing his Chemical factory and Dark Base maps)
Psonig (for contributing his PSODM5 map)
Kai Moosmann (for contributing his Lost World 3 map)
BJA (for contributing his Lost_Facility map)
XPAC27 (for contributing his Subterranean map)
The Matrixer (for contributing his M_City4, Blade Runner and The Other maps)
Loren Schmidt (for contributing his cathedral map)
Mordenkainen (for contributing his atw map)
wishmop (for contributing his am_docks map and inspiration)
The {KAN} clan (for betatesting and giving us a good time)

Special Thanks go out to Simulation|EMZ and Nivelxe, who dedicated their time taking FMJ
to where it is today. If you enjoy FMJ please also visit their sites at:

The-emz.com
and
Doomchronicles.com

"Focused, hard work is the real key to success. Keep your eyes on the goal,
and just keep taking the next step towards completing it."

John Carmack

Post comment Comments
Desumilk
Desumilk Jul 9 2009, 11:15pm says:

I love the way his *** bounces whenever he turns around. :3

Also, great job, guys. This is ******* huge and awesome!

But you took off the bunny hoping.

+1 vote     reply to comment
Danboe
Danboe Jul 9 2009, 11:18pm replied:

Indeed, kudos.

+1 vote     reply to comment
Arkanj3l
Arkanj3l Jul 10 2009, 12:45am says:

Damn, Doom 3 has a sick engine.

It should be used more often.

+3 votes     reply to comment
Kamikazi[Uk]
Kamikazi[Uk] Jul 10 2009, 10:35am says:

Wow great work guys :D.

+1 vote     reply to comment
vfn4i83
vfn4i83 Jul 10 2009, 12:50pm says:

Great work, hope see more people in the server.

Indeed that D3 Engine is a sick B.

+1 vote     reply to comment
masterchief396
masterchief396 Jul 10 2009, 1:36pm says:

Damn good work guys! I might just buy Doom 3 to play this. :D

+1 vote     reply to comment
renegadekiller
renegadekiller Jul 10 2009, 1:57pm says:

gonna reinstall for this just gonna save this update so i can dl

+1 vote     reply to comment
hate4uall
hate4uall Jul 10 2009, 6:44pm says:

agggg ! i cant play doom 3 on vista damm it!!!

+1 vote     reply to comment
pvt.Johnson
pvt.Johnson Jul 10 2009, 8:06pm says:

Crashes when i load the mod on my mac, i click "load mod" and then the screen goes black and a console drops down saying something about an unknown script about finding client, or something...
The demon wars mod loads fine...

The graphics and gameplay do look sick though!

+1 vote     reply to comment
Chr1s_UK
Chr1s_UK Jul 11 2009, 10:44am says:

Is that music from Commando or Predator in 2nd video?

Looks nice mod, any progress on the ET:QW mod or is that dead in water now?

+1 vote     reply to comment
TankBurger
TankBurger Jul 11 2009, 1:54pm says:

What build of doom3 does this need?

+1 vote     reply to comment
TheHappyFriar
TheHappyFriar Jul 12 2009, 9:15pm replied:

latest one.

+1 vote     reply to comment
Catalyst440
Catalyst440 Jul 11 2009, 5:21pm says:

Whats that song on the first video? its cool xD, and damn great work!!!

+1 vote     reply to comment
Shadow-Marine
Shadow-Marine Jul 13 2009, 8:08am says:

amazing work guys
whats the level physics like are they destroyable
(i can see how this could be a porblem with some people disableing it and some enableing it)

and will you continue to add map packs after the final release

+1 vote     reply to comment
Freke
Freke Jul 13 2009, 7:17pm says:

" Every bullet fired in FMJ is actually rendered as a single 3d bullet object that travels through the virtual space being affected by physical parameters such as gravity. Furthermore FMJ makes use of Doom3's introduced per-poly-hit-detection-system which is superior in any thinkable way compared to the system used in common 3d shooters (hitboxes)."

I..****..I dunno how to put this into words...

HOLY ******* HELL JESUS CHRIST MY BRAIN JIZZED AT THE BACK OF MY EYELIDS...

yeah I think that does it.

+1 vote     reply to comment
Camcidgos
Camcidgos May 22 2010, 12:01pm says:

bots? how do you get bots in game?

+1 vote     reply to comment
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Platforms
Windows, Mac, Linux
Game
Doom III
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Official Page
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Release Date
Released Sep 26, 2008
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