Weapon mod that recreating arsenal from 2000's spy FPS "Project I.G.I." that was developed by InnerLoops Studios and published by Eidos Interactive.
A personal addon that changes a few things in Doomed IGI. Mainly to fit a bit closer to how things are done in the original game, but there are some additional creative liberties. You'll need to load DIGI (the 17/02/22 version) first before this addon.
I remember replaying Project IGI again a few years ago, enjoying my time with it, and was pleasantly surprised when I found out that there's a Doom mod in progress that plans to port the mechanics of the game. Being a fan of the original, I did notice that some things about it were a bit off in the vids shown, but handwaved it as being a work in progress that I'm sure'll be updated in the future.
Enter 2023, and my interest is resurged when I found out that it's been released publicly for a good while. "Excellent!", I thought. Not only is it released, it's likely also been updated and all the sandy edges shined up with all the time inbetween. It should be great, shouldn't it?
Playing it, I found out that a lot, and I mean A LOT of creative liberties have been taken from the original game, to the point where I can say that I wasn't too pleased with the mod. Weapon names, ammo loaded, the pickups, the way the weapons bob, the rate of fire, EVERYTHING felt off to me in one way or the other. The lack of binoculars were cherry on top, though atleast I can somewhat understand that one since I'm not sure how you'd replicate the enemy detector thing.
I thought about making a report about just how much sheer inaccuracies there were, but since some of the inaccuracies seem to be deliberately done, like magazine drops (that weren't there in the original), I figured that my report'll probably fall in the void or only half followed through. Decided then to cobble up an addon on my own to mend the lot myself.
You'll need to load the original mod first before this addon, otherwise most of my changes won't be loaded and instead'll be the original's. Don't forget to extract the pk3 from the .7z, yeah? Adjust loadorder accordingly in your preferred methods. Credits for things that I didn't do myself are in the included text file.
CHANGELOG:
- Made casing sounds inaudible to be more like the original.
- Made no mags spawn when you reload. See above for reasoning.
- Halven the size of all view sprites in hires to help with performance on my not-so-strong PC (side effect being that it looks more like it fits in Doom). Delete the hires folder if ya wanna revert back, I think the stuff I did with offsets should work with the default double resolution ones.
- Replaced the regular G/ZDoom looking HUD with one that looks more like the original. Also accounts for both armor and superhealths. Not a perfect recreation, since I'm a bit lazy to reinstall the game and rip the graphical resources directly, but it works enough for me.
- Made the red text colors green. Wish I could figure out how to do the boxes around the messages, but this'll do for now.
- Added custom M_DOOM for the main menu.
- Added custom M_SKULL for main menu selection.
- Added custom menu sounds, same for intermission.
- Added various reskins for previously completely vanilla items. Didn't touch the supernatural stuff aside from the bonuses.
- Replaced fonts with one that looks a notch better.
- Replaced noflat with the default one to prevent eyesore during testing.
- Added enemy sounds to replace zombie/SS ones.
- Added sndinfo aliases so enemy gunfire'll sound like IGI ones.
- Made the tracers invisible. The original did have tracers, but not THAT constantly. It also doesn't look like what the mod uses, being more flat transparent yellow squares.
- Muted any sounds that doesn't sound like the original. I know it'll probably hurt playability, but it is a sacrifice I'm willing to make to make this mod closer to the original.
- Muted the knife stab sound. See above for reasoning.
- Added sounds to replace vanilla explosion noises.
- Replaced ammo pickup sound to use the same sound as weapon pickup, like in the original. The separate pickup sound is only used for key items like C4.
- Added PIGI1's main menu theme.
- Replaced photoshopped grenades with game accurate modelshots. Made all of them sit on their sides 'cause that's how Jones throws them in the original.
- Replaced ALL the ammo icons with game accurate modelshots. Had to get creative with some 'cause they don't actually have separate ammoboxes in the original, like the AK or the LAW 80.
- Replaced ALL the weapon pickup sprites with game accurate modelshots. Recolors of the old greyscaled sprites were done for weapons that I couldn't get good pictures of.
- Made M203 smoke white like in the original.
- Made flashbang emit smoke instead of a giant flash when exploding, see above for reasoning. Couldn't figure out a way for it to blind players, yet.
- Made flashbang use only 1 ammotype for HUD readability.
- Made hand grenade use only 1 ammotype. See above for reasoning.
- Increased knife power. Thing was able to kill enemies in one stab in the original yet struggle to kill zombies in this mod?
- Increased rate of fire for pistols. The mod's were too stiff in comparison to the original.
- Slightly reduced rate of fire for SPAS. The time between firing the gun and the pump sound seemed off.
- No, it's not a Colt Python. It's a Colt Anaconda.
- No, it's not a .50AE DEagle, that's for IGI2. IGI1's are .357 Magnum DEagles. Magazine count set to 9 instead of 7.
- All weapons renamed to be closer to the original.
- All ammo pickup messages universalized to be closer to the original. Yeah, you'll have to look at what the ammo pickups are to tell what you're gonna pick up.
- Changed Jackhammer mag count to 12 instead of 10.
- Made shotguns shoot 12 pellets instead of 8 in the mod. You know the drill by this point.
- Throw the old shotgun accuracy out the window. Yeah, it is that crazy in the original. May not be perfectly exact, but I do have recordings of me shooting the Jackhammer in IGI1 through an open room and me hitting the ceiling somehow.
- Changed Mp5 SD3 mag count back to 32 instead of 30.
- Increased Mp5 SD3 rate of fire. Felt that it was a pinch slow in the mod.
- Changed recoil frames for all weapons to not feel so stiff when firing.
- Added half-tic tricks for AK47 and M16 A2 to feel closer to the original's rate of fire.
- Changed the bobbing values to make it look closer to the original.
- Changed AK47 mag count to 32 from 30.
- Changed M16 A2 mag count to 20 from 30.
- Made the LAW 80 closer to the original. Yes, it is THAT fast to reload in the original.
- Made the Medipack syringe faster. Closer and all that stuff.
- Bit of a jank implementation, but I think I got the proxmines wall attachable. Somewhat. Yeah, no. It's not good. Occasionally double detonating and not detonating at all in some cases. Still though, it sometimes works.
- Changed all the max ammo counts to reflect the original better. For example, 300 (with no backpack) for 9mm being instead 196. Backpack still doubles all of them incase you're running a crowdier mapset.
- Made Medipack use one ammo type for both readability and original accuracy.
- Made Medipack "ammo" spawn on stims and medikits. Seemed like they just don't spawn at all in the mod, only refillable through backpacks? They're the only way you can heal in the original, for goodness sake.
- No, Jones was not an MI6 agent. IGI is an actual organization, Institute for Geotactical Intelligence. Even in IGI1's plot blurb, he's more ex-SAS than MI6.
- Replaced all weapon pickup messages. So on, so forth.
- Changed the IGI2-style zoom to IGI1's for the Dragunov. The user keys are now useless.
- Changed how the explosion sprites look to be closer to the original. No, they do not have shockwave effects. The sizes I picked are a little bit off, but considering the explosion sprites themselves are still unchanged, I don't think I'll be able to acquire perfect accuracy.
- This also means the LAW 80'll spawn multiple explosion effects around it. No, there's still only 1 actual explosion.
- Since you can't carry 25 LAW 80s anymore, decided to follow the original's doctrine where it can destroy armor in one blast. The M16 A2'll be the "Doom rocket launcher" equivalent, now.
- All ammo drops rebalanced. Mmhmm, same thing.
I'm really pleased and thankful at the same time that someone out there is still remembering I.G.I a a game that i loved and aged like fine whine except for the graphics other than that it was a masterpiece of its time i hope the new I.G.I origins that is still in the making becomes great and lives up to the franchise and also i wish they add a bit of a freedom in modding so we can have some great mods again and enjoy the ride ......
Thanks for adding this one not all heroes wear capes....
Regards ,.... Mr.47
Will you update this for the new version that came out not too long ago?