OpenCoop is a cooperative multiplayer modification for Doom³. Up to 4 Players can fight over Lan or Internet the Id Software campaing, the Addon "Ressurection Of Evil" or one of 42 custommaps as InHell or ClassicDoom for example. You can customise you playermodel with 13 individual heads and tint your amor over a colorslider. Every player can pick up weapons and armor once. Collected health from medpacks or heathstations goes into a heathpool, where you take HP from when respawning after dying. The AI got tweaked to act smarter with multiply attackers and the strength scales depending on the number of players. In "Hellwave" gametype you fight against waves of monsters on the original DM maps or on one of 3 new custommaps.
Major reduction of networktraffic: With the new network traffic code we reduced the traffic about 40 % in normal areas and 90 % in some special areas. See the screenshots
for more details. However in some places it looks still laggy, mostly
if the player is interacting with a moving object ( lift, monorail ).
This will be fixed in later versions, hopefully.
Inventory now stays when changing to another level: In previous versions the player lost all it's inventory when changing a level.
You are now able to 'save' your inventory in multiplayer.
If you press the multiplayer save button, all your inventory will be
saved. If you die you will respawn with the saved inventory. The
multiplayer save button can be configured via the options menu. But be
aware: Saving costs health!
Default weapon setups: If
you don't have weapons from the previous map ( for example: just joined
), you will get a default weapon setup for this map. Now you don't even
have to play the maps right from the start, you can start anywhere!
Two new skill levels: uberHard and pureEvil ( g_skill 4 and g_skill 5 )
uberHard: Same like hard + The
damage done by the players to a monster will decrease if more players
are on the server. The consequence is that monsters live longer and
more cooperation is needed to get one monster down.
pureEvil: Same like uberHard + The damage done by the monsters to a player will increase if more players are on the server.
Ten singleplayer levels are now modified especially for coop: this version has added alphalabs1, alphalabs2, alphalabs3, alphlabs4, enpro and monorail
The T-pose bug (monsters and NPCs don't have the correct initial animation) is fixed ( in most cases ).
Clientside prediction of bullets:
the player shotgun gets now predicted on the client ( no data will be
send anymore ) and ALL! bullet type monster weapons. E.g. A machinegun
zsec fighting against a sentry does not cause lag anymore.
Clientside prediction of revenant rockets: Now they are flying correctly, no lag anymore.
Big machines animate correctly:
Due to errors in the original networkcode some things weren't moving
correctly. For example: The fireball of the imp is moving smoothly
around his hand now. The bridge at Mars City Underground. The parts
falling from the crane in Mars City Underground, The archiver of admin,
etc.
Many game objects have been updated for synchronisation:
Steam Pipes, The crane in Alphalabs4, breaking glas windows, special
types of movers, movers won't go invisible in some cases anymore, the
turbines of darkstar are visible now, tips of players are now correctly
disappearing after some time, phantomobjects are working correctly,
elevator sounds are playing correctly on client. Ammo storage is not
invisible in some cases anymore.
All characters with lights display it correctly now: The scientist in alphalabs2, the flashlight sentrys and the guardian seekers from hell.
Gui didn't synchronise correctly on dedicated servers. Over 30! guis have been fixed and are now ready for multiplayer.
More singleplayer style gameplay: Falldamage & Stamina is working like in singleplayer.
I wanted to revisit this, but I completely forgot how to install it or where to find the damn instructions:
Install the Alpha (2.0), and then overwrite the files from 4 in the reprective directories. Run the client.bat to play.