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Overpopulation on Earth and a severe lack of resources led to a global crisis without precedents in the history of mankind. New technologies have allowed numerous advances and have provided us with different ways of exploiting natural resources for generations. But we seemed to forget that everything has a price, and always something has to give... After it all became critical, the remaining nations of the world created the Global Governments Alliance, which pushed forward a Space Colonization Project, being the S.T.A.R. 1088 Harvester Spaceship a part of it. However, its fate becomes compromised when something crashes against the hull causing a global system failure, rendering the whole spaceship inoperational and out of control, leaving everybody stranded under a complete lockdown. Prepare for an unforgiving journey across 'the mother of all ships' while struggling against the odds to send a signal in hopes help arrives.

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! ->

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[Full 1.0] CED's Assets Pack for Doom 3 (Public)
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Gzegzolka
Gzegzolka - - 350 comments

Good to see it here :)

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CED2011 Author
CED2011 - - 188 comments

Thank you :)

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downlode
downlode - - 214 comments

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!}

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xXDeimosXx
xXDeimosXx - - 45 comments

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

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downlode
downlode - - 214 comments

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.

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CED2011 Author
CED2011 - - 188 comments

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!

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downlode
downlode - - 214 comments

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.

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Guest
Guest - - 690,776 comments

One question: Is this asset pack by any chance compatible with the Sikkmod?

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CED2011 Author
CED2011 - - 188 comments

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.

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Joshuaortiz698
Joshuaortiz698 - - 229 comments

what do you mean by that ?

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punk0x29a
punk0x29a - - 618 comments

Damn, if there was a rating for downloads I'd give it 10 + long *** review. Beautiful stuff, man. Game changer.
I've used some of your tricks and weapon models in my little mod, blends in just PERFECTLY. Thanks for making it available for public use. It's the best thing ever.
I was suprised how well much of it works with a custom dll ( there were crashes every now and then, but I've chosen only my favourite parts of your content and it smoothed out in a matter of hours, if not minutes. ) so big kudos for this too!
This pack is detailed like hell. Everything seems to be thought out, there are no loose ends.
Damn, I can't wait for your custom campaign! If it's as good as your assets...

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CED2011 Author
CED2011 - - 188 comments

Thank you very much man! I'm glad you liked this as it took one hell of a lot of work to complete :)

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Guest
Guest - - 690,776 comments

Is it compatible with BFG edition

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general_207
general_207 - - 4 comments

I know this is old as hell but if anyone is still reading is there a way to get the animations alone. I just want the models and animations and nothing else as I already use a particle mod I really like along with some custom sounds. Ripping out the animations and models doesn't seem as easy as copy and paste so can someone tell me what I need to do?

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DarkStarAngelo
DarkStarAngelo - - 177 comments

"Changed many damage properties, where enemies with body armor like the security guards take less damage in the chest, as an example."

I swear literally every mod I play aims to make Z-secs needlessly tough and by far the most annoying enemies in the entire game. A high damage output is fine but with how plentiful they can be I feel a few shots with pistol and a little more with a machinegun to bring them down would balance things out a whole lot with them. Other than that though, this mod is great, I feel it fits Doom 3's style!

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Joshuaortiz698
Joshuaortiz698 - - 229 comments

this pack crashes when i use it with sikkmod. any ideas to make it work with sikkmod?

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R_E_C_E_S_I_V_E
R_E_C_E_S_I_V_E - - 448 comments

Download my mod, it's called "sikkmod with CEDS animations" and it can be found in the sikkmod page (add ons section) I've also sped up the animations to be faster because some were slow, also removed CEDS gameplay changes so it doesn't override sikkmods classic gameplay

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Joshuaortiz698
Joshuaortiz698 - - 229 comments

CED2011, how do you use your assets pack with sikkmod (i know you explained it already but just be specific about it my second option is to use the absolute hd pack for doom 3)

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zorgl
zorgl - - 246 comments

You did a really great job with the ironsight and new animation. Is there anyway to play your mod only with the ironsight ? Without the new HUD and gameplay changes ?

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R_E_C_E_S_I_V_E
R_E_C_E_S_I_V_E - - 448 comments

Cedyyyyyy my boyyyyyy, would be awesome to see if someone else around here could make these weapon animations compatible for pd3. I have tried this a million times myself with no luck!!

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zorgl
zorgl - - 246 comments

Hi CED2011. I don't intend to troll but is there anyway to use only the ironsight(and animations) with ur mod ?

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CED2011 Author
CED2011 - - 188 comments

Hi dude, the iron sights feature itself is controlled through each of the weapons scripts, however there are many interactions with the player script file as well. It's a rather complex feature. You can search through the script files I told you. Animations simply use the md5anims and make sure theyre referenced in each of the weapons defs. For new stuff such as firemode toggle you'll need the scripts as well

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zorgl
zorgl - - 246 comments

Ok. Thanks. I'll try ;)

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R_E_C_E_S_I_V_E
R_E_C_E_S_I_V_E - - 448 comments

Also with the scripts, they are blinded to a button, CEDS actually made a special zoom function, the iron sight. But he's taken out the normal zoom and binded the iron sight zoom instead (where the original zoom key use to be binded to) Technically if you wanted you could add the oringal zoom back by finding the parameters inside the config and then u can toggle through iron sight or the normal zoom key whenever u want.

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CED2011 Author
CED2011 - - 188 comments

I accidentally issued bad karma. Sorry bout that, good luck!

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R_E_C_E_S_I_V_E
R_E_C_E_S_I_V_E - - 448 comments

A question. How can I extract the searching through corpse for ammo feature? I'd like to import it into my mod, so what files are responsible? If you can point me into the right direction I should be able to figure it out

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Guest
Guest - - 690,776 comments

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Guest
Guest - - 690,776 comments

This great and all, but I think it breaks a few things:
> The spider-lady boss, though present in the cutscene, was completely missing from where she was suppose to be a boss, which is odd, because I could spawn her in with commands no worries, but that doesn't work with the game or make it progressed as the one I spawned was not tied to whatecer scripts makes the door to the next area open).
> The cutscene just after this with Bravo Squad(?) getting murdered was buggy, the muzzle flashes were non-existent yet their guns let off yellow glows, after that, the camera flies through some vents with little to no sound at all while the muzzle flashes NOW float across the screen.etc, basically after this the whole cutscene is just a bit broken.
I'm afraid I may run into some more breakages like this... but eitherway I love the mod!

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CED2011 Author
CED2011 - - 188 comments

Honestly I've never encountered such bugs. Good to hear you liked it though :)

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Guest
Guest - - 690,776 comments

Error: file script/weapon_handgrenade.script, line 30: Unknown event 'getIdealWeapon'

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CED2011 Author
CED2011 - - 188 comments

You must use the latest Doom 3 version in order for this to run correctly. Latest version is 1.3.1.1304

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Guest
Guest - - 690,776 comments

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MunchyChump
MunchyChump - - 4 comments

Hey, I love this pack but would there be any way for me to replace the weapon firing sounds with the default Doom 3 ones? They're extremely sharp on the ears and I love everything about this pack but those

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DoomedSpartan360
DoomedSpartan360 - - 160 comments

Is This BFG compatible Im looking more for Iron-sights for my modpack

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Guest
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Logan.
Logan. - - 3 comments

Spanish

Hola, gran mod.
Como lo instalo?
incluyendo los parches y el mod porsupuesto.

Inglish:

Hello, great mod.
How do I install it?
including patches and mod of course.

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CED2011 Author
CED2011 - - 188 comments

Hola! Simplemente extrae la carpeta del mod a la carpeta de Doom 3, y utiliza el archivo BAT para iniciarlo. Los parches es lo mismo, descargate los dos, y extrae los archivos dentro de la carpeta del mod, primero el 1.1 y luego el 1.2 (son acumulativos)

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Logan.
Logan. - - 3 comments

Oh, no sabía que usted hablaba español, gracias igualmente por la explicación, pero fue un error mío no haberle instalado el parche para correr los mods, ya lo hice y me anduvo de maravilla!!!
Igualmente le digo otra vez gracias por su respuesta.

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furyweb
furyweb - - 20 comments

So I loaded the mod up using dhewm. Amazing!. Only problem I have is when the characters are walking, instead of footsteps I get a bleep instead. Any idea what could be causing this?. Thanks

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Yezbeck
Yezbeck - - 1 comments

Animations and models are incredible, but most of the weapons are ******* terrible.

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AllKnowingVortigaunt
AllKnowingVortigaunt - - 56 comments

Is there a way that either the mod author or someone far knowledgeable than myself can extract ONLY the sprinting animations for all of the weapons? So they can be used together with any other mod.

Or at least write a few sentences here on how to extract them, there really are no tutorials for adding custom animations to Doom 3, I looked all over the Internet and I haven't found any.

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