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Doom 3 Evolution Revision 2 is finally complete!

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D3EvoR2 is finally complete. I've uploaded it so hopefully in the next few days you'll be able to play it.

As I've made clear this new version has a lot more features and is much more streamlined than sub-v1. In fact I'll simply paste the specifications file (it's in the zip as well so if you need basic info you can refer to it) here. By the time you see this there should also be some new screens showing the new HUD and Character Sheet.

I'd like to thank all the watchers, and everyone playing my mods, especially the people that gave me ideas and helped improve the mod. Thank you guys.

I will be around during the next few weeks (after that I'm still going to check the page but a bit less frequently), so if there are any issues feel free to report them to me on the email given in the readme file, or by posting here.

On the bug and gameplay balance front. I've polished the mod as much as possible. As far as I know there are a few minor annoyances but nothing critical ( chances are you won't notice them ). Gameplay-wise, tweaks will always be necessary, but I spent so much time that I'm hoping everything works the way it should and there are no skills that feel obsolete.

One more thing. I removed the Tutorial map ( the one you could only access through the Main Menu, not "mc_utility" ) as a last minute decision. It felt obsolete with all the info I'm giving in the UI anyway. Let me know how strongly you feel about that (I might add it in a patch if enough people request it).

Peace.

"D3Evo Specifics.txt" File :

|________________________Classes|

-- Heavy Weapons Support :
Members of Heavy Weapons Support are a truly formidable all-range warrior. Good against all enemies, unarmored, armored, flying or alien. You have had training in Explosive weapons ( Chaingun and Rocket Launcher ). You have also trained with the BFG 9000, instead of the standard issue Plasmagun. Your formidable phisique, result of the necessity to carry heavier-than-usual weapons and ammo, has given you the resistance and strength required to also be imbued with two Genetic Modifiers, instead of the standard one elsewhere in the Marines. The main characteristics of a Heavy Weapons Support marine are Dexterity ( you can reload guns faster and can fire them with better accuracy ), Endurance ( you have greater than usual stamina and resistance to damage ) and Strength ( you can carry more ammo and have a much greater hand to hand attack ).

/// The HWS are great tanks. Slower by deffault, but capable of improving more thanks to the two available Gene Mods.
/// In their core they are fighters. They have access to better armor and all-range weapons against all targets making
/// them the best class for novice players.
/// The most basic Playthrough would be :
/// GeneMod 1 : Stoneskin ( +15% armor protection and bleed immunity )
/// GeneMod 2 : Traveler ( +24 stamina and increases stamina regeneration )
/// Implant : Alloy Reconstruction ( +20 armor points per use )
/// Psychic Power : Extended Regeneration ( heals life/stamina/air for a short time )

-- Special Operations :
Special Operators are great close-range warriors. Exceptionally good against unarmored and alien targets. You have had extensive training in Standard weapons ( Shotgun and Machinegun ). Yo have also got some time with the standard issue Plasmagun. Your perfect mental training allows you to study and execute two psychic powers as opposed to the standard one elsewhere in the Marines. The main characteristics of Special Operators are Agility ( you can run faster and jump higher ), Dexterity ( you can reload guns faster and can fire them with better accuracy ) and Psychic Mastery ( you can use more psychic powers with better efficiency and more times ).

/// The SO are best at close range. Fast, agile and dexterous, they must rely on their psychic powers ( or the Plasmagun )
/// to take out armored targets. They are the demonologist mage. They must rely on magick and weapons alike, taking
/// great care of what weapon to use against what enemy. Has low armor and relatively good firepower.
/// The most basic Playthrough would be :
/// GeneMod : Sadist ( doubles psychic damage )
/// Implant : Kinetic Buffer ( weapons don't drain stamina when fired for a short time )
/// Psychic Power 1 :Meta-Physical Projectile ( single powerfull projectile )
/// Psychic Power 2 : Soma Transference ( leaches life from and damages zombies )

-- Military Engineering :
Military Engineers are versatile all-range warriors. Naturally good against armored targets, and easy to specialise against other threats. You have had training in using Energy weapons. You can also use your technical skills to decrease the Jam chance of the Pistol in full-auto to 0%. Having an increased Bio-Energy output as a result of installed standard Military Engineering issued capacitor, you are capable of supporting two Cybernetic Implants. The main characteristics of Military Engineers are Agility ( you can run faster and jump higher ), Endurance ( you have greater than usual stamina and resistance to damage ) and Cybernetics ( you can use more cybernetic implants with better efficiency and more times ).

/// The ME can be excelent at all ranges and against all enemies. Fast AND durant by deffault, they rely on genemods, implants and
/// psychic power to buff themselves into taking on all targets except the undead. They are the paladin type character.
/// Much care is needed to prepare/keep the character into top condition. Good armor and flexible firepower.
/// The most basic Playthrough would be :
/// GeneMod : Resistance ( no damage from implant bio-energy regeneration and venom immunity )
/// Implant 1 : Energy Hyperflow ( increased Plasmagun and Chaingun damage for a short time )
/// Implant 2 : Reflective Field ( increases armor for a short time )
/// Psychic Power : Extended Regeneration ( heals life/stamina/air for a short time )

|________________________Genetic Modifiers|

-- Sharpshooter : Increases Accuracy, Reload Speed and Damage of the Machinegun ,Shotgun ,Chaingun and Plasmagun.
-- Stoneskin : Increases Armor Protection by 15% and grants Bleed immunity.
-- Athlete : Increases Running Speed by 60 and Jumping Height by 24.
-- Traveler : Increases Stamina by 24 and Stamina Regeneration by 33%.
-- Sadist : Doubles Psychic Powers Damage.
-- Hand to Hand Master : Increases HtH Damage and grants the Sonic Blast charge ability.
-- Mule : Increases Ammo and Junk carry capacity.
-- Resistance : No Damage taken from Implant Use and grants Venom immunity.
-- Gunslinger : Increases Accuracy, Reload Speed, Damage and Critical Chance of the Pistol.

|________________________Psychic Powers|

-- Psychokinetic Pulse : Damages and Pushes enemies away.
-- Kinetic Redirection : Pulls Items, hurts Lost Souls and Ticks.
-- Meta-Physical Projectile : Shoots a single powerfull projectile.
-- Soma Transference : Damages and Leaches Health from Zombies.
-- Extended Cerebro Stimulated Regeneration : Regenerates Health, Stamina and Air for a short time.
-- Localized Pyrokinesis : Air around the caster explodes, damaging enemies in a small radius.
-- Psychogenic Stimulation : Increases HtH Damage and Stamina Regeneration.
-- Psychogenic Stimulation : Duplicates a random ammount of Shotgun Ammo.
-- Bio-Energy Transference : Damages and Leaches Bio-Energy from Zombies.

|________________________Cybernetic Implants|

-- Reflective Field : Boosts Armor Protection for a short time.
-- Nano-Stimulated Regeneration : Regenerates Health once per use.
-- Adrenal Overproduction : Regenerates Stamina once per use.
-- Alloy Reconstruction : Repairs Armor once per use.
-- Cerebral Reprogramming : Zombies do not see you for a short time.
-- Energy Hyperflow Induction : Increases Plasmagun and Chainsaw Damage for a short time.
-- Molecular Construction : Replicates a random ammount of Pistol Ammo.
-- Kinetic Buffer : Weapons do not drain stamina for a short time.
-- Projected Plasmakinesis : Throws an explosive Plasma projectile.

|________________________Tool Belt Tools|

The Tool Belt is a level-up feature. You have to use it to gain experience and unlock all the blueprints. As you can see there are 12 levels ( you start from Level 1 - APB ). You can completely ignore it or you can embrace it and level up to the weapons as fast as you can. It's all up to you.

-- Armor-Piercing Bullets : +6 Pistol Damage to Armored Enemies, 15 max.
-- High-Speed Buckshot : +3 Shotgun Damage, 16 max.
-- Medical Gel : Instantly Regenerates Medical Gel.
-- Bio-Energy Calibrator : -4 Energy Use by Implants, 4 max.
-- Psychic Amplifier : +15sec to Buffs and +10 Psychic Powers Damage, 9 max.
-- Build Plasmagun : Builds a Plasmagun ( no Bio-Energy ).
-- Build Rocket Launcher : Builds a Rocket Launcher ( +2 Rockets ).
-- Micro-Crystal Gel : +20 Chainsaw Damage, 36 max.
-- Build Sentry : Sentry has 45(+15 from CYB)sec Battery life, 1 at a time.
-- Ice-Breaker : Reveal 1 Ice Node for 15(+15 from Cyb)sec when Hacking.
-- Super Conductor : No Plasmagun and BFG Heat Buildup, 4 max.
-- Power Cell : +20 Bio-Energy.
-- Build BFG : Builds a BFG ( no Bio-Energy ).

|________________________Medical Gel|

Medical Gel is a common ability. All classes posess it. When used it heals 4 life and stamina of the user. The time needed to regenerate fully from 0 is 120 seconds ( 2 minutes ), or you can instantl;y regenerate it with the "Medical Gel" tool.

|________________________Reflex Booster|

Reflex Booster is a common ability. All classes posess it. When used it slows down time and increses running and reloading speed. The time needed to regenerate fully from 0 is 60 seconds (1 minute), or by killing enemies, each of which will regenerate the equivalent of 10 seconds.

|________________________Negative Buffs|

'Bleed', 'Burn' and 'Venom' are negative buffs. They can be received by specific enemies successfull attacks. When received they will last a certain ammount of time and damage you differently in a specific interval of time for each one. If your health is at 100 they will not harm you (you will still see the timer and timed prompts on your HUD). Med kits will not heal negative buffs. They can only be cured by healing skills ('Medical Gel', 'Extended Cerebro Stimulated Regeneration' and 'Nano-Stimulated Regeneration').

|________________________Weapons|

-- Fists : Fists are your default melee attack. They do "Hand to Hand" damage type. You can improve your damage and unlock a special ability, "Sonic Blast", by choosing a certain Class or Genetic Modifier. From your Fists you can activate the Tool Belt. The Tool Belt is a method of using in-game resources for building usefull tools. To build them you use "Junk". You collect "Junk" by picking up various boxes, items and weapons that you already have.

-- Chainsaw : The Chainsaw is a level-up, melee, "Blade" damage type weapon. You can increase your damage by using "Stampede", leveling up and the "EHI" Cybernetic Implant. You level up by using the Chainsaw to kill enemies. You start at Level 1 and can go up to Level 9.

-- Pistol : The Pistol is a level-up, ranged, "Solid Projectile" damage type weapon. You can increase your Pistol stats by leveling up, the "Gunslinger" Genetic Modifier, your damage to "Armored" enemies with the "Armor-Piercing Bullets" tool and your accuracy and reload speed by chosing the HWS Class or the SO Class. You level up by using the Pistol to kill enemies. You start at Level 1 and can go up to Level 9. The Pistol has three fire modes. "Single" fires one round at a time and has a relatively slow firerate, it is unlocked from the begining and is the most accurate. "Burst" fires three rounds in rapid progression, at the same firerate of "Single" between bursts, it is unlocked at Level 3 and is almost as accurate as "Single"."Full-Auto" fires as long as you keep the "Fire" key pressed at the fastest firerate, it is unlocked at Level 6 and is the least accurate. There is a chance to "Jam" in the "Full-Auto" fire mode, unless you are the Military Engineer Class, otherwise every level decreases the "Jam" chance by 1%, to the minimum of 1% chance to "Jam" at Level 9.

-- Shotgun : The Shotgun is a ranged, "Solid Projectile" damage type weapon. You can increase your Shotgun stats by the "Sharpshooter" Genetic Modifier, your damage with the "High-Speed Buckshot" tool and your accuracy and reload speed by chosing the HWS Class or the SO Class.

-- Machinegun : The Machinegun is a ranged, "Solid Projectile" damage type weapon. You need to be of the SO Class to equip the Machinegun. You can increase your Machinegun stats by the "Sharpshooter" Genetic Modifier. The Machinegun has three fire modes. "Single" fires one round at a time and has a relatively slow firerate, it is the most accurate. "Burst" fires three rounds in rapid progression, at the same firerate of "Single" between bursts, it is almost as accurate as "Single". "Full-Auto" fires as long as you keep the "Fire" key pressed at the fastest firerate, it is the least accurate. There is a chance to "Jam" in the "Full-Auto" fire mode.

-- Plasmagun : The Plasmagun is a ranged, "Energy Projectile" damage type weapon. You can increase your Plasmagun stats by the "Sharpshooter" Genetic Modifier, your damage with the "EHI" Cybernetic Implant and your accuracy and reload speed by chosing the HWS Class or the SO Class. When you fire the Plasmagun you will lose 1 "Containment", when you heat up sufficiently you will be prompted to change the "Plasma Conduit". This is achieved by reloading the weapon. You can avoid heat buildup with the "Super Conductor" tool. Reloading the weapon at any time will use 10 "Bio-Energy". This weapon uses "Bio-Energy". Although the weapon is in constant "Full-Auto" fire mode, there is no chance to "Jam".

-- BFG : The BFG is a ranged, "Energy Projectile" damage type weapon. You need to be of the SO or HWS Class to equip the BFG. You can increase your BFG damage with the ME Class. When you fire the BFG you will lose 3 "Containment", when you heat up sufficiently you will be prompted to change the "Plasma Conduit". This is achieved by reloading the weapon. You can avoid heat buildup with the "Super Conductor" tool. Reloading the weapon at any time will use 10 "Bio-Energy". This weapon uses "Bio-Energy".

-- Chaingun : The Chaingun is a ranged, "Explosive Projectile" damage type weapon. You can increase your Chaingun stats by the "Sharpshooter" Genetic Modifier and your accuracy and reload speed by chosing the HWS Class or the SO Class. Although the weapon is in constant "Full-Auto" fire mode, there is no chance to "Jam".

-- Rocket Launcher : The Rocket Launcher is a ranged, "Explosive Projectile" damage type weapon. You need to be of the HWS Class to equip the Rocket Launcher. The Rocket Launcher has two fire modes. "Single" fires one round at a time and has a relatively slow firerate, it is the most accurate. "Burst" fires three rounds in rapid progression, at the same firerate of "Single" between bursts, it is less accurate than "Single".

-- Psychic Powers : The Psychic Powers weapon is a special feature of D3E. You choose one or two powers to use throughout the game in the custom maps. Those powers use Psychic Energy. You can only use your powers when the Psychic Powers weapon is selected, although buffs will remain active for a short time no matter what weapon you have equiped.

-- Cybernetic Implants : The Cybernetic Implants weapon is a special feature of D3E. You choose one or two implants to use throughout the game in the custom maps. Those implants use Bio-Energy. You can only use your implants when the Cybernetic Implants weapon is selected, although buffs will remain active for a short time no matter what weapon you have equiped.

-- Soul Cube : Same as original.

Post comment Comments
Slayer_2
Slayer_2 - - 2,141 comments

Wait, so is this Doom 3 multiplayer turned Bioware RPG style? Because that would be badass.

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ghussack
ghussack - - 86 comments

excellent mod!!! and thx for your last post at doom3.filefront.com, I was at a loss lol!

btw, a few questions:

1) Is it possible to change implants and psy powers? I just begin the game btw.

2) Bio-Energy Transference should add to my Bio-Energy pool on hitting zombie right? but nothing seems to happen? or doesnt work like that?

3) Projected Plasmakinesis does not make sound on throw and explode? we have no hands shown when it is equipped? or something wrong on my installation?

4) Reflex Booster is not saved? I mean, after reloading it needs to regen even if I had it full before saving? or something went wrong here?

thx!!

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ghussack
ghussack - - 86 comments

2) it worked! stole 20 Bio-energy, but seems to work only on fat zombies! thx!

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ghussack
ghussack - - 86 comments

1) cheat: give ammo_pp_plus_one, give ammo_impl_plus_one

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SpiritusSanctus Author
SpiritusSanctus - - 102 comments

All powers implants and traits are locked for the play-through after you pick them. The console commands you can consider cheats :P . Not that I have anything against it but keep in mind - if you do it too many times it will break your build :D .

Bio transfer was pretty weird to implement and i'm not surprised it's a bit janky. That and it's supposed to only work on zombie enemies :) .

Can you pm me a bit more info about where you installed the mod/if you have anything in the base folder and anything else you might think is relevant. This is a strange one that I've never experienced and would like to see :D .

Reflex and med gel aren't saved when you leave the game - not a bug ... well it sort of isn't - at the time I wasn't sure how to save permanent vars so that's just the way it is ... now I do but don't have the time to remake this beast.

And thank you for playing my mod so far after it was released - it's nice to see people still play D3 :) .

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ghussack
ghussack - - 86 comments

I dont have much time to play so I want see all coolness on the first run, so I also set it to Nightmare mode on cfg file. But I found a side-effect, we seem to gain one extra psy point recharge after a full loop on all psy powers! no bad side-effects yet. I dont like this bonus but it is so little that I dont care.

I came to play doom3 after they did a mod called TheDarkMod and I saw the way dynamic lights create mixed shadows on environment! But I never like vanilla games so I promptly installed your mod that looked the best gameplay changer among them all :)

Just to make it sure, here, Bio transfer seems to strictly only work on FAT zombies; it doesnt work with normal and armored zombies.

Mmm... so I should see the hands and have sfx when using Projected Plasmakinesis (may be it has sfx but is not loud and I use volume really low!)? cool! Well I am running it on linux with too many system variables to deal with.. I will mess around here see if I can fix it, thx!

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SpiritusSanctus Author
SpiritusSanctus - - 102 comments

Extra psy point? That is interesting. Should not be happening :D . Not saying it's impossible, but I couldn't replicate it on my copy.

Bio transfer works on all non-armored zombies for me. Not sure what's happening there for you.

There shouldn't be a weapon model when the implant weapon is in idle but a hand should appear throwing a blue projectile when you fire it. The first thing I could think of there was a conflict with vanilla or other mod model/animation files but maybe there is a problem with linux- I haven't tested the mod with that soooo - there's that :D .

About the g_armorprotection cvar - I use that in the mod so even if you change it it will instantly reset to whatever your char stats should be. In vanilla - you can change it freely. I'm not sure but I think it might revert on restart.

TheDarkMod - good place to start :) .

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ghussack
ghussack - - 86 comments

Btw, just to make it sure, the extra psy point is not over the maximum, it is like we "recharge" one psy point (or bio-energy) til the maximum (but would take too long to do that).

Yes, I tried to read the scripts of your mod to dethermine what could be preventing the thin zombies from working but I did not find a clue; both, the fat and thin, seem to be identified equally (not sure yet tho). On linux, the filesystem is case-sensitive, so if exists a file named zombie.jpg and Zombie.jpg, they will coexist! But using WineHQ windows emulator to run Doom3, this should not be a problem; may be just a bad guess.

For the psy weapon (red glow) there the empty hands are shown; for the implant one (blue glow) no hands are shown, but they do appear when firing! also I have seen these hands flickering and disappearing some times! hehe... not really a problem tho.

For my personal use only, I created a `g_armorProtectionCheatBonus` variable at `ai_player.script` on a new .pk4 (actually very simple code), that I can play with by adding percentual to the armor; but making the change/update on an already running game disables the nightmare mode and teleports the player to the begginning of the level of the loaded savegame.

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ghussack
ghussack - - 86 comments

just reached hell, it works with thin hell zombies too! just not with spaceship normal thin zombies.

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ghussack
ghussack - - 86 comments

oh btw, does your mod prevent changing cvar "g_armorprotection"? it seems to be readonly but I think it is possible to change it on non modded doom3?

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