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! ->
So you may be wondering why this is linked to my mod S.T.A.R 1088?
This pack has started as a collection of various features available in this mod.
The result: Many of the internal functionalities are now free for all of you to use!
Keep reading for more information.
About:
1) This pack is meant exclusively for single player, it was not meant for Multiplayer use.
2) This is meant to be for PUBLIC USE. You have permission to do whatever you want with this pack.
3) It uses no custom code, so you can implement it to other mods of yours which are using a custom dll.
4) Note this doesn't include any kind of graphical enhancements.
While building my WIP mod for Doom 3, I thought about uploading many of the internal functionalities of the mod for people who wanted to include them into their own projects.
Finally I put it all together to make it functional with vanilla Doom 3 too.
Patches are cumulative, but they do not exceed the 2 MB, for which reason they are easy and fast to download.
It is highly unlikely this pack is going to be updated again.
Uses:
FOR THE GAME:
It's good for giving Doom 3 another go.
It uses no custom code so it won't bug anything if you place this directly into the "base" folder.
It can be run as a mod (with its own folder) or be run directly with Doom 3 by placing the PK4 files in the "base" folder.
FOR MOD DEVELOPERS:
You can use the entire product or part of it for any mod of your own.
You can include this as a whole (or part) in your own campaigns.
You can do any modifications to this pack as you want.
I'm sharing the pack "as is". Changing anything in this pack is up to you.
You can mix other mods with it. If you're not experienced in the Doom 3 modding world, always make backups.
Contents: (Significative additions, amongst others)
-Balanced weapons, where everything from caliber to weight is taken into account!
-Balanced inventory, where you can no longer hold 50 grenades and hundreds of ammunition (This doesn't affect carrying all your weapons)
-Done the scope functional in the rocket launcher and it has 2 magnifications.
-Done heavy new scripting work, counting the removal of redundant lines to the addition of many more for new functionalities.
-Created new-from-scratch animations for almost every weapon in the game! Adding exclusive animations such as running cycles, fire mode switches and more!
-Added scavenge feature! Searching corpses gives you a wide variety of useful items, which range from a single shotgun shell to a full dose of health or item combos!
-Added iron sights modes for most of the weapons.
-Added different fire modes for some weapons.
-Added a flashlight to the shotgun. Its light is very short-ranged, it uses no bateries and can be toggled ON and OFF at will.
-Added a Guide Screen to the mainmenu. (Idea inspired by BrutalDoom, RGH and the first Doom games themselves)
-Changed many damage properties, where enemies with body armor like the security guards take less damage in the chest, as an example.
-Changed damage produced by headshots. They are lethal and play a vital role for ammo conservation.
-Changed muzzleflashes, explosions and most of the weapon particles for better looking ones.
-Disabled "auto-reload". Are you a badass marine or what? (Idea inspired by SWAT 4).
-Disabled shotgun looping-reload cycle. Each shell at a time. (Idea inspired by SWAT 4).
-Retouched mainmenu (Fixed the Options screen, so it fits with the new functionalities. Added a guide screen)
-Retouched HUD (Added certain things like fire mode indicators)
-Enhanced weapon accuracy. The faster you shoot the higher the spread penalty is. Aiming affects accuracy as well.
-Enhanced player movements, where heavier weapons affect your agility.
-Enhanced player footsteps sounds, changed by 16 new ones.
Some more changes are present in this pack!
Other game fixes:
-Weapons are lowered when climbing.
-Weapons can now be switched while reloading.
-Fixed bug where gunshot sounds would stop when switching weapons or your gun being lowered externally (e.g. by a script call)
-Fixed a problem where the weapons offsets would be screwed if dying when aiming. (Though it was mod-specific, it was a huge bug nevertheless)
-Fixed hierarchies in some of the weapon meshes.
-Fixed some dissappearing decals such as blood splatters. Now they'll stay.
-Changed many weapon meshes position/rotation and also done minor enhancements to some of them, so that they look better.
-Changed the way ejected shells are handled (excepting for the shotgun brass)
-Changed rocket ammo & rocket launcher world models so that they fit with the new rocket launcher.
-Changed many weapon sounds for more agressive ones.
-Increased explosions damages and radius. A grenade can kill you as easily as it could kill any mid-rank enemy
Good to see it here :)
Thank you :)
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!}
This is really great :) !! nice work ;)
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.
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!
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.
One question: Is this asset pack by any chance compatible with the Sikkmod?
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.
what do you mean by that ?
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...
Thank you very much man! I'm glad you liked this as it took one hell of a lot of work to complete :)
Is it compatible with BFG edition
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?
"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!
this pack crashes when i use it with sikkmod. any ideas to make it work with sikkmod?
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
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)
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 ?
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!!
Hi CED2011. I don't intend to troll but is there anyway to use only the ironsight(and animations) with ur mod ?
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
Ok. Thanks. I'll try ;)
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.
I accidentally issued bad karma. Sorry bout that, good luck!
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
This comment is currently awaiting admin approval, join now to view.
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!
Honestly I've never encountered such bugs. Good to hear you liked it though :)
Error: file script/weapon_handgrenade.script, line 30: Unknown event 'getIdealWeapon'
You must use the latest Doom 3 version in order for this to run correctly. Latest version is 1.3.1.1304
This comment is currently awaiting admin approval, join now to view.
This comment is currently awaiting admin approval, join now to view.
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
Is This BFG compatible Im looking more for Iron-sights for my modpack
This comment is currently awaiting admin approval, join now to view.
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.
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)
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.
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
Animations and models are incredible, but most of the weapons are ******* terrible.
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.