A massive demonic invasion has overwhelmed the Union Aerospace Corporation's Mars Research Facility, leaving only chaos and horror in its wake. As one of only a few survivors, you must fight your way to hell and back against a horde of evil monsters.
This mod from Murph combines several separate mods and essentially adds the "real" Plasmagun, Chaingun, Rocketlauncher and BFG models to the =AMS= Marines.
Readme File:
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--------------: =AMS= Real Weapons XP. :-----------------
---: Add-on expansion pak. for use with =AMS= v.7.1.ufo :
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Date: 10/22/08
Game: DOOM3
Version: v.1.0
Developer: Murph
Single Player: Yes
Mod: =AMS= Real Weapons XP.
Add-on XP. for =AMS= v.7.1.ufo
by Murph at murphs_mailbox@yahoo.com
=AMS= Original Author: Altroth AkenzieSize
Project Contributor: Murph
Project Contributor: Dafama2k7
Project Contributor: Donald E. Flood
Project Contributor: Jarad "Tinman" Hansen
Project Contributor: Nivelxe & "DC Dev Team"
All Authors Original Read-me's are included
inside this mod in the "Old Read-me" Folder.
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Description:
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:Squadmate Update:
Lock and Load these custom "Doom3" weapons to "Allied Marine Squadmates v.7.1.ufo" or use as a "Stand-Alone" mod as well!
The "=AMS= Real Weapons XP." Mod adds the "real" Plasmagun, Chaingun, Rocketlauncher and BFG models to the =AMS= Marines.
In the previous versions of the "Allied Marine Squadmates" these weapons were represented through the use of the standard Machinegun model and skin. With some successful tweaking and changing of the =AMS= Marines model skin, the "real" weapons
were successfully added to the =AMS= Marines! I would like to thank Project Contributor: Donald E. Flood for his help in attaching the Plasmagun and setting this new mod build in motion! After attaching the Plasmagun model, I decided to tackle and manipulate the other weapons as well! The Chaingun, Rocketlauncher and BFG models are now added to the =AMS= Marines and includes 24 new =AMS= Marines outfitted with these weapons for your spawn-in enjoyment! The new weapons =AMS= Marines offered here will not over-ride or replace the original =AMS= Marines. They are still available with the machinegun model if for some reason you wanted to keep them! I have attached these weapons to the new =AMS= Marines as best I can and even
though some are not a perfect fit, I'm satisfied with the overall outcome of this new alternative spawn-in option now made available to you! So upgrade your =AMS= Marines! Lock and Load "=AMS= Real Weapons XP."... Trust me, it's the "Real" deal!
..Good Luck and Enjoy! = Murph =
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Readme:
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The "=AMS= Real Weapons XP." Mod adds the "real" Plasmagun, Chaingun, Rocketlauncher and BFG models to the =AMS= Marines.
Original intentions for this new mod build was based off of "=UAC= BFG: Campbell" and was intended to add the Machinegun model with alternate projectiles! While in the middle of a new =AMS= XP. mod build, Project Contributor Donald E. Flood
sent me his rough draft idea on how to add the "Doom3" Plasmagun model to the marines. In the previous versions of the "Allied Marine Squadmates" these weapons were represented through the use of the Machinegun model and skin. Don's early
attempts had the Plasmagun model poking out of the marines chest. With some more tweaking on my end and the changing of the =AMS= Marines model skin, the "real" Plasmagun model was successfully added to the =AMS= Marine! After attaching the
Plasmagun model, I decided to tackle and manipulate the other weapons as well! The Chaingun, Rocketlauncher and the BFG models are now added to the =AMS= Marines for your spawn-in enjoyment! I have attached these weapons as best I can and
even though some are not a perfect fit, I'm satisfied with the overall outcome and this new alternative spawn-in option.
The Chaingun and Rocketlauncher are attached to the Shotgun Marine model and the Plasmagun and the BFG are attached to the Machinegun Marine model.The Rocketlauncher and the Plasmagun are pretty good attachments in look and operation. The Chaingun attachment is a bit of a compromise, as a little sacrificing was needed in the way that it operates when fired. The BFG or "Baby BFG" as I call it, is attached in such a way as to make it appear a bit smaller and less massive. Once fired, you'll see the "Baby BFG" has been set up to be in "NPC Safe" mode by me, as oppossed to the "Kills All NPC" mode!
I have decided to split this mod into two seperate mod offerings, as there is enough new material to do so! The original mod build is based off of the "=UAC= BFG: Campbell" model, to be released soon, labeled as "=AMS= Thunderbolt Squad XP."
With the "=AMS= Real Weapons XP." mod, you will have the option to use this as a "Stand-Alone" mod pak or as an "Add-On" mod pak install along with "Allied Marine Squadmates v.7.1.ufo"... The "Stand-Alone" mod pak install will allow you to
spawn-in and use these new additional =AMS= Marines without having to install "Allied Marine Squadmates v.7.1.ufo", but of course, you'll be missing out on much fun from this mod as well!
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Installation:
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= DETAILED INSTRUCTIONS =
Please refer to the "Installation Instructions" folder with-in this mod pak for detailed instructions and installation options for "=AMS= Real Weapons XP."
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Spawn-in Codes:
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= SPAWN-IN GUIDE =
Please refer to the "SPAWN-IN GUIDE" folder with-in this mod pak for spawn-in codes for "=AMS= Real Weapons XP."
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Known Bugs or Issues :
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No new bugs to report with this expansion pak offering. Any previous issues with-in "=AMS= v.7.1.ufo" will still apply. The note below also still applies as well!
Note 1: Allied Marine Squadmates used with = Alternate Monster Squad .XP = : 2 or 3 paks ONLY!
.............If you decide to download and try =AMS.XP= read below!................
When using "Allied Marine Squadmates" ( =AMS= ) in any version, you may ONLY choose 2 paks! Old version "=UAC= BFG Campbell" ( ver.1.0 ) falls into this 2 paks ONLY category as well. Any 2, but ONLY 2 ... Except if using the "Mancubus" & "Revenant" paks. The final pak is your choice allowing for a total of 3 monster paks. Both the "Mancubus" and the "Revenant" should be either "OnSight" or "OnPatrol" to avoid one over-riding the other mod choice! The work around to fix this general =AMS= scripting issue to allow for more paks at once in a game is possible,but is also a proposition I don't have the time for right now! Sorry! Good Luck and Enjoy!
..=Murph=
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Credits:
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--------------------------: Much thanks to Author's :-------------------------------
1. Altroth "deviroth" AkenzieSize ( deviroth@yahoo.com ) "Allied Marine Squadmates v.5" Date: 4/20/05
2. Jarad "TinMan" Hansen ( tinman_squad@hotmail.com ) "The TinMan Squad v0.3 Beta" Date: 9/26/04
3. David Fabrega maestre ( dafama2k7@gmail.com ) "TinMan NG v2.8 for Doom III" Date: 2/14/08
4. Nivelxe and the "Dev. Gang" ( nivelxe@hotmail.com ) "Doom Chronicles - Beta Demo" Date: 2/23/05
5. Donald E. Flood ( Don.Flood@mchsi.com ) Project Contributor on "Real Plasmagun" Date: 9/19/08
6. William "Murph" Murphy ( murphs_mailbox@yahoo.com ) "Allied Marine Squadmates v6.uu" Date: 2/10/08
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* Copyright / Permissions/ Legal Stuff *
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You may NOT re-use the files involved in this zip for your own mods or builds freely without my written consent! I have gotten the permissions or approvals from the above authors to use or modify their files in this build and can not speak for them or their intentions when it comes to allowing you access to their respective files for other purposes! Useage of such files for further mod alterations or projects
without written permission is strictly prohibited.
However, with the above being clearly stated in relationship to safe guarding the other author's work.....
I would like to address this permission "issue" further ... I gave permission in the "=AMS= v.6uu" release to use those files freely as long as full credit is given to Not Only Me, But The Above Listed Authors As Well, with in your own builds "Read Me"txt. file. and that still stands as is! "=AMS= v.7.1.ufo" has other new files and authors contributions that "they" may not want freely used in other projects with out their explicit knowledge! So please refrain from using these particular files without written permission first!
I don't see a problem in granting permission in using "=UAC= BFG Campbell" "as is" if you wanted to include him in your own mods build or make him part of a bigger picture so to say. Obviously, all original "Doom3" files are the sole property of "idSoftware.inc" and through their generous allowances, permit us in the mod
-ding community to alter said files in a way that keeps "interest" alive in the game! "=UAC= BFG Campbell" is my mod creation and as his developer I reserve the right as to where or how he will be used... Please secure my written permission first before including him in any future mod builds or projects. Thankyou !
Providing me with notification or contacting me about your own build is a requirment in using this mod! If you do secure my permission to use this mod in future projects please provide an honorable mention or credit to Not Only Me, But The Above Listed Authors As Well, with in your own builds "Read Me"txt. file.
--*Distribution*
You MAY distribute this Add-on, provided you include my "Read Me"txt. file, unaltered and state any other modifications to the mod in a seperate "Read Me" txt. file. You MAY distribute this Add-on in any electronic format (BBS, Diskette, CD, etc) as long as you include all files intact and it's free of any and all charges.
*If you wish to distribute this in a game magazine, please notify/contact me and it's only to be distributed as long as it's free of any charge.
*I assume no responsibility for any problems that may arise due to the use of this mod in any shape or form. The "Doom3 Community" user takes full responsiblity for his/her actions in the use or abuse of this mod.
** Had to be said to cover my butt :)
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-0 votes submitted.
For some reason it crashes my game by telling that some values are not defined inside the script files.