This mod is a compilation of fixes for Doom 3 base, that does just this, fix many of bugs found in the standard, default Doom 3 base, specially in defs and scripts, but also on materials, particles and so on. Also it adds some new stuff, like particles, materials and effects. This mod is not something spectacular with big changes, but is some even inperceptible changes and additions, that fixes small and big bugs and make Doom 3 the most perfect basis for the hundreds of mods available, so every mod runs much better and smoother with this fixes.
D3BaseLite mod v1.4 for Doom 3 by Dafama2k7 (25-06-2k21)
Description...:
This mod is a compilation of fixes for Doom 3 base, that does just this, fix many of bugs found in the standard, default Doom 3 base, specially in defs and scripts, but also on materials, particles and so on. Also it adds some new stuff, like particles, materials and effects. This mod is not something spectacular with big changes, but is some even inperceptible changes and additions, that fixes small and big bugs and make Doom 3 the most perfect basis for the hundreds of mods available, so every mod runs much better and smoother with this fixes.
History...:
v1.4 - Updated shaders.
- Updated A.I. scripts.
- Added optional double barrel shotgun, ready to be used.
- Ready for use with Dhewm3, fully compatible.
- Added pistol at two hands, optional.
- Added new texture for shells models for both shotgun and machinegun, pistol and chaingun, double barrel...
v1.3 - Fixed bugs and added many new features.
v1.2a - More bug fixes and enhanced the plasmagun.
v1.2 - Many bug fixes.
v1.1 - New Sentry A.I. that try not to shot the player if in between combat and more.
- Better lights with shadows.
- BFG has an idle sound.
- Fixed many bugs.
v1.0 - New particles added for brass and debris smoke.
- New FX added for muzzleflash, grenade flash and more.
- Fixed .prt badly named as .ptr on both BFG and ChainGun weapons.
- Added script functions for noammo anim, on the pistol, so when the pistol is empty make the clic, clic sound and animation.
- Fixed some guns sounds, like machinegun, pistol and plasmagun specially, that, before stop the fire sound when reloads or make the clic sound for empty animation, now it doesn't stop the fire sound anymore.
- Fixed some velocity and mass for the weapons projectiles for to be more real and faster, requiring less power and increassing the fire rate.
- Balanced the spread for most weapons, like the shotgun so big spread before and now something balanced but more realistic.
- The grenade is toggable now and it returns to the previous weapon after throwing a grenade.
- The Chaingun acts like Predator movie, continue spinning after fire all rounds.
- Added full muzzleflash to the zombie_commando_cgun, now is fixed.
- Enhanced sounds for some weapons.
- Includes textures and models for moveable objects, now work better and are RoE compatible.
- Added custom E3 Alpha crosshair, in my opinion far better than the D3 default.
- Added translucent console.
- Enhanced with the best A.I. scripts for Doom 3 demons and zombies.
- Dead zombies gib themselves after 20 seconds.
- Sentry A.I. bettered, it try always to not shoot at the player if in between the monsters and the Sentry.
- Tweaked each and every weapon, both defs and scripts.
Credits...:
Strelock - Good ideas.
TRSGM - Shaders.
Phrozo - skins for some weapons.
defs - Dafama2k7
scripts - Dafama2k7
I have a request - could you post a mod making the Doom3 grenade less bouncy and with that lighting on, just that? Maybe the Chaingun having 90 ammo would be fine also, as well as that plasma gun visual distortion effect? I need only little tweaking to the game.
The same guy here. Shotgun one-by-one reload is okay - although it damages the gamistic approach validating the flashlight or gun rule - as well as maybe the chaingun stil spinning after having fired all the ammo. Toggable grenade. Perhaps other cosmetic stuff without further impact on gameplay. Make it light.
Okay, what kind of cosmetic changes? Muzzleflash for zombie gunners, enhanced sounds for weapons - though in a separate file, just in case, a there is nothing wrong with the old sounds. Balancing the weapon spread and making things "realistic" actually does burden the play, on the other hand.
Sorry for not answer before, ok, this are good ideas, i would do what you say and later i post here...
"Dead zombies gib themselves after 20 seconds" how do i understand zombies get up after killing? As in the Alpha 0.02 version of the game? :) Which file (.pk) is responsible for such a cool idea! :))))