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Nex Doom V1.0
Downloaded 5 times
*Version 1.0*
----------------------------------------------------------------------------------------------------------------
Mod: Nex_Doom

Author: Me, Accomplished, but a lot of this mod is made from other people's work. I will NOT take credit for
their hard work and efforts!
IF I DID NOT GIVE YOU THE CREDIT YOU SO DESERVER PLEASE E-MAIL ME WITH "CREDIT!" IN THE TITLE!
----------------------------------------------------------------------------------------------------------------
Installation.
Copy NexDoom Folder into
"C:\Program Files\Doom 3\"
And if your installation is complete it should look like this,
"C:\Program Files\Doom 3\NexDoom\Nexdoom.pk4"

That's it! Easy huh?
---------------------------------------------------------------------------------------------------------------

Special Thanks Goes To:

Author of the shotgun mod:
Edward "Arcanum" Huyer
arcanum-pub@unseen-u.dyndns.org

You have good taste in short range weapons. Thanks for a great mod with good documentation(SP?).

Author of the WeaponGib mod:
"Crow" <--Names only thing in the read me!

I used you mod in creation of my own, but I'm putting you up here anyway because this mod helped my turn weapon gibbing
off, getting rid of conflicts in my mod. Unlike the Nitro Gore mod, enemies in my mod with vaporization on or
off do not just dissapear!

Author of the "Ungibbable" mod: JunkGuy. www.junkguy.tk
"Crow" used this to make the WeaponGib mod that I also used. Sortof.

Author of the "Nitro Gore Patch" mod, know as Parasite & Zaturi of http://www.nitroclan.de
Awsome mod guys. I was a quarter way through the game, and then I went to my favorite downloading service
and found a mod that keep the demon and ragdolls. Just try to get that end boss problem. You know, how you
NEED to have the demons vaporize in order to beat the boss? Maybe script the level differently so that demons
pop out all the time not just after their buddies have been killed and vaped ya know?

Note: I'm not sure how much of either weaponsgib mod or ungibbable is used. I like them both, however, I stopped
using them because neither of them have anything to protect preplaced ragdolls(!).

And a VERY SPECIAL THANKS TO Tor Torden @ < torthecrow@operamail.com > !!!!
I had NO IDEA how to mod and so I hunted down a few mods from fileplanet and checked the readme's for authors.
THe email he sent me got me to work on this mod that has so many other mods attached to it!
The email he sent me is attached at the bottom of this Description Read Me.

-------------------------------------------------------------------------------------------------------------------

Release date: August somthing.

Didn't want your mod in my mod?
Like the mod?
Got an Idea for the mod?
Is my penis not big enough?

Email: alexpetrunak@hotmail.com

Web: Sorry, none, but I will be more than happy to reply to any emails!
If you're and Author of a Mod I modded, then when you e-mail me please simply put

If you used (lol) any of MY modifications, please give me some credit. Also an email! I want to try YOUR mod out!

----------------------------------------------------------------------------------------------------------------
The Follow changes are ALL done and made by me, nobody else!
----------------------------------------------------------------------------------------------------------------

1. Changed Flashlight damage from 40 to 20.
2. Changed Fist Damage from 20 to 40. Now you have a reason to punch em down!
This change seemed only natural as the flash light doesn't even leave a bodymark anyway.
3. All weapon do not gib.
4. The only things I modified shotgun wise
were small and large shotgun ammo packs. I will balance this further but any
person's opions would be nice. Check out the Classic Shotgun mod readme for all I included from it.
5. Rocket Launcher "bounce" set to "1". This means the rocket launcher will now bounce off of anything but monsters.
Think of the Ripper for Unreal Tournament 1. Like that but with a rocket! Also, I have a 1.8 second fuse
on it, so it doesn't last forever. It's great when your dead sure there's a enemy around the corner, and
you can blast enemies into the air sky hight by bouncing a rockey off the floor and having it hit them
directly from beneth!
6.Rocket Laucher now effected by gravity at a rate of "100". That's about 9.5% as much as the grenades are effected
by gravity. I got this idea from the "stake gun" in "Painkiller"(A game, not a mod), and makes the weapon
require a bit more
skill. On the other hand, it still bouces, and it makes the RL great because you can now "hug" the floor
and fire a rocket and let it "skip" (like stones over water) on the ground until it hit's it's target.
7.Plasma gun "bounce" set to "1". This means the plasma blast will bounce off of anything but monsters, like
the rocket launcher. They last 1.8 seconds before exploding if they don't hit a target.
10. Changed "Shotgun Ammo Small" from "8" to "10".
11. Changed "Shotgun Ammo Big" from "16" to "20".
12. Chaingun Clip now 600(all). I did this because I don't understand how a "chain" gun only holds 60 rounds. This
also evens out in MP, because it's actually easier to kill someone with the machine gun than the chain
gun. Giving a gun a spin up and spin down time warrents to me a larger clip.

13. Incoperated the Nitro Gore mod into my game, however I've decided NOT to keep demons. They still disappear.
This is because they hurt people's frame rate. However, if you are interested on forceing them to stay,
I have a sub folder in this mod labeled "AAA-Gore". Simply take whatever is in that folder and replace
the stuff in the current def and script folders. If you don't know how to do that, read the bottom part
"the email" and don't skip stuff you GOOSE!

--------------------------------------------------------------------------------------------------------------------

More info, readme from the Shogun Mod that is incorperated into my mod.

Classic DOOM shotgun for Doom ]|[
Author: Edward "Arcanum" Huyer
arcanum-pub@unseen-u.dyndns.org

This is a mod that makes the shotgun in Doom 3 act more like the shotgun in the original Doom, and less like the
double-barreled shotgun from Doom 2. <------- But that gun rocked!

The rate of fire of the shotgun is increased significantly, and the pellet spread is reduced from a 22(!) degree
cone to a 7 degree cone. To help keep the weapon balanced, the number of pellets the shotgun fires is reduced to
7 from 13, and the reload time is doubled (one shell is loaded per reload animation instead of two). Zombies can
readily be killed in one good hit, or 2-3 average hits (depending on zombie type), while it usually takes 2-3
solid body hits to take down an imp, though a good headshot will take them down in one. <------ Or a body shot.

The shotgun zombies also had their shotguns tweaked to act more like yours in terms of spread (damage is
unchanged). (Interestingly, their shotguns already fired 7 pellets in a 5 degree cone. They now fire them
in a 7 degree cone.)

_____________________________________________________________________________________________________________________
I wonder why he didn't take into account the hell level where your starved for ammo, and practicly your only way of
killing a few Hell Nights is to up to them and unload? No matter. With the extra 2 shells in a small pack, and extra
4 shells in a large pack, it should make up the difference.
---------------------------------------------------------------------------------------------------------------------

English Version of the Nitro Gore Patch mod.

Description:

+ increased amount of gore and blood a bit
+ removed "burnaway" and "vaporization" effect <---------In the original NGP mod, NOT my mod!
+ fixed a small bug in the PDA of 'Mark T. Caseon'


Changes:

+ removed pk4 version because of MP bugs <-------- I have no idea. Never tried this online before. MP code is blah.
+ Player now bleeds if attacked (Singleplayer)
+ increased amount of Cyberdemon's blood a bit
+ some small bugfixes


Installation:

- extract content into your Doom3 directory
- run Nitro_Doom.bat OR run Doom 3 and activate the modification manually

© 2004 by *Nitro* Parasite & Zaturi
Website: http://www.nitroclan.de

--------------------------------------------------------------------------------------------------------------------

From : Tor Torden
Sent : August 11, 2004 10:10:02 AM
To : "Alex Petrunak"
Subject : Re: What do you use too mod?

| | | Inbox


Look here There realy isn't much to it,
the pk4 files are realy just standard zip archives renamed for the doomIII
engine, I just open them using winrar. (but in theory any zip program should
work, even the one native to xp.) you can download the winrar archiver here
http://www.rarlab.com/ (if you don't already have it.)
then it's just a matter of poking around, all the files in my pk4. file are
either def's or scripts, wich you can open and edit by just using notepad (Best
text tool ever.)
all the rest is poking around. (worst case scenario you reinstall d3.)

--------------------------------------------------------------------------------------------------------------------

Not my words:
Issues:

As i am finding in all mods for doom 3, the save games are a bit scewed up with this...
Unfortunetly the only way to solve it that i know is to after playing the game and exiting
Go to the Bloodymessfolder and go into save games, then copy and paste it to the normal
doom 3\base folder save games.

---------------------------------------------------------------------------------------------------------------------

License:

As required by the DOOM 3 Limited Use Software License Agreement,
this mod operates only with the Software (but not any demo, test,
or other version of the Software). Its contents does not infringe
against any third-party right or is libelous, defamatory, obscene,
false, misleading, or otherwise illegal or unlawful. The mod will
not be downloaded, shipped, transferred, exported, or re exported
into any country in violation of the United States Export
Administration Act (or any other law governing such matters) by
anyone, and one will not utilize and will not authorize anyone to
utilize the mod in any other manner in violation of any applicable
law. The mod shall not be downloaded or otherwise exported or
re exported into (or to a national or resident of) any country
to which the United States has embargoed goods or to anyone or
into any country who/that are prohibited, by applicable law,
from receiving such property. People shall not rent, sell,
lease, lend, offer on a pay-per-play basis, or otherwise commercially
exploit or commercially distribute the mod. People are permitted
to distribute, without any cost or charge, the mod only to other
end-users so long as such distribution is not infringing against
any third-party right and otherwise is not illegal or unlawful.

---------------------------------------------------------------------------------------------------------------------








by Arcanum (email)
 

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