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                 '
 



===================================================
MYCELO'S WEAPON ENHANCEMENT MOD FOR DooM3 RoE v1.00
===================================================

The goal of this mod is to make the weapons look, sound and feel more powerful, without any banal modifications like increased damage or ammo capacity, which I consider cheating. It's meant to be a collection of several little changes, improving and enabling already existing effects and implementing some new ideas.

This mod provides the same DooM3 single-player experience, which is already memorable out-of-the-box. There's no new levels, no new monsters and no additional weapons. However, this mod alone is a good reason to give this game another try. Some weapons where highly tweaked, but don't expect super-perfect weapons, all new features have drawbacks by design. Flashlight attachments are beyond the scope of this project, since this game is meant to be played blindly.

Although I've tried to keep the original level of difficulty, this mod can make the game slightly easier due to increased lighting, more target kickback, interruptible weapon reload and some new weapon dynamics. The improved light effects can affect your framerate - since this engine suffers when a given surface is being affected by several light sources - but I did my best to balance everything to make the performance impact hardly noticeable. If you are playing this game smoothly at High-Quality/800x600, this won't be a concern. At any rate, the currently known tweaks are highly advisable.


MAIN FEATURES
=============

- New weapon sounds.
- New weapon skins.
- New visual effects.
- Proximity mines.
- Remotely-detonated mines.
- Motion-detection radar.
- Increased muzzle flash.
- Semi-automatic chambering pistol.
- Fire modes for machinegun.
- Accelerating chaingun.
- Increased kickback.
- True Recoil (TM).
- Iterruptible reloading.


DETAILED FEATURES
=================

- Increased muzzle flash for pistol, machinegun, chaingun and shotgun. This will help a lot to shoot in the dark, specially with the shotgun which now lights the entire room.

- Plasmagun glows blue in the dark.

- Rockets and soulcube light their surroundings when flying.

- Improved lighting of all explosions.

- Shotgun bullets visible with tracers, helping you to get used to its spread.

- Added sparks effect (tiny fireworks alike) for chaingun and shotgun bullet impact.

- Added scorch/heat effect for BFG, chaingun and shotgun projectile impact, which cools in 2-3 seconds.

- Shotgun ejected brass comes out rotating and with smoke.

- Improved target kickback for pistol, BFG, machinegun, chaingun and shotgun (without inflicting more damage). Enemies will stop and even backpedal a little when shot, but nothing unrealistic. For some reason enemies lose mass when dead, therefore they will fly a couple of meters when killed with the shotgun. Cacodemons will be pushed back by a great deal due to their reduced mass and no friction.

- New sound samples for shotgun, machinegun and chaingun. Sounds now are 44Khz, stereo-broadened, slightly different between channels, equalized for loudness and volume adjusted to suit all other sounds. This alone will make you feel like wielding a powerful machine.

- Chainsaw engine volume adjusted, idle sound less noisy. Now you can finally hear enemies while wielding it.

- Chainsaw glows red when attacking. Enjoy blood spilling even on the dark.

- Futuristic idle sound for plasmagun and BFG (barely noticeable).

- Except for the BFG, the reload animation is interruptible by switching weapons or firing (if there are remaining rounds in the clip). However, except for the shotgun, it won't reload at all if you happen to interrupt. Be careful!

- If auto-reload is enabled (default), weapons will be reloaded when the last round is fired and when you try to shoot an empty clip. It also reloads if idle for a few seconds.

- Shotgun now reloads only one round per animation.

- Increased BFG projectile/explosion light which varies according to the charge, as well as the wall scorch.

- The more you charge the BFG, slower is its travel speed, somewhat giving a heaviness feeling.

- Slightly improved bump mapping for all weapons, including fists.

- Fists alternating randomly, with right hand more often.

- Chaingun remains spinning after ammo depleted (like first Predator movie).

- Chaingun spin speed accelerates while you hold the fire button, varying from 3 shoots/sec up to 12 shoots/sec. However, your average fire-rate won't be far from the original. It's clip size is indeed ridiculous, but I didn't increase it because I don't want super-weapons. Recoil and spread varies according to the fire-rate.

- True recoil for Rocket Laucher, Shotgun and BFG. BFG recoil is proportional to the charge.

- New flesh wounds for shotgun, plasmagun, BFG, rockets and grenades.

- Enemies directly hit by BFG, plasmagun, rockets, grenades, shotgun and chaingun, have its flesh burning for a while, making smoke.

- Zombie gibs only for BFG, plasmagun and chainsaw.

- Included a radar on the plasmagun LCD screen, which shows any moving enemies and NPCs. There's also a discrete beep that indicates if there's something moving, like AvP motion detector. The code and graphics were derivated from MWoody's Plasma Radar mod.

- If you try to reload the machinegun when it's already reloaded, it changes the fire-mode. "Burst" and "Sniper" are more accurate and each shoot is more powerful, 50% and 450% respectively. "Swift" mode has 3x the fire-rate but the more you hold the trigger, greater is the spread and the possibility to jam. Use short bursts.

- Weapon skins and bump-mapping from Xio Skin Pack v5.1 (by Xiovex) and Awesome Sauce Mod v1.0 (by eXim Works).

- Pistol acts according to these rules:

   * It shoots as fast as you click, but never faster than the shoot+recoil animation.
* It can't act as an automatic weapon anymore.
* If you click and hold, it chambers up to 6 bullets, which are fired when you release it, ala Robocop (unrealistic, yes, but this isn't Counter Strike). A full chamber can easily kill an Imp.
* The more bullets you chamber, greater will be the spread.
* The more bullets you chamber, slightly powerful will be each one.

- Handgrenade acts according to these rules:

   * Handgrenade button is a toggle like the flashlight.
* Low-ammo alarm is played when last grenade is dispatched.
* Removed lag to throw a grenade immediately after selecting it (interruptible draw animation).
* Grenade has a electric explosion effect, sound changed accordingly.
* If you click and hold, it will be thrown and explode on contact with anything.
* The longer you hold, greater will be its travel speed.
* If you hold it for more than 3 seconds, it explodes killing the player.
* If you click without holding, it rolls on the floor and will act as a proximity or remote mine.
* Proximity mines are activated only when it stops moving, and will keep beeping and emitting a small green light.
* Proximity mines spring and explode when any character, including the player, pass near it.
* Proximity mines self-destruct after 30 seconds.
* If you press the reload button when Handgrenade is selected, the oldest active proximity mine will be remotely detonated.
* Proximity mines detonate each other when near enough, creating devastating chain reactions.
* If you dispatch more than 5 proximity mines, the oldest active mine will self-destruct.


FEATURES NOT RELATED TO WEAPONS
===============================

- Demons' burnaway effect still occurs, but each monster body will wait a random interval between 10 and 20 seconds to disappear. Keeping the corpses forever is a bad idea since they hinder the performance (specially when piled) and can get in the way of moveable things like doors and lifts, even forcing you to reload the current level.

- Improved light effects of the projectile of some demons (namely imp, cacodemon, mancubus, hellknight and revenant).

- Particle trail for cacodemon's fireball.

- Smoke trail for mancubus' and revenant's rockets.

- Increased muzzle flash of zombie marines' weapons.

- Increased blood.

- Decals, blood, gore, ejected brass and debris stay longer (30 seconds).

- Reworked zombie security AI. Shotgun guy runs more, shield guy crouches more, among several fine tunings.

- Added smoke+sparks+scorch effect for bullet impact of commando's chaingun and zsec's shotgun.

- Now all enemy marines and commandos have bullet tracers, with appropriate whizzing sound.

- Enemies have more diversified ranks, leading to slightly more confronts between themselves.

- New weapon sounds were applied to zombies' weapons as well.

- First-person blood.

- Replaced some sounds for player death and pain.

- Other little changes that I forgot to mention, but nothing special.


RELEASE HISTORY
===============

2004.08.23 - 1.00

   - First public release.


2004.08.24 - 1.01

   - Now it installs properly (Sorry, it was a classic first-release bug).

- Grenades don't detonate on impact anymore, just by fuse expiry.

- Grenade springiness tweaked again.

- Improved gore.

- Chainsaw idle sound less noisy.


2004.08.30 - 1.02

   - Futuristic idle sound for plasmagun and BFG (barely noticeable).

- Chaingun bullet sparks with dynamic light.

- BFG explosion color matches its projectile color and it's brighter.

- BFG projectile kickback increased 8x. No damage changes.

- Grenade switches back to last weapon when thrown, and now it's a toggle like the flashlight.

- Machinegun fire sound sample got from a real USI, better suitable for this weapon.

- More pronounced blood spills.

- Decals, blood, gore, brass and debris stay longer (30 seconds).

- First-person blood.

- Brighter explosions for grenades, rockets and BFG.

- Can turn off flashlight on singleplayer with reload button (don't ask why).

- Increased muzzle flash of undead marines.

- Smarter AI procedures for undead marines, no damage changes.

- Due to sound issues, plasmagun and BFG cannot have its reloading interrupted anymore.

- Plasmagun projectile light removed due to framerate issues, explosion light reduced.

- All muzzle flashes alleviated and tweaked for better effects.

- Demons' burnaway effect delay changed to randomize between 10 and 20 seconds.

- Smoke trail for Mancubus projectile, appropriate light color.

- Rocket light increased (now it's noticeable).

- New lighting for Soulcube as well.

- Undead marine shoot sounds now are the same as the player.

- New bullet holes for shotgun and plasmagun.

- Several little tweaks.


2004.09.09 - 1.03

   - Shotgun projectiles visible (kinda spark trails).

- Shotgun brass also stays longer.

- Chaingun and shotgun brass come out rotating and with smoke.

- Interruptible reload for plasmagun (figured out how to interrupt a sound).

- Reloads interruptible also by firing, provided clip isn't empty.

- Auto reload when idle for a few seconds.

- Grenades explode on contact with anything (no bounce) when thrown with a certain amount of kinetic power (AKA held for a few moments). With a weak throw (just click), it will bounce and explode only by fuse expiry.

- Low ammo noise when last grenade is thrown.

- Removed lag to throw a grenade immediately after selecting it (interruptible "raise" animation)

- Optional grenade Halo-throw by changing the variable "HANDGRENADE_AUTOTHROW" into "weapon_handgrenade.script" file.

- Grenade glows green to help you to figure out its trajectory.

- Chainsaw glows red when attacking.

- Particle trail for cacodemon's fireball.

- BFG projectile/explosion light intensity varies according to charge.

- The more you charge the BFG, slower is its projectile.

- Flesh wound for all weapons (including BFG, plasma, grenades and rockets).

- Electric explosion effect for grenades, sound changed accordingly.

- Weapons' sound volume tweaked again; pistol isn't louder than explosions anymore.

- Several minor adjustments.


2004.09.17 - 1.04

   - Shiny skins for pistol (silver) and shotgun (graphite).

- Slightly improved bump mapping for all weapons, including fists.

- Added sparks effect for chaingun and shotgun bullet impact.

- Added wall scorch/heat effect for BFG, chaingun and shotgun bullet impact.

- Wall scorch effect radius of BFG varies accordingly to the charge.

- Added smoke+sparks+scorch effect for bullet commando's chaingun and zsec's shotgun.

- Now all enemy marines and commandos have bullet tracers, with appropriate whizzing sound.

- Removed dynamic lighting of chaingun's bullet. It causes slowdowns, is hardly noticeable, and now we have the sparks anyway.

- Enemies directly hit by BFG, plasmagun, rockets, grenades, shotgun and chaingun, have its flesh burning for a while, making smoke.

- Now enemies have more diversified ranks, leading to slightly more confronts between themselves.

- Blood and wounds somewhat polished.

- Reworked zsec's AI again, now it's noticeable:

   * Shotgun guy always runs towards the player to achieve a point-blank shoot, and now its spread is the same as the player's shotgun.
* Machinegun guy crouches and runs more.
* Shield guy stays crouched most of the time, and has more accuracy.
* Pistol guy dodges and crouches more and has more accuracy.

- I admit that the pistol is pretty useless while we have ammo for any other weapon. So it isn't automatic anymore, which actually makes it more versatile should you click fast enough.

- Even more minor adjustments.


2004.10.11 - 1.05

   - Fists alternating randomly, with right hand more often.

- Chaingun remains rotating after ammo depleted (like first Predator movie).

- True recoil for Rocket Laucher, Shotgun and BFG. BFG recoil is proportional to the charge.

- Pistol acts according to these rules:

   * It shoots as fast as you click, but never faster than the shoot+recoil animation.
* It can't act as an automatic weapon anymore.
* If you click and hold, it chambers up to 6 bullets, which are fired when you release it.
* The more bullets you chamber, greater will be the spread.
* The more bullets you chamber, slightly powerful will be each one.

- Handgrenade acts according to these rules:

   * If you click and hold, it will be thrown and explode on contact with anything.
* The longer you hold, greater will be its travel speed.
* If you hold it for more than 3 seconds, it explodes killing the player.
* If you click without holding, it rolls on the floor and will act as a proximity or remote mine.
* Proximity mines are activated only when it stops moving, and will keep beeping.
* Proximity mines spring and explode airborne when any character, including the player, pass near it.
* Proximity mines self-destruct after 30 seconds.
* If you press the reload button when Handgrenade is selected, the oldest active proximity mine will be remotely detonated.
* Proximity mines detonate each other when near enough, creating devastating chain reactions.
* If you dispatch more than 5 proximity mines, the oldest active mine will be detonated.
* Handgrenade, when thrown, doesn't switch back to last used weapon anymore (complying the few feedbacks I've received).

- Included a radar on the plasmagun LCD screen, which shows any moving enemies and NPCs. There's also a discrete beep that indicates if there's something moving, like AvP motion detector. The code and graphics were derivated from MWoody's Plasma Radar mod.

- If you try to reload the machinegun when it's already reloaded, it changes the fire-mode. "Burst" and "Sniper" are more accurate and each shoot is more powerful, 50% and 450% respectively. "Swift" mode has 3x the fire-rate but the more you hold the trigger, greater is the spread and the possibility to jam. Use short bursts.

- Added some weapon skins and bump-mapping from Xio Skin Pack v5.1 (by Xiovex) and Awesome Sauce Mod v1.0 (by eXim Works).

- Increased prox-mine throw distance.

- Chaingun spin speed accelerates while you hold the fire button, varying from 3 shoots/sec up to 12 shoots/sec. However, your average fire-rate won't be far from the original. It's clip size is indeed ridiculous, but I didn't increase it because I don't want super-weapons. Recoil and spread varies according to the fire-rate.

- Removed smoke from chaingun's ejected brass which was eating framerate.

- Fixed charge-dependant effects of BFG, recoil increased.

- Adapted and tested upon DooM3 v1.1


2005.04.20 - 1.00 for RoE

   - New shotgun effects and features were copied to double-shotgun.


REQUIREMENTS
============

- DooM 3 with Ressurrection of Evil expansion pack.

- A machine capable of running this game smoothly at least on 800x600 pixels.

- A video-card compliant hardware-wise with DirectX 9 is advisable.

- All visual effects enabled.


KNOWN ISSUES
============

- Enemy corpses may rarely act weird when thrown by explosions or shotgun blast. This is not my fault, ragdoll physics of this game aren't the best out there.

- If you're having slowdowns, try out the known tweaks and/or disable projectile lights. In addition, contact me explaining your problem thoroughly, describing your system specs.

- Avoid merging with any other mods, but if you do, make sure both mods don't change the same .def or .script files. Skin, sound and model packs should work.

- Due to code changes, when using this mod or updating its version, all previous savegames will be restarted from the beginning of the current level. To avoid crashes, always load the autosave of the levels that you saved before installing or updating this mod.

- This is a single-player mod, some features may not fully work in multiplayer.

- May not work propery without DooM3 patch v1.1


HOW TO INSTALL
==============

Unpack everything inside "d3xp" folder which lies directly below the main folder of the game.

For multiplayer, as far as I know both the server and the client have to have the same exact version of the mod.


WEBSITE
=======

Check this out regularly for updates, patches, mirrors, screenshots and more info:
http://www.geocities.com/mycelo/wem


CONTACTING
==========

Write to my Gmail account named "mycelo".


THANKS TO
=========

Martin Woodard, AKA MWoody, for kindly letting me use and modify his awesome Plasma Radar mod.
http://mwoody.com

eXim Works (Awesome Sauce), who let me include some of his creative weapon skins.
eximworks@gmail.com

Xiovex (Xio's Skin Pack), by permitting me to use his topnotch weapon skins and bump-mapping.
xiorath@gmail.com


"DISCLAIMER"
============

You can use or modify this mod as you like. I learned and even borrowed a lot of things from several other mods, thus I'm not claiming that everything here is my work. Human knowledge belongs to the humankind.


=== PLEASE GIVE FEEDBACK ===

=== USE IT AT YOUR OWN RISK ===