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  #1  
Old 03-20-2011, 09:00 AM
Marco Marco is offline
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Default KF Doom III

This mod is a port and heavily modified from Unreal Tournament 2004's Doom 3 monsters pack by INIQUITOUS (download link for that pack is dead).

This monster pack contains nearly all monsters from Doom 3 and Doom 3 RoE including a mutator to add in them to KF waves.

To activate this mutator, add "Doom 3 Monsters Mode v 0.4" to mutators (or ?Mutator=Doom3KFBeta4.Doom3Mutator in URL).
You can configure following on the mutator from Doom3KF.ini:

[Doom3KFBeta4.Doom3Mutator]
MinSpawnDelay=5.000000
MaxSpawnDelay=30.000000
This controls the time range in between how often a Doom 3 squad will be added to the game (some monsters are really though later on so don't keep it too low).

bSpawnSuperMonsters=True
There should occasionally come in boss monsters in later waves.

BossStartWaves=0.400000
The definition (in percent) when is the later waves when bosses should appear in (0 = appear since first wave, 1 = appear only in last wave before patriarch).

BossWaveRate=0.450000
How big chance there is for the later wave to be a boss wave (0 = never, 1 = always).

BossWaveReduction=0.400000
When it is a boss wave, reduce wave size of normal monsters by this much (0 = no other monsters, 1 = full wave).

BossPerPlayerHP=0.400000
This adjusts the additional health percent bosses get per additional players to 1 (0.0 = no additional health, 1.0 = double the health for each player).

bAddSentryToTrader=True
This will add sentry bot to trader, HOWEVER if you run other mutators that replace shop items this may break those. So disable this one in that case and add Doom3KFBeta4.SentryGunPickup to the buyables list of those other mutator/s.

LargeMaps=SomeMapFileName
Can be used to define which map/s are large ones (you can add multiple of these lines).

LargeBosses=XXX
Large boss classes (only to be spawned on large maps).

NormalBosses=XXX
Normal boss classes (to be spawned in any maps).

MonsterClasses=XXX
Monster classes to be spawned throughout the game, they appear in that order they are defined in the list.

PatReplacement=XXX
Optional replacement for Patriarch on small sized maps (can be any of the doom 3 monsters), multiple lines can be used to randomize.

LargePatReplacement=XXX
Optional replacement for Patriarch on large sized maps (can be any of the doom 3 monsters), multiple lines can be used to randomize.
[Doom3KFBeta4.Sentry]
HitDamage=7
Sentry bot's per hit damage from his chaingun.

SentryHealth=250
Total amount of hitpoints the sentry bot has.
Note: this version is still a BETA, some monsters may need some balancing and tweaking yet.

Screenshots
None yet.

Download links (chose one)
Full download - Download this version if you don't have this mod before and you want everything needed to play it.
Patch download - Download this for the only modified files which will patch on to old version.
Ragdolls data only - Download this for supporting ragdolls only (so that you can see them when joining an online match).

Version history
Beta 4.0:
- Added sentry bot which can be purchased from the trader (a robot which will follow you around and aid you in the combat).
- Tweaked the monster balancing.
- Changed so Archvile/Hunter berserk/Hunter helltime does fire damage (thus putting you on fire).
- Changed that Hunter berserk is not invulnerable in any other parts of his body, his weakness is only his heart now.
- Added ragdolls (not all of them were able to get one because of bugs in UnrealEngine 2 karma support).
- Updated mutator so you can chose what monster classes to use and you can optionally chose what maps are large maps where only large bosses spawn in.
- Added hi-res skins which were made by [WPC]Hemi.
- Fixed glitch where wave would get stuck if spawn delay was set to too low.
- Improved headshot detection.
- Fixed so that you gain headshot kills on your perks when your last killing blow on the monster was a headshot.

Beta 3.0:
- Added bosses Berserk Hunter and Invulnerability Hunter.
- Added option to change bosses per player health scaling.
- Fixed some broken animations/FX on Maledict.
- Made some bosses like Cyberdemon/Helltime Hunter/Vagary get harder when they run low on health.
- Gave monsters ability to teleport if they are stuck and can't find player (eg: AI path is too small to use for the large monsters.

Beta 2.0:
- Released to public.

Credits
[WPC]Hemi for the hi-res skins.
INIQUITOUS for the original UT2004 mod.
Id Software for the original game.
Anyone else for testing this mod and giving me feedback and suggestions.

Want more challenge for a 30-player server?
Download hard mode mutator here, it'll give legendary stats for the doom 3 monsters.

Last edited by Marco; 07-08-2012 at 10:14 AM. Reason: Update
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  #2  
Old 03-20-2011, 09:48 AM
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Yin Yin is offline
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Wow thanks, even though the models hardly fit into KF it adds some nice variation into it. +1
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  #3  
Old 03-20-2011, 09:56 AM
Trololololololololololo Trololololololololololo is offline
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I like it, its great for me to have new monsters, il take further testings soon, in my opinion its the best mutator/mod i have seen for KF, thank you Marco.

Here is a video of all D3 monsters, for people that dont know them yet (me)
YouTube - all monsters of doom 3 and doom 3 roe

I was going to take screenshots but my KF is lowest graphics and makes everything look bad, but here is just one to have an idea of what this mod is, just dont judge the quality, and thank you Inquitious!



Btw, i hope you bring the "awfully powerfull" monsters, i would REALLY enjoy enemies like those, the Fleshpound doesnt scare me anymore, i need something bigger, faster...

Please keep developing.

Last edited by Trololololololololololo; 03-20-2011 at 02:56 PM.
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  #4  
Old 03-20-2011, 10:44 AM
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braindead braindead is offline
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Great job Marco, have been waiting for you to release this. Well worth the wait
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  #5  
Old 03-20-2011, 11:25 AM
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halbridious halbridious is offline
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very nice, thank you. Will post feedback later. Thanks for including mutator customization in this one, i always appreciate that level of control
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  #6  
Old 03-20-2011, 12:46 PM
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slavek slavek is offline
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Very nice Marco. Also if you need any resources, I have all of INIQUITOUS' mod packs backed up on my HDD.
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  #7  
Old 03-22-2011, 12:22 AM
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Slappy Cromwell Slappy Cromwell is offline
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Fantastic work as always, Marco. Honestly, it's really quite amazing to see something like this in KF.

Don't know if this would be of any interest, but I recorded a video of the mutator for myself:
YouTube - Killing Floor - Doom 3 Monsters Mutator
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  #8  
Old 03-22-2011, 12:31 AM
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DarkLiberator DarkLiberator is offline
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Epic win, downloading now.
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  #9  
Old 08-23-2011, 02:22 PM
DoDS DoDS is offline
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Marco, can you make mutator only sentry bot?
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  #10  
Old 12-01-2011, 05:34 AM
jippo jippo is offline
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Any way to earn money when you kill an enemy?
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  #11  
Old 12-01-2011, 06:18 AM
FluX FluX is offline
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Quote:
Originally Posted by jippo View Post
Any way to earn money when you kill an enemy?
This would mean making a new gametype I think. Not suer if it's in the specimen itself of the gametype saying to add this score when this specimen has been killed.
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  #12  
Old 12-16-2011, 09:26 PM
pauleigee pauleigee is offline
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Marco you never seise to blow my mind, thank you man. This mod is awesome!
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  #13  
Old 12-17-2011, 12:30 AM
Gooblaster Gooblaster is online now
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Does anyone have the problem of the Doom 3 bosses not spawning? They dont seem to be spawning for me after the update..
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  #14  
Old 12-27-2011, 03:21 PM
Gooblaster Gooblaster is online now
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Bump for awareness -

Does anyone know the problem?
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  #15  
Old 12-27-2011, 06:01 PM
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halbridious halbridious is offline
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have u tried updating hte frequency of their appearance to 1 and the waves to like, 10% of normal zed count? Then make the "first wave it can spawn" wave 1. Now it HAS to spawn and if it doesn't u know its busted
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  #16  
Old 12-27-2011, 08:29 PM
Gooblaster Gooblaster is online now
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Quote:
Originally Posted by halbridious View Post
have u tried updating hte frequency of their appearance to 1 and the waves to like, 10% of normal zed count? Then make the "first wave it can spawn" wave 1. Now it HAS to spawn and if it doesn't u know its busted
Yup, i tried setting boss spawn wave to 0.1(1st wave) and boss spawn rate to 1.0 (100%). Wave reduction is set to 0.9 (90%). Mobs are reduced but no bosses spawn
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