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Privay Policy Update

We’ve updated the Tripwire Privacy Notice under our Policies to be clearer about our use of customer information to come in line with the EU General Data Protection Regulation (GDPR) rules that come into force today (25th May 2018). The following are highlights of our changes:

We’ve incorporated the relevant concepts from the GDPR including joining the EU and Swiss Privacy Shield framework. We’ve added explanations for why and how Tripwire processes customer data and the types of data that we process, as well as information about your data protection rights.

For more information about our privacy practices, please review the new Privacy Policy found here:
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Forum Rules

  • Items changed, or highlighted for future attention, on 20 July 2013 are highlighted in yellow.

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    5. Linking to posts on other forums related to ANY of the above, whether you are the originator or not, without exception.[/COLOR]
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Netiquette: Written text has no inflection, and, as such, you should be careful how you write your messages as interpretation will vary from person to person. Please take advantage of the built-in emoticons to add such expression to your words. Please remember the golden rule: to treat other forum users the way you would like to be treated. Please use common courtesy, and enjoy using Red Orchestra's forums
[COLOR=darkred]Offensive material
The following is a list of some things that MAY be considered "offensive" by the moderators and the team. This is NOT an exclusive list and it does depend very much on context.

Crossing the line into "offensive" territory is likely to get you asked to change your name, sig or avatar or to withdraw/delete posts. This will be done politely by the moderators. If you refuse to comply further action WILL be taken once started, ultimately leading to banning from the forums.

A key point: please attempt to use your brains. What is mild humour to you may well be deeply offensive to others. While we have no intention of acting as politically-correct "thought police", we are on the lookout for those things that can cause offense and, in some cases, are actually still illegal in some jurisdictions.
  1. Names recalling notorious war criminals or personalities.
  2. Names recalling atrocities and war crimes in general, or units with particularly odious histories.
  3. Use of obscenities and expletives.
  4. Blatant racism, mysogynism or many other "ism"s.
  5. Use of symbolism and regalia recalling Nazism or Fascism; this does not include pics of soldiers who happen to have such symbols on their uniform, unless we feel this has been done to provoke. Please note that many Nazi symbols (including the Swastika) are still illegal in Germany and other countries and considered deeply offensive by many Europeans.
  6. Use of symbolism and regalia recalling Stalinism.
  7. On both the previous two, the moderators' views on the intention and impact of use of such symbols will be final - not yours. Please be understanding if you are advised to change something.
  8. In general, if a sig/avatar represents your allegiances in-game and is clearly "in part", it is likely to be fine; if the moderators feel you are trying to demonstrate unpalatable political allegiances, or to use it in an attempt to ridicule or provoke others you WILL be asked to change it. RO is NOT the place to make any extremist political statements of any kind.

So people get the idea, some examples that would be considered offensive, numbered as above:
  1. "Hitler", "Beria"
  2. "NKVD Blocking Detachment", "Einsatzgruppen"
  3. This one should be pretty obvious...
  4. So should this - and it includes calling all Germans "Nazis" and all Soviets/Russians "Commies". It got boring 50 years ago, so stop it.
  5. Use of swastikas, fasces, SS-runes and so on for the Axis.
  6. There is actually very little overt symbolism from the Stalinist era; the hammer-and-sickle isn't offensive per se.

A simple rule-of-thumb: many Europeans find Nazi symbolism of any sort offensive; many Americans still find Soviet symbolism offensive. Engage your brain before using.

Final Note: this is NOT open to debate, so please do NOT start whining and moaning if a moderator asks you to change something. They will advise at first, giving reasons, then, if you take no notice, they will step up the pressure through to banning.
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  • 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:

    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).

    There should occasionally come in boss monsters in later waves.

    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).

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

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

    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).

    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.

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

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

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

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

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

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

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

    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.

    [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, 10:14 AM. Reason: Update
    Originally posted by HuNteR-
    Sadly no, we can't do anything about it, fools like Marco will always exist, and with no one with power pulling strings, its a lost cause.

  • #2
    Wow thanks, even though the models hardly fit into KF it adds some nice variation into it. +1


    • #3
      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, 02:56 PM.


      • #4
        Great job Marco, have been waiting for you to release this. Well worth the wait


        • #5
          very nice, thank you. Will post feedback later. Thanks for including mutator customization in this one, i always appreciate that level of control
          How2 Install Mutators (a newbies quick guide):

          DON'T DIE


          • #6
            Very nice Marco. Also if you need any resources, I have all of INIQUITOUS' mod packs backed up on my HDD.

            Greater Good Games


            • #7
              This is pure awesome! Well done Marco. All we need is some good old D3 Maps to hop around in. Im up for recreating assets for sure . I think a SP map would go great but I was also a huge MP fan, so Edge, Frag Chamber or Delta Labs would be awesome.


              • #8
                Marco, I applaud your genius and then some. Thank you for making my crummy day end so well by releasing this. I will surely be having fun myself with this so badly. I've been looking forward to trying this out for quite a while now. Keep up the good work.


                • #9
                  Some screenshots :

                  These are just a few screenshots , i have made tons of them while i was speechless and truly amazed .
                  Endless kudos for you Mr. Marco .
                  This ---> [IMG][/IMG]


                  • #10
                    Marco, well done. Running the mod on my server if anyone is looking. Central US based.

                    I take it back Marco, it is exceptionally well done. Another fine release good sir and it makes me giddy that it is still a beta.
                    Last edited by BulletMorgue; 03-21-2011, 02:41 AM.
           Killing Floor home of the A:IS2:hole.


                    • #11
                      Originally posted by BulletMorgue View Post
                      Marco, well done. Running the mod on my server if anyone is looking. Central US based.
                      The same IP as in your signature, I presume?

                      I used to have a pointless signature, but those days are past.


                      • #12
                        Need help

                        I am having a issue with this mod. I am also have the same issue with the x-mas zed mod. The creatures will not display at all! I can select the Doom mod and configure but the skins don't show up at all. I have a pathetically weak system so I keep the effects toned down, could this be the problem? I did a search and found nothing on the topic. Any help appreciated.
                        If it is weak, kill it or ignore it. Anything else honors it.


                        • #13
                          Mr Timur , this is the big one i told ya :

                          Shame that i couldnt take more screens due it killed me in 1 and half slash :P
                          This ---> [IMG][/IMG]


                          • #14
                            I dont know, that reeeeally tall one when we exited the tunnel was pretty big I don't know which one's bigger

                            I used to have a pointless signature, but those days are past.


                            • #15
                              This ---> [IMG][/IMG]