Author Topic: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] V2.7 UPDATE!  (Read 24545 times)

Offline Raffine52

  • Raptor
  • ***
  • Posts: 128
  • T:REP 524
  • HEAVEN OR HELL, DUEL 1, LET'S ROCK!
    • View Profile
Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] V2.4
« Reply #40 on: January 02, 2020, 03:10:01 AM »
Happy New Year. Here comes a new Hotfix Release for the mod itself and some of it's addons with some changes. (V2.3.3)

Plasma Rifle's Alt Fire was untouched after the overhaul update last year, making it where the randomized Damage can rip the crap out of the enemies faster than the main fire mode could. This has been fixed.
Miles Spit Shot now goes a little bit faster.
Buffed the Emaciator's Main firing Mode.
The Mech Raptor is now armed with Energy Rounds upon spawn.
Replaced one of the Help Screens now that the Plasma Cannon is in the mod.

MP Weapons:
Fixed the Inflator firing way too slow.

MP Weapons and Disable Extra Weapons:
The Mech Raptor is now armed with the Flare Gun and some Energy Rounds. In the last version, He was armed with nothing.

EDIT:

V2.4 has been released. Some more content has been added and some changes, As a holdover for the Turok 3 Weapons in Doom Overhaul that is still being worked on.

The First Three Ammo types (Bullet, Energy and Explosion) all have new ammo pickup types with Different Looks and Ammo given upon pick up, giving in more eye candy in terms of appearances.
Removed the leftover Turok 1/Turok 2 Ammo Types.
The Ammo Packs now has some changes:

- Normal Ammo Pack: You now get 100 Energy Rounds instead of 50.
- Super Ammo Pack: Picking it up now refills your Bullet, Energy and Explosion Ammo to full, just like the 'With a Nuke' Version.
- The Biggest change though, is that the Bullet, Energy and Explosion Ammo Packs are now Items. Once you pick one up, It will be in your Inventory. When the time comes to refill your ammo, Just select it, use it, and that ammo type will be refilled to full. You can only hold one of these at a time (So you can't hold like 10 Bullet Ammo Packs), But it's good when you are running low on ammo for that ammo type. Because of this, The Ammo Packs of the Ammo Types now spawn at rare chances. This was done to fix the problem of one picking up an Ammo Pack of that Ammo type when you are full on ammo, basically wasting it.
- The text like this: (Your ammo has been refilled by half) has been removed.

Turok 1 Tal-Set and Turok 2 Joshua Fireseed now start with their melee weapons from their games (Knife for Turok 1, and Talon for Turok 2) instead of the Warhammer as it was in V2.1. If they die while holding these, they will drop the Warhammer instead.
All Weapons are tagged, so the names are now 'Weapon Name' instead of 'TKRW Weapon Name'.
Fixed the Claw Weapons playing the Doom Pickup Sound upon picking them up.
Buffed the Boomerang a little bit.

Download: https://mega.nz/#!bUNiXCLA!0-aafClHW6D6LsfbWkxqy6kYAcxhlK87w76WhCIWbVA
Download (Addons): https://mega.nz/#!LVViGIha!Z4B8V3mKg_dU0o9vGT_2fSfWTO0YJWeOYN45rdr-oJU
Download (MP): https://mega.nz/#!mNECBKyb!qZTaCXp312z7Eah8dKRb_eoqZnEe86PS9akscHx5Kk0
« Last Edit: February 03, 2020, 01:25:36 AM by Raffine52 »

Offline Raffine52

  • Raptor
  • ***
  • Posts: 128
  • T:REP 524
  • HEAVEN OR HELL, DUEL 1, LET'S ROCK!
    • View Profile
Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] V2.5.2
« Reply #41 on: February 26, 2020, 07:09:42 PM »
V2.5 has been released. A Bug Fix release, to fix some annoying issues, But also adds in some things too.

Fixed the War Club and Symbiont having Doom's Voice. The Former also starts with the Shotgun, to boot.
Splited the Characters from one actor file to their own files, so that way addons only has to touch a little bit of the base mod's files and to make things easier.
The Boomerang, for the longest time, was a monster in Deathmatch as due to the randomized damage, it can one-shot kill a player almost all the time. It was so powerful that when you have it, it makes all the other energy weapons completely obsolete once you master it. the randomized damage was taken out and the damage was nerfed, taking the weapon out of it's game breaking state.
Engineer, Pyro, Medic and Spy are now enabled as selectable characters. All of the TF2 Cast should be in!
Scout now starts with just one Mag 60 instead of Two.
Removed more leftover Turok 1/Turok 2 Weapon SFX.
The Game Weenie is now a selectable character.
Nearly all the melee weapons is given their randomized damage back.
When playing as Joshua Fireseed (Turok 2), Picking up the Berserk Pack will now give you the War Blade.
Fixed the Swing Power Not Find Error Message popping up when using T1's Knife.

A new addon has been released for the Addon Pack. It is called 'Turok Characters only'

This Addon makes it so only Characters that come from the Turok Series can be selected. It also removes the Three Frag Tag Characters when this Addon is used.

EDIT: 2.5.1 has to be released to fix one issue:

Fixed the Map Revealer Core being overwriten by the War Blade sprites.

EDIT2: V2.5.2 is released. While you are all waiting for a Turok 1 Alpha Weapons Add-on Update, Here's a quick update. It's been a while, Haven't it?

The War Blade is now tagged.
Fixed one of the Energy Round Pickup Actors being overwriten.
Removed the Alt Fire from the Akimbo Mag 60s.

Download: https://mega.nz/file/SRdFGSRA#23VMJ5SsCJatRHN97tHy_R5eeF9nKpr5iAREdfF6t3E
Download (Addons): https://mega.nz/file/XFdhyaqK#DPOPlpCjxjaxEvMSCv-RELidBkuUqFj5TIe-Yp9cfCE
Download (MP Addon): https://mega.nz/#!qdNwQQTY!tmcDnx7YXurDB4j338eSSymyOpWjetq_pRNadMLfwdE
« Last Edit: April 03, 2020, 01:19:36 AM by Raffine52 »

Offline Raffine52

  • Raptor
  • ***
  • Posts: 128
  • T:REP 524
  • HEAVEN OR HELL, DUEL 1, LET'S ROCK!
    • View Profile
Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] V2.6 UPDATE!
« Reply #42 on: July 25, 2021, 02:41:25 AM »
After a One Year wait, V2.6 Finally sees it's long-awaited release! This Version brings in some guest characters, and some changes with them. It's not just them, too: Some changes to the base mod itself are also made.

The Hyperdimension Neptunia, Castlevania (Both of Which are unused for a while anyway) and Fairy Fencer F Characters has been removed. (Fun Fact: The Persona 1 and Castlevania Characters were added during Development for V2.6, but they are removed before the Final Release due to my Interest in these series drying out at the time).
Fixed the Emaciator's bobbing being screwed up.
Added a Intermission picture and music. In Turok Rage Wars's case, It's the same music and picture as before.
The Mod's name is now shown while GZDoom/Zan is loading up.
The Console now has a custom background.
Turok 1 Tal-Set and Turok 2 Joshua Fireseed now start with their Pistols from their games instead of starting with the Mag 60. If they die while holding these, They will drop a Mag 60 instead.
Knife, Talon and War Blade now use the updated sprites.
The Mod now has a new Logo. This, however, only changes the 'M_DOOM' Graphic, As the title and Console Background will still show the old logo.
Added Prisoner 849 and UT Soldier to the roster.
If Any Character outside of Rage Wars/TF2 grab the Ammo Packs and use them, They will be given a Special weapon for it. Just like with the Pistols, If they die while holding these weapons, They will drop a weapon that is based off of that weapon type they are holding. But yeah, The Easter Egg weapons make a return, although limited to only one class.
Although nothing to do with the mod itself, the 'Easter Egg Weapon Found' lines in the 'Sndinfo' file has been removed.
Updated the Character Lore.
You can no longer give yourself weapons outside of Rage Wars and the custom weapons based off of that game via using 'IDFA', 'IDKFA', 'give weapons' or 'give all'. Typing in 'give everything' will still grant you these weapons, though (This is due to Engine Limitations).
All Items are tagged, so the names are now 'Name' instead of 'TKRWName'.
All of the Weapon Icons has been updated.
The Mech Raptor's Plasma Arm Cannon now has unlimited ammo.
Updated the Credits screen.
The Super Ammo Pack With a Nuke inside it's text has been changed so it says 'Super Weapon' instead of 'Nuke'. On top of that, It's more likely to spawn. Due to this change, The Nuke no longer spawns by itself, Due to the Guest Character's own Super weapons.
The Frag Tag Characters are now made unselectable (Due to the fact that when using Random select, there's a chance you might end up as one of them, which can leave you a easy target). They are still in the mod, though.
When Turok 2 Joshua dies while holding the War Blade, He will drop the Warhammer instead of dropping nothing.
Nerfed the Flare Gun's Alt Fire by making it's damage non-randomized.
Added the Weapon Lore, but it is unfinished.

I also updated the addons to reflect the V2.6 Changes, and I also made a new addon for players who want only the weapons from Rage Wars and it's custom weapons called 'Disable Guest Character Weapons'.

Download: https://www.mediafire.com/folder/3bt9tmdxuudyf/Turok_Rage_Wars_Weapons_in_Doom
« Last Edit: July 25, 2021, 02:57:56 AM by Raffine52 »

Offline Raffine52

  • Raptor
  • ***
  • Posts: 128
  • T:REP 524
  • HEAVEN OR HELL, DUEL 1, LET'S ROCK!
    • View Profile
Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] V2.7 UPDATE!
« Reply #43 on: November 07, 2021, 03:21:54 PM »
V2.7 has been released. More Content Improvements on the Guest Characters and a few base mod changes. Originally this was going to be a update that finally goes back to focusing on the base mod itself, but I decided to push it for later. But hey, At least it wasn't stuck in Development Hell!

Akimbo Mag 60s are now part of the Mag 60 weapon instead of being a standalone weapon now. When picking up another Starting Pistol (That looks like a Mag 60), You can switch between a Single and Two Mag 60s at any time. While holding two of them, You can't use the Alt Fire: You have to make sure you are holding just one for the Alt Fire to be usable. Turok 1/Turok 2/UT also gets Akimbo Versions of their starting pistols, while Unreal 1 gets just Bullet Rounds, since he can't akimbo at all.
When I updated Turok 2's Weapons into their up-to-date versions, I pretty much forgot to update the Talon and War Blade, which not only they are still using the outdated sprites, but they also felt really slow to use. Pretty much a Big Oopsie from me! This has been fixed. Now they use the current updated sprites and are much faster to swing.
Buffed the Minigun again so it does 8 damage per shot, because having 6 damage per shot was just too weak and was suited for a slower-paced game like Rage Wars.
The Claw Weapons has been removed from the spawners.
Talon's Damage Boost under the effects of Berserk has been given to the War Blade.
The Instagib Plasma Rifle has been changed to High-Powered Plasma Rifle. It does 500 Damage if you can score a hit instead of being a 'I win' weapon.
Moved all of the weapon actors into their own folders to make development for upcoming updates much easier.
Uzis can no longer spawn in spots where the pistol would spawn.
Custom Weapon Bobbing has been added for some weapons to prevent sprite cut-off when playing in 4:3 Ratio... almost.
Changed up and added in a few sound effects, some of which are unused sounds left in the ROM.
Updated the Character Lore.
« Last Edit: November 07, 2021, 03:22:45 PM by Raffine52 »

Offline johnwilliam

  • Iguana
  • *
  • Posts: 1
  • T:REP 3
    • View Profile
    • https://rodeopoker.net/review/kaboom-slots-casino/
Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] V2.7 UPDATE!
« Reply #44 on: April 25, 2022, 10:37:12 AM »
Doom has been a popular action game since its release in December of 1993. In it, you are a marine on an alien-infested space ship; your mission is to kill everything that moves. Turok Rage Wars is an entertaining first person shooter for Nintendo 64. It has high-speed action and some good graphics, though it has been criticized for its short length and lack of a kaboom slots multiplayer mode. Doom was developed by id Software and was published by Williams Interactive.

Offline Dinomite

  • Chronoscepter
  • ******
  • Posts: 3166
  • T:REP 9585
    • View Profile
Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] V2.7 UPDATE!
« Reply #45 on: April 25, 2022, 12:51:14 PM »
Doom has been a popular action game since its release in December of 1993. In it, you are a marine on an alien-infested space ship; your mission is to kill everything that moves. Turok Rage Wars is an entertaining first person shooter for Nintendo 64. It has high-speed action and some good graphics, though it has been criticized for its short length and lack of a kaboom slots multiplayer mode. Doom was developed by id Software and was published by Williams Interactive.
Fuck off, spam bot.

The most hated person on the internet.

 

SimplePortal 2.3.6 © 2008-2014, SimplePortal