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Turok Games => Turok 2 Seeds of Evil => Turok 2 Seeds of Evil Modding/Mapping => Topic started by: Duke64 on September 02, 2017, 04:06:38 PM

Title: Turok Lives Again Mod
Post by: Duke64 on September 02, 2017, 04:06:38 PM
(https://i1.wp.com/turoksanctum.com/wp-content/uploads/2017/09/turoklivesagain.png?w=1280&ssl=1)

Turok Sanctum Post and Download go here: https://turoksanctum.com/turok-lives-again/

Turok lives again and this time takes on the dark side. This is a mini beta v0.1 mod that I will update in the future. It features a Tommy gun and a Doombuilder version of Blood One Unit Whole Bloods level 1 "Cradle To Grave". For those who don't know. In the game "Blood One Unit Whole Blood" the main character Caleb says "I live Again" When you start in level 1, and I've made it so when you pick up the Tommy it says that. This mod was inspired by the game Blood. One of my all time favorite games. And with Kaiser possibly working on Blood ex I'm more hyped. So what we have here is a quick action packed mod with just minor things for now.

This mod features a Tommy gun and a level from Blood that was remade in Doom (no room over room differences)

Updates coming soon:

I will definitely be updating this mod with more things and of course polishes to existing, I'm aware several things are not perfect. I may want to add some WWII style levels and some Chicago style mafia levels (if possible) to cope with the Tommy Gun more. But its mostly headed in a Blood direction. Keep in mind I've only worked on this a few hours spread out on about 4 days. Enjoy for now.

Behemoth and I test playing it in raptor fest.




Update V1

(https://duke64nukem.files.wordpress.com/2017/10/20171006185106_1.jpg)

-1 new single player map. Just press start game as if you are starting the game normally. Collect feathers to unlock some doors and progress other ways also. (Nothing will tell you what feather goes to what but it shouldn't be hard. There is only 3 doors that unlock by feathers. Turn off death cinematics. If particles flicker use "r-useocclusionquery 0" before starting the map.

-Custom intro

-Custom ending Cinematic upon beating the level

-Custom Credits

-2 new MP maps

-Old school Blood mp map "Bodies"

-MP version of the new SP map "B464dm"

-Another new map: "Pennywise" cut for now

-New ammo balances to the Tommygun - so we can't spam the weapon on the sp map.

-Primagen added - resourced Primagen thanks to Behemoth Programmer

-Queen Boss Normal Enemy - Thanks again Behemoth Programmer

(https://duke64nukem.files.wordpress.com/2017/10/20171004143102_2.jpg)


Too much to type but hey it went from v0.1 to v1 for now enjoy. It was really fun making.

Turok Sanctum Post and V1 Download go here: https://turoksanctum.com/turok-lives-again/

Title: Re: Turok Lives Again Mod
Post by: Rok on September 02, 2017, 04:36:44 PM
Awesome downloaded and going to play now :)
Title: Re: Turok Lives Again Mod
Post by: Duke64 on September 02, 2017, 11:18:11 PM
Awesome downloaded and going to play now :)

You start with the weapon on full ammo so you could potentially use it anywhere even sp. There just isn't any pickups in sp yet so you have one clip for now heh. I'll update a few of the levels with ammo. Since Turok separates the levels out in multiple levels I could just add them in certain spots and only use like 4 small maps. Tommygun was also added in the mp map Caverns on this kpf.
Title: Re: Turok Lives Again Mod
Post by: Spartan on September 03, 2017, 11:10:29 AM
Really impressive Duke! Im going to try it:D
Title: Re: Turok Lives Again Mod
Post by: ひまわりくん on September 03, 2017, 11:48:18 AM
Is there a reason why enemies don't spawn in raptor fest?

I tried to play it, but no enemies spawned.
Title: Re: Turok Lives Again Mod
Post by: Mon-Ark on September 03, 2017, 02:03:06 PM
Blood EX might be happening?! wow so happy to hear that, specially considering the only retail version available now is  just the Rom with DOSBOX slapped onto it.
Title: Re: Turok Lives Again Mod
Post by: Rok on September 03, 2017, 04:52:17 PM
Is there a reason why enemies don't spawn in raptor fest?

I tried to play it, but no enemies spawned.

Are you double sure you chose raptor fest mode? Its working fine for me :)
Very cool mod in such short time like the idea of more levels in that style.
Title: Re: Turok Lives Again Mod
Post by: ひまわりくん on September 03, 2017, 06:30:08 PM
Is there a reason why enemies don't spawn in raptor fest?

I tried to play it, but no enemies spawned.

Are you double sure you chose raptor fest mode? Its working fine for me :)
Very cool mod in such short time like the idea of more levels in that style.
I'm an idiot, please pardon my stupidity.

Title: Re: Turok Lives Again Mod
Post by: Duke64 on September 03, 2017, 11:21:54 PM

I'm an idiot, please pardon my stupidity.



You're not an idiot hehe, why just tonight I was going back and forth because this other mod I'm working on kept crashing. Turns out I had two kpf mods at once xD my own fault. Well nice video good quality! I added you into my featured channels list hehe. Thanks for playing all enjoy. More is to come here this will expand and other mods 
:turok:
Title: Re: Turok Lives Again Mod
Post by: Jay Doomed on September 05, 2017, 12:13:09 PM
Really cool! I also hope to see more levels nice job just played and shared pics on steam love it.
Title: Re: Turok Lives Again Mod
Post by: Badger on September 06, 2017, 05:14:55 PM
I really love where you're going with this. The gun is a nice touch :P
Title: Re: Turok Lives Again Mod
Post by: Duke64 on September 08, 2017, 11:10:51 PM
I really love where you're going with this. The gun is a nice touch :P

Thanks mate I'm definitely going to add more to this one as time goes on also and keep up the good work yourself ;)

News(not update yet):

I have a second map made here from scratch on Doom using Blood textures. And in Turok 2 already

I won't update this until I have two maps to update with I've already started the third map. So should be quite soon. Some pics of map 2.

(https://duke64nukem.files.wordpress.com/2017/09/20170908182644_1.jpg)

(https://duke64nukem.files.wordpress.com/2017/09/20170908185109_1.jpg)

(https://duke64nukem.files.wordpress.com/2017/09/20170908185411_1.jpg)

(https://i.imgflip.com/1vjzmd.gif) (https://imgflip.com/gif/1vjzmd)via Imgflip GIF Maker (https://imgflip.com/gifgenerator)
Title: Re: Turok Lives Again Mod
Post by: Rok on September 09, 2017, 03:21:23 PM
I love thst clown face nice job dude keep it up!
Title: Re: Turok Lives Again Mod
Post by: Duke64 on September 10, 2017, 12:51:55 AM
I'm going to show some pics of making the map in Doom builder first this time. Then we can see it transfer to T2 :) I made this map in about 4 hours and that even surprises me! Anyways these certain Blood textures remind me of Doom 64.

(https://duke64nukem.files.wordpress.com/2017/09/b4646.jpg)

(https://duke64nukem.files.wordpress.com/2017/09/b4641.jpg)

(https://duke64nukem.files.wordpress.com/2017/09/dbt.jpg)

This will be added into this mod shortly when the map is done then I port it to T2! Blood has good scenery it changes a bit different styles I love it. I'm just motivated and having good times :)
Title: Re: Turok Lives Again Mod
Post by: Duke64 on September 10, 2017, 02:48:00 AM
Sky ceilings in doom are illusions, so levels they have to go in blender first and be cleaned up for a few reasons. First remove any sky ceiling surface, for any "transparent" texture some kmat edits are needed for them that's the general. Here's an example of what happens to your model without editing all of the sky surfaces on the level model hehe xD

(https://duke64nukem.files.wordpress.com/2017/09/b46411.jpg)
Title: Re: Turok Lives Again Mod
Post by: Rok on September 11, 2017, 06:16:10 PM
Looks real cool. Random question. Will the Doom version work also or you just building the new level shells there?
Title: Re: Turok Lives Again Mod
Post by: Duke64 on September 12, 2017, 01:07:09 AM
Looks real cool. Random question. Will the Doom version work also or you just building the new level shells there?

This will answer that question ;)

Title: Re: Turok Lives Again Mod
Post by: Jay Doomed on September 12, 2017, 01:41:31 PM
Oh shit make it work for both games. Nice :)
Title: Re: Turok Lives Again Mod
Post by: Duke64 on September 17, 2017, 06:08:35 PM
Lots of updates to that map above. All of the gameplay is set on Doom and its almost time for me to bring it to Turok 2 and create some gameplay in it next. In the meantime I brought over a very popular bodies dm map from Blood. And its already ready to go. So a few maps are coming in the next update.

Brownie points if you know what map it is.

(https://duke64nukem.files.wordpress.com/2017/09/20170917135142_1.jpg)

(https://duke64nukem.files.wordpress.com/2017/09/20170917133252_11.jpg)
Title: Re: Turok Lives Again Mod
Post by: Jay Doomed on September 18, 2017, 03:56:40 PM
Revenant saw the post first but its a bloodbath map called Bodies. and can't wait to play that :)
Title: Re: Turok Lives Again Mod
Post by: Duke64 on September 24, 2017, 01:51:53 AM
The level is going real good i didn't want to say it too soon. But this latest level is going to also be SP. So there will be a mp version and a sp version two different files for the maps. A for the SP with help from Behemoth there is even more extras like the Primagen "normal boss" to replace the Cyberdemon boss from Doom. I'll release both soon. The Doom version of this level and the Turok 2 version. This is crazy!

(https://duke64nukem.files.wordpress.com/2017/09/20170923213153_1.jpg)

So the Primagen is actually stronger than the Cyberdemon folks he takes more hits xD I think the Primagen would only struggle against the Cycloid from DN3D. The Cyber Demon is too stiff to keep up with the movements of the Primagen. But the Cycloid from DN3D fires with movement at a faster rate. Primagen vs Cycloid would be an ultimate battle I' will make the photshoop. But the Primagen is really smart is one thing that gives it an advantage.
Title: Re: Turok Lives Again Mod
Post by: Rok on September 24, 2017, 11:45:09 AM
That's going to be really cool! Talking about boss battles against eachother sounds fun lol. Primagen!
Title: Re: Turok Lives Again Mod
Post by: Duke64 on September 24, 2017, 02:32:30 PM
That's going to be really cool! Talking about boss battles against eachother sounds fun lol. Primagen!

Yeah that's just for fun though talking about those battles. I'm going to make a photoshop image Primagen vs other boss. Anyways, yeah this level is moving quite fast should be updating soon :)
Title: Re: Turok Lives Again Mod
Post by: Jay Doomed on September 25, 2017, 12:19:18 PM

(https://duke64nukem.files.wordpress.com/2017/09/20170923213153_1.jpg)


I'm liking the colors I see it reminds me of Doom 64 color. Level looks bad ass can't wait to play it on Doom and Turok 2:) Nice the Primagen cool that he will be in the map to replace the cyberdemon part.
Title: Re: Turok Lives Again Mod
Post by: Duke64 on October 05, 2017, 12:23:54 AM
I had to do it :)

(https://duke64nukem.files.wordpress.com/2017/10/20171004201905_1.jpg)
Title: Re: Turok Lives Again Mod
Post by: Rok on October 05, 2017, 03:08:57 PM
Froot stripes in Bloody Turok Doomland xD
Title: Re: Turok Lives Again Mod
Post by: Duke64 on October 07, 2017, 02:32:00 AM
Huge update :) all info has been added to the original post. Download has moved from V0.1 to V1 so look for v1 stuff on the op.

The download can easily be found by following the original link also you will see it v1. https://turoksanctum.com/turok-lives-again/

(https://duke64nukem.files.wordpress.com/2017/10/20171006185342_1.jpg)

(https://duke64nukem.files.wordpress.com/2017/10/20171006164239_1.jpg)

(https://duke64nukem.files.wordpress.com/2017/10/20171004142128_1.jpg)

Try playing Raptorfest at least to 50.

(https://duke64nukem.files.wordpress.com/2017/10/20171006185706_2.jpg)
Title: Re: Turok Lives Again Mod
Post by: Rok on October 07, 2017, 01:26:23 PM
Wow this was really fun! Love the Queen and Primagen. That was cool in raptor fest. The level was really good. Like how you blended Turok stuff in. Very good sp map loved it. 10/10 :)
Title: Re: Turok Lives Again Mod
Post by: Duke64 on October 07, 2017, 10:54:16 PM
Wow this was really fun! Love the Queen and Primagen. That was cool in raptor fest. The level was really good. Like how you blended Turok stuff in. Very good sp map loved it. 10/10 :)

Also, raptor fest will get some more focus the next update I didn't put as much into its balance as planned for now, with all the new enemies. But that's a quicker update to do that sometime. Was mostly focused on the sp map this time here.
Title: Re: Turok Lives Again Mod
Post by: Jay Doomed on October 09, 2017, 12:13:25 PM
This is really damn cool dude. I just beat it multiple times, going to make a video of beating it you have good architectures in here. I know you're releasing the Doom version soon so can't wait to play that too. I played on normal and ammo balances and enemies are thought out well. The map has a very pretty atmosphere and layout. This is a good route for Turok to take with maps. Also, I did find the net crates in the trees ;) Very nice Queen and Primagen nice of Behemoth to get those in there. I really enjoyed the Primagen boss battle and can't wait to play the Doom version where I know that will be the Cyberdemon xD
Title: Re: Turok Lives Again Mod
Post by: Deathsphere on October 09, 2017, 02:01:44 PM
Huge update :) all info has been added to the original post. Download has moved from V0.1 to V1 so look for v1 stuff on the op.

The download can easily be found by following the original link also you will see it v1. https://turoksanctum.com/turok-lives-again/

(https://duke64nukem.files.wordpress.com/2017/10/20171006185342_1.jpg)

(https://duke64nukem.files.wordpress.com/2017/10/20171006164239_1.jpg)

(https://duke64nukem.files.wordpress.com/2017/10/20171004142128_1.jpg)

Try playing Raptorfest at least to 50.

(https://duke64nukem.files.wordpress.com/2017/10/20171006185706_2.jpg)

Looks really good! I want to play both versions. So when you release the Doom version I'll play this too. Because I want to play them back to back for a refreshing view on it. Great work btw.
Title: Re: Turok Lives Again Mod
Post by: Duke64 on October 11, 2017, 01:09:17 AM

Looks really good! I want to play both versions. So when you release the Doom version I'll play this too. Because I want to play them back to back for a refreshing view on it. Great work btw.

Yeah I'll release the Doom version. Uff just a matter of tidying the wad and don't really feel like doing it yet lol. Thanks for the challenge earlier today also its going very well ;)
Title: Re: Turok Lives Again Mod
Post by: Jay Doomed on October 11, 2017, 02:26:48 PM
Looks really good! I want to play both versions. So when you release the Doom version I'll play this too. Because I want to play them back to back for a refreshing view on it. Great work btw.

I've already played it and can confirm the Doom version is indeed done. Hey I'll be off work earlier this weekend lets play some raptor fest again, this time using this mod :) Hit me up in a pm here I wont be on discord as much anymore.
Title: Re: Turok Lives Again Mod
Post by: Duke64 on October 11, 2017, 04:44:56 PM

I've already played it and can confirm the Doom version is indeed done. Hey I'll be off work earlier this weekend lets play some raptor fest again, this time using this mod :) Hit me up in a pm here I wont be on discord as much anymore.

You already know i'll play say the words heh :)

Oh I see going out of town-
Title: Re: Turok Lives Again Mod
Post by: Jay Doomed on October 12, 2017, 10:37:42 AM

I've already played it and can confirm the Doom version is indeed done. Hey I'll be off work earlier this weekend lets play some raptor fest again, this time using this mod :) Hit me up in a pm here I wont be on discord as much anymore.

You already know i'll play say the words heh :)

Oh I see going out of town-

My bad if I made it seem like I dont want to be on discord. Its not that...I'm leaving out of state for work on Saturday. I will probably be gone for a month or so. Can't bring my PC because I'm not putting it in the hotel while I'm at work. I don't trust that. So we have to play this on Friday or something before I do. Happy Bday bro :)
Title: Re: Turok Lives Again Mod
Post by: Deathsphere on October 12, 2017, 02:13:14 PM
Yeah I'll release the Doom version. Uff just a matter of tidying the wad and don't really feel like doing it yet lol. Thanks for the challenge earlier today also its going very well ;)

Did you seriously start on trying to do that challenge? :P I was just messing around but that would be crazy cool if you do it I bet you will lol.

Still awaiting the Doom version before I play this ;)
Title: Re: Turok Lives Again Mod
Post by: Duke64 on October 19, 2017, 01:54:03 AM
Playing with Frooty Stripes ;p

Title: Re: Turok Lives Again Mod
Post by: Jay Doomed on October 19, 2017, 09:57:46 AM
Playing with Frooty Stripes ;p



Nice man xD


Yeah I'll release the Doom version. Uff just a matter of tidying the wad and don't really feel like doing it yet lol. Thanks for the challenge earlier today also its going very well ;)

Hope to play the Doom version no rush though.
Title: Re: Turok Lives Again Mod
Post by: Raptor Dan on October 19, 2017, 05:25:58 PM
Is there a reason why the tommy gun looks as if it has the shotgun animations sped up?
How difficult is it to implement new animations for new weapons?
Title: Re: Turok Lives Again Mod
Post by: Jay Doomed on October 24, 2017, 03:28:57 PM
Is there a reason why the tommy gun looks as if it has the shotgun animations sped up?
How difficult is it to implement new animations for new weapons?

Animations are nearly impossible to do or extremely hard and tedious. Here's to hoping Behemoth updates the fireseed tool to help us with that :)
Title: Re: Turok Lives Again Mod
Post by: Revenant32 on February 06, 2018, 03:23:48 PM
I finally played this in entirety and its just amazing how you made that map from scratch in Doom for Turok. Before I only got to play that dm map bodies. Now I just played them all and the sp!

You should definitely make another sp map here and put some more of the blood maps in mp. Sometime...no rush.
Title: Re: Turok Lives Again Mod
Post by: Jay Doomed on September 10, 2018, 11:57:50 AM
Time is flying like crazy because this is already a year old!?

 :campaigner: :campaigner:
Title: Re: Turok Lives Again Mod
Post by: Dinomite on September 10, 2018, 03:44:45 PM
Time flies like crazy.
Title: Re: Turok Lives Again Mod
Post by: Victorious_Games on September 11, 2018, 07:56:43 PM
What exactly are you using to make the weapon model and the animations?
Title: Re: Turok Lives Again Mod
Post by: Raptor Dan on September 12, 2018, 12:25:59 PM
What exactly are you using to make the weapon model and the animations?

Don't know where he got the model, but judging from its detail it's probably downloaded from a model resource site.
The animation is just the shotgun animations sped up very fast, and honestly it's very messy from how its made. I've made some general improvements to it like putting it on the Pistol animations and giving it spread, but I have to come home to tinker some more with it.

Actually, here's a video of what progress I've done with it. Looks a ton better than it did initially.
Title: Re: Turok Lives Again Mod
Post by: Victorious_Games on September 12, 2018, 01:37:32 PM
So you just import a model and then use another weapon's animation? This works for other models too like character models?
Title: Re: Turok Lives Again Mod
Post by: Jay Doomed on September 12, 2018, 02:14:19 PM
Hopefully more levels get added into this. If you get the motivation do it! I see you have a cut level from v1.0 description even add that one. But more Blood maps will be great though.
Title: Re: Turok Lives Again Mod
Post by: Raptor Dan on September 12, 2018, 08:09:24 PM
So you just import a model and then use another weapon's animation? This works for other models too like character models?

If the models have the same kind of bones, then probably! These can be defined in the def/actors/weapons.txt
I had to modify the pistol animation and save it as a separate file to incorporate a new bullet particle, since it looks like OP wanted the gun to have unique sounds.
Code: [Select]
Tommy kActor_Wpn_Tommy
{
    className                   "kexPlayerWeapon"
    initialScale                "0.2 0.2 0.2"
   
    Begin_Component "kexRenderMeshComponent"
        mesh                    "char/tommyturok64.skinnedmesh"
        anim                    "anims/Weapon_BloodTommy.anim"
        bRenderAsWeapon         TRUE
    End_Component
   
    Begin_Component "kexAnimTrackComponent"
    End_Component
   
    Begin_Component "kexScriptComponent"
        scriptClass             "Tommy"
    End_Component
}
Title: Re: Turok Lives Again Mod
Post by: Victorious_Games on September 12, 2018, 09:44:36 PM
Yeah I see what you’re saying. Thanks for the tip.
Title: Re: Turok Lives Again Mod
Post by: Raptor Dan on September 12, 2018, 10:21:23 PM

More tinkering with the Tommy gun. Muzzle flash and bullet particles are a bit of an issue in regards to aiming (though you don't really have to with this bullet hose), but it's not as big as an issue as the gun not consuming ammo after I had changed the animation. Anyone knows how to fix this?
Title: Re: Turok Lives Again Mod
Post by: Victorious_Games on September 13, 2018, 09:14:01 AM
Use ConsumeAmmo() in it's script.
Title: Re: Turok Lives Again Mod
Post by: Raptor Dan on September 13, 2018, 10:34:55 AM
Use ConsumeAmmo() in it's script.

It consumes ammo rapidly instead of every time it fires.
The amount the gun consumes ammo every time it fires is supposed to be defined in weaponinfo.txt
Code: [Select]
Weapon kWpn_Tommy
{
    offset                  "10 70 27.2"
    actor                   kActor_Wpn_Tommy
    defaultWeapon           FALSE
    owned                   TRUE
    allowUnderwater         FALSE
    allowLand               TRUE
    allowMultiplayer        TRUE
    noCheatGiveWeapons      TRUE
    icon                    "gfx/hud/weapons/tommy-icon.png"
    ammo                    "Ammo_Tommy"
    initialAmmoAmount       25
    projectileParticle      kParticle_Bullet
    projectileOffset        "-2 4 2"
    ammoConsumption         1
    charMeshIndex           kWpnChar_Pistol
    priority                7100
    slot                    5
    pickupTypeID            kActor_Item_WpnTommy
    quickslot               4
}

After I changed the animation, it doesn't consume ammo.
However, changing the animation back to the base pistol animation makes it consume ammo again. This is stumping me, there should be no differences between the animations other than the particle they fire.
Title: Re: Turok Lives Again Mod
Post by: Victorious_Games on September 13, 2018, 12:00:41 PM
So it's not consuming ammo with the new animation? Have you checked the difference between the pistol bullet and the new bullet? Does it consume ammo with the new animation if it fires the original pistol bullet? You used fireprojectile not spawnparticle right?
Title: Re: Turok Lives Again Mod
Post by: Raptor Dan on September 13, 2018, 12:29:45 PM
So it's not consuming ammo with the new animation? Have you checked the difference between the pistol bullet and the new bullet? Does it consume ammo with the new animation if it fires the original pistol bullet? You used fireprojectile not spawnparticle right?

It's the same particle, animation, and all. All I changed is the particle it fires, and yes it's using the fireprojectile flag, nothing else has been changed.
Don't have time to test some more because I have work, but if you want to troubleshoot it while I'm gone then have at it. I've tried everything, to defining lines unique to the tommy gun only and all. Here: https://www.dropbox.com/s/gg0uhknvqbleyig/lives-againv1.kpf?dl=0
Title: Re: Turok Lives Again Mod
Post by: Victorious_Games on September 13, 2018, 12:41:12 PM
I'm at work already. I'll check it out when I get home.
Title: Re: Turok Lives Again Mod
Post by: Victorious_Games on September 13, 2018, 09:25:04 PM
I don't know why it's not working as it should but if you make the "OnBeginFire" section of the tommy.txt script file look like this it uses ammo. By adding the "ConsumeAmmo" command it fixes your problem.

Code: [Select]
    /*
    ==============================================================
    OnBeginFire
    ==============================================================
    */
   
    void OnBeginFire(void)
    {
        m_fYOffset = 5*GAME_SCALE;
        m_fReturnTime = 0.0f;

      self.Owner().ConsumeAmmo(1);
    }
Title: Re: Turok Lives Again Mod
Post by: Raptor Dan on September 14, 2018, 12:56:02 AM
I don't know why it's not working as it should but if you make the "OnBeginFire" section of the tommy.txt script file look like this it uses ammo. By adding the "ConsumeAmmo" command it fixes your problem.

-snip-
Champion, thanks for the help!
After much troubleshooting, I'm proud to release a much more polished Tommy Gun for this mod!
GET IT HERE: https://www.dropbox.com/s/8x82hdyyub92v12/lives-againv1-tommy-new.kpf?dl=0


For comparison, the original Tommy Gun from Turok Lives Again wasn't much to brag about, and functioned more like an automatic shotgun because creating new weapons probably wasn't the original creator's forte.

I've taken the liberty to completely overhaul the mod's Tommy Gun, turning it into a proper SMG with unique particles and projectiles, using a different animation set, new sounds, and some slight balancing. The gun is as powerful as the Pistol or the Mag 60 but is much less accurate than both, delegating it to short to medium range combat. It's faster to lay down firepower than the Firestorm Cannon, but it's much less efficient because of its spread and it doesn't fire 2 shots at once (not the case in multiplayer).

There's still the issue of the model being WAY too long to render as a viewmodel and ends up cutting off the rest of the barrel, but to fix that requires a whole new model and I'm sure not many people are willing to model something like that.