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Topics - Raffine52
1
« on: December 17, 2022, 04:54:43 AM »
This selection of mods lists all of the Remastered/Others Mods I made that don't need a page of their own. SKMega: Re;Birth: SKMega: Re;Birth is a updated version of SKMega X, One of my old unreleased edited mods, It is based off of SKMega X V2.0 (The Zan Version), Although with some content removed and some Quality of Life Changes to suit my current modding quality standards. Current Version: Beta 2 Download: https://www.mediafire.com/folder/435o0td7l8uxa/SKMegaReBirthTBA Soon... Doomreal (RTNP Weapons Addon): Adds in the Weapons from Unreal Mission Pack: Return to Na Pali to Doomreal. Needs Doomreal for it to work. Download: https://www.mediafire.com/file/xzw7wbspcxhhf3q/stinger_rtnpweapons.pk3/file
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« on: February 27, 2022, 09:25:41 PM »
by Raffine52Current Version: V1.1"It's time to split!" TimeSplitters Guns in Doom is a Doom Mod that aims to port weapons from the 2000 PlayStation 2 Game, TimeSplitters. While Doom Mods that add in content from TimeSplitters has been done before (Like DoomSplitters), Most of them are not finished or are not released yet, This mod is pretty much not only the first Weapon Port of GZDoom/Zan that is finished that focuses on TimeSplitters, But also adds in the Rest of the Weapons from the 1st Game. It is the first mod that is done in Widescreen (Not Counting Unreal Weapons: Raffine52 Edition), Which means it is 16:9 Friendly. It is also the First PS2 Weapon Rip that is done by me, Which is a break from the N64 Rips I been doing for years, and also my first Weapon Mod to be done in 2022, after 2021 went through without any new Weapon Mods being done. While the mod includes all of the weapons from TimeSplitters, It has two new weapons not found in the Original Game: The Golden Gun, Based off of the James Bond 007 Videogames having that sort of weapon, And the Sci-Fi Beam Rifle, A Weapon that fires beams that can rip through enemies, does a lot of damage, and can shred enemy squads in only a few well-placed shots. NOTE: Due to the motion blur getting in the way of rips, Some Workarounds had to be done. All Weapons use Custom Animations, and the Weapon Pickup Sprites look a little bit messy (thebestmlTBM tried his best at fixing them). That is, Until a way is found to disable it, then I can improve these two things. TEASERTRAILERDownload Linkhttps://www.mediafire.com/folder/hwqzdtbgfcmom/TimeSplitters_1_Weapons_in_DoomAdd-Ons IncludedAuto Taunts (GZDoom only) Zandronum Patch Music Pack Special Guest Add-On Humorous Weapons Noises Edited Build Versionhttps://www.mediafire.com/file/s3rjaljwajjznmg/TimeSplittersGunsinDoomV1.0B.pk3/fileScreenshot Preview 
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« on: January 12, 2021, 08:50:25 PM »
Cybermind's Jedi Knight Mod was great. It brings in a lot of Stuff from Jedi Knight: Dark Forces 2, But the problem lies is that it reused Sprite Resources from Dark Forces 1 (Which has been done to death already) and some design choices can be lazy. So what I did to make this good mod even better? take it and give it an update, adding in some things and fixing up some issues with the mod. This is Jedi Knight: Reborn. This mod is in BETA, since I am releasing it so I can give feedback of how things can be improved. CHANGES FROM THE ORIGINAL MOD: - All Weapons now use Sprites taken from Dark Forces 2, And some fire rates has been changed up. - The JK Fists and Bowcaster are added. The Former is because in the Original Mod, Doom's Fist is reused, which screams laziness right there. So I decided to port over the JK Version of the Weapon. The latter is because no sprites were made for it, and it was left out as a result. - All force powers are removed. - Multiplayer Classes from MOTS are added. Download: https://www.mediafire.com/file/wj43om6azupf0fw/Jedi_Knight_-_Reborn_V.BETA.pk3/file
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« on: September 07, 2020, 01:51:30 AM »
This Mod makes the Credits play a Different Track instead of continuing the Final Boss music. By default, It's the 'Underwater' Theme, But you can replace it with any track if you want. Credits goes to Smoke39 for helping me with the script that changes the music when the credits start (I am not good at scripting, lol). Download: http://www.mediafire.com/file/yu42ftyuz6gnqeb/file
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« on: January 06, 2020, 07:34:02 PM »
Grand Theft Auto: San Andreas, voted Best Action Adventure Game in 2004. GZDoom/Zandronum, two of the ongoing Doom Source Ports. What would happened if you were to merge both of these? Simple, you would have a mod with Doom's gameplay with GTA SA's weapons and hence, GTA SA Weapons in Doom is born. Very Basic Story: CJ: Ah shit, here we go again. Worst place in the world. Hell. I ain't represented Grove Street in five years, but the Demons won't give a shit. Download: https://mega.nz/folder/qQcxVISJ#p6YncdU1mi8yVV4OILn0Qg
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« on: September 30, 2019, 03:59:05 AM »
 Info This Music Pack for Turok 1 replaces the PC Soundtrack With Music from Akumajou Dracula X: Gekka no Yasoukyoku/Castlevania: Symphony of the Night. Not only it has Music from the Original Game, It also has tracks from MIDI Power Pro 6 ~Akumajo Dracula X Gekka no Nocturne~ (1998) Album, and in one track, Super Smash Bros. Ultimate. How To install Just copy the 'pc' Folder to your music folder. Make sure you make a backup before you do this, just in case you wanna go back to the Original Soundtrack. Download: http://www.mediafire.com/file/tvqxwpyk7dy4rp8/file
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« on: November 12, 2018, 01:53:41 AM »
 This Music Pack for Turok 2 replaces the N64 and PC Soundtracks, So the former will have tracks from Castlevania: Rondo of Blood and Castlevania: Dracula X Chronicles, while the latter has the Castlevania: Dracula X Music. Compared to my last version, All Tracks should loop, some SOTN Music Placeholders has been replaced, and it now sounds Louder than before. Make sure to backup your N64 and PC Music Folders before applying this Music Pack. Download: https://mega.nz/#!eFUkCYDJ!FRqPag_do2_eyLiISiw9K9XrjLm3htWyDp2Q8gQpUpA
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« on: July 02, 2018, 02:58:49 AM »
 This Music Pack replaces all of the Music with MIDI Tracks from Touhou 2: Story of Eastern Wonderland, With Three Songs from Final Fantasy VII For some reason. I been using this for a long time in alot of my Videos: I am uploading it for everyone to use if they like to. Make sure to backup your N64 Music Folder before applying this Music Pack. Download: https://mega.nz/#!qcMX2CSJ!xZzc_X2S8iG_4ZyCOYNT-w6qjugO82DahPYc0JtjoI8
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« on: June 01, 2018, 06:27:22 PM »
by Raffine52Current Version: V1.6Unreal Weapons: Raffine52 Edition is a Weapon Mod that ports Weapons from Unreal. It is based off of Gezzdt's Prisoner849 Mod, but the main goal of it is continuing development on it, fixing bugs, adding in new content and fixing the rough spots that the original mod had. Important Note: I do not intend to have this mod be competition for Doomreal. We have two different goals. Doomreal intends to focus on restoring as much beta content for gameplay, showcase usage and what not, while the intention of my mod is just focusing on the Final Version of the game with some little Beta content in (Like the Quadshot) as well as having two versions, one is the Sprite Version, which supports both GZDoom/Zan, While the 3D Model Version only supports GZDoom (Because Zan lacks UE1 Model Support). Meanwhile, Doomreal only supports GZDoom due to using ZScript, But the accuracy is really close to the Original Game. TRAILERDownload Linkhttp://www.mediafire.com/folder/1qj9ehpdvu1dk/Unreal_Weapons_-_Raffine52_EditionAdd-Ons IncludedEnemy Mod Old Sounds UT Weapons Edited Build VersionComing Soon
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