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Messages - Raffine52
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61
« on: September 16, 2020, 03:50:57 AM »
V2.1 And the Alpha Guns Addon Update has been released! While you are all waiting for the Turok 2 Weapons in Doom Overhaul, Here's a quick update to fix some annoyances.
Main: Fixed Eriko's Voice clips not playing when she gets hurt or dies. Reverted the Pulse Rifle spawning in chaingun spots back. I am going to test it and see if it spawns on the RL spots instead. Since V1.9, The Minigun was buffed so it only uses one bullet per shot, and with the ammo pickups for it still giving you tons of ammo for it, It was too good of a buff indeed. It was nerfed a little bit to go back to using four ammo per shot. The 'I am Heavy Weapons Guy' Line upon selecting the Minigun is now louder a little bit. The Shotgun now fires faster. The Alien Rifle now pulls out a little bit faster. The Quad Missile Launcher is now a little bit faster on selecting and firing.
Alpha Guns: Fixed the Tomahawk turning into the Knife upon using the main firing mode while having the Berserk Pack. The Alpha Pistol no longer fires two bullets at once. The Alpha Pulse Rifle can now only fire Pulse Projectiles. It can no longer fire bullets. It no longer fires two of them with one pull of the main firing mode button, too. The Alpha Minigun uses 3 Ammo per shot now. It however now has the 'I am Heavy Weapons Guy' Line upon selecting it, though. Fixed the Alpha Alien Rifle reseting to parts of the ready animation when idling for a few seconds. It now uses 5 Ammo per shot just like it's final counterpart does. Toned down the Max Ammo Holding Rate for the Minigun and Alien Rifle as having so much ammo for them would be a overkill. The Alpha Quad Missile Launcher, In it's homing upgraded form, now uses different sound effects instead of reusing the unupgraded ones, and now has a fire rate boost. The Lighting Gun's Shots now fly slower, and now has impact effects (Although it reuses the Impact effects from the Pulse Rifle as a placeholder for now). Moved the offsets of all of the weapons so they are hopefully not cutted off in 4:3 screen. Fixed the Alpha Fusion Cannon using no ammo for it's alt fire mode, and does not reset to the select animation after firing it. For the 'Alpha Guns only' Addon, The Pur-Lin now starts with one piece of ammo for the Tomahawk so he can throw it from the start.
62
« 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
63
« on: September 02, 2020, 05:18:11 AM »
"After Eight Months of being stuck in development hell, it was time to go home." - CJ
V1.1 is released, after spending eight months in Development Hell.
Added Grenade, Silenced Pistol, Sawn-off, TEC9, M4, Sniper and Heat-seeking Missile Launcher. Rockets now use their own sprites from GTA SA, Replacing the Turok Rage Wars Sprite Placeholders. Shells now come out of Guns when they are shot. Boosted the AK-47 Fire Rate a little bit. Added a new playable character: Doom. Due to lack of good SFX for Big Smoke, he will be saved for the next update. Changed up the weapon spots. For like, TEC 9s can now spawn in Shotgun Spots. You can no longer hold up to 9999 Ammo, as more weapons are being added and it is turning from a one-off mod to a serious one. Rocket Launcher now has a longer reloading time. Fist now has sounds, and no longer has a animation glitch.
64
« on: July 05, 2020, 09:00:38 PM »
Great work as usual. But on another thing i have to ask, why are these rips still in a 4:3 Format?
 I mean i know that in today´s standard Emulators can hack the Game into a 16:9 Format, and so can Project64 or any other N64 Emu that i know of. Is this 4:3 a limitation of the Ripping Process? Just want to know. 
The reason why the rips are in a 4:3 format is because some games I ripped via Project64, when I were to use widescreen in some FPS Games, the view will be all messed up.
65
« on: July 04, 2020, 06:36:35 PM »
Version V1.4 has been released. Mostly some nerfs, but adds in a few content too.
For the longest time, the Assault Rifles were pretty powerful thanks to their insane damage rates, able to make fodder enemies die from 1-2 shots and makes hell knights and other bigger demons trivial to deal with. It also turns deathmatches into something out of Call Of Duty of who fires first. Due to all of this, I toned down their damage so the chances of demons dying so quickly are less likely, and players are able to survive a good number of AR shots to the body instead of only able to take a few before dying. The Magnums, almost all Sub Machine Guns and the Sniper Rifles also got their damage nerfed for the same reason. Only the Pistols and Launchers went out untouched. Almost all weapons now have Alt Fires. It's mostly just three round bursts and semi-auto firing modes, though. Added a Speed Loader Upgrade for the Frinesi Special 12. This is due to that, in the original game and in the mod without the upgrade, you have to reload one shell at a time, which can be a pain in the ass to do when you are on a timer and when enemies are already reloaded while you are trying to reload the damn thing to it's full mag. While you can't do a damn thing to fix it in the original game, the ported version on the other hand was able to combat this issue with this weapon upgrade. What it does is that once you have it, when you try to fire the weapon with no shells left or reload it, Instead of reloading one shell at a time, You will load all eight shells to the gun at once, which really helps out a lot, mostly when using the Alt fire mode. The Frinesi Special 12 has it's spread changed. Nerfed the Golden Gun: It can no longer deal one shot kills to enemies, making it a game breaker in later parts of the game. It now deals 300 Damage instead, Which is still enough to destroy med-tier enemies and players but leaves bosses with still enough health to attack. The chance of it spawning are also more likely, too. Picking up an ammo bag now gives you ten golden bullets on every pickup. Fixed the Impact Grenades not spawning. All weapons are tagged. You can now drop the Wolfram P2K and it's Silenced Version. New title and credit screens has been made, replacing the old ones. When winning or losing in Deathmatch, The PlayStation Menu theme now plays instead of using the default Zan/Doom theme. Fixed Francis turning into 007 upon dying. Fixed Coach and Francis not playing their death voices upon dying.
66
« on: June 30, 2020, 03:18:52 AM »
V1.1 has been released.
Added Perfect Kirby. Unlike RED, He's included in the base mod for the most part. Added RED. However, You have to load in the addon in order to use her. Her Files are included, though. Fixed the Grenade's Alt Fire Mode playing the Sim Voice even when playing as Doom and 007. Made a pickup Actor for the Boombox. The Combat Knife now makes sounds when you switch away while in Throwing Knife mode. Fixed the Mauler Pickup using the Crossbow's Pickup Sprite. The DY357-LX no longer spawns on the Plasma Gun Spot, and the Reaper now spawns in the BFG9000 Spot instead. The Proximity Mine now uses the code from the GE007TC Mod. This allows the Proxy Mines to no longer somehow grant you kills when they blow up, However this adds in a bug where if the enemy is close to a mine, They will get killed and you will not be credited for a kill. Fixed the Sniper Rifle going into a little bit of the ready animation after it's done reloading. The N-Bomb is now voiced when throwing it as Simulant.
EDIT: Version V1.2 has been released. Originally I was going to release it a few days ago, but my interest in TWINE suddenly went up, which is why it took a little bit longer for it to come out. But at least I did a few changes when I got back to it, I guess?
Fixed a bug where firing the SuperDragon's Grenade Launcher Mode would somehow take away one bullet from the main magazine. Buffed the Shotgun's Firing rate a little bit. Fixed the Laser's Main firing sound and the Reaper's spinning stop and reloading sounds cutting off just by jumping while they are playing. The Devastator and SuperDragon now fire Grenades in a normal path instead of firing them up from the arc (AKA Goldeneye's Grenade Launcher). Falcon 2 now fires a little bit faster. Fixed the Reaper Ammo being called out twice in the Cellpack Spawner. Both Farsight Orbs and Reaper Ammo Pickups are now harder to find. The Tranquilizer was moved from being in the Super Shotgun Spawner spot to the Chainsaw Spawner spot. We will see how it goes. The Boombox's spawn rate has been changed from '1' to '2'. Buffed the Crossbow: It now goes faster and deals 15 damage instead of 10. CC13 now fires a little bit faster just like the Falcon 2. You can no longer spawn the Items from Banjo and Donkey Kong 64 (This will change in later updates though once I get them done when my interest in one of them happens). The Simulant now uses the DataDyne Shock Trooper Sprites instead of reusing Doom Marine's Appearance. RCP-45, Shotgun and AR34 pull out faster. Buffed the Farsight: It's shots can now rip through enemies now. Added 'FORCEXYBILLBOARD' on some of the Actors so they don't look like paper.
I also updated the Music Pack to fix one issue:
Fixed the GBC Tracks having their titles swapped.
68
« on: June 25, 2020, 10:15:10 PM »
Please never stop doing these Weapon Mods. Every single Set feels different and this is just great. I really like having so many Weapons in the Turok Games, and these Mods really reminds of this. I do have two questions thou. - Do you have any plans on doing a Weapon Mod Pack for "South Park 64? - Also are you limited to N64 Sprites only or did you already made some tests from other Eras/Consoles?
Hell yeah I agree with you: I will never stop doing Weapon Ports no matter what, and combined with updates overtime to fix bugs, It's becoming a fun thing for me to do. Yeah, I have plans to port the Weapons from South Park FPS, Mainly the PC Version instead of the N64 Version. Although I do the N64 Content I do content from later Eras too.
69
« on: May 12, 2020, 04:09:45 AM »
Version V1.3 has finally been released. After this version was stuck in development hell for two years since it's creation and being overshadowed by other projects of mine, It's finally back with a vengeance. Frinesi Special 12 is now more likely to spawn, and it now spawns in the shotgun spot. Added The Golden Gun. Bullet Ammo can now spawn in the Shotgun Shell Ammo Spots. The Reload Key now reloads weapons, so that means having the Alt Fire as the Reloading Key is no longer needed. Fixed the Deutsche M45 still able to reload even when you have a full clip for it. The Mustang MAR-4GL's Grenade Launcher Mode can now be used with the Main gun itself, removing the need to have the GL Mode as a Standalone weapon. Replaced the Plasma Grenades with Cluster Grenades. Brought over 007, Doom and Spy from my GE007 Weapons in Doom Mod, and aside from being updated to use the TWINE Weapon database instead of GE007 Weapon database, they are the same, sounds and all. Added in Ellis, Coach and Francis from Left 4 Dead, Making their first appearances in the Raffine52's Classic FPS Weapon Porting Project. They are voiced when picking up weapons, and when reloading weapons. Added in the Pickup Versions of the Weapons. Renamed Super Grenade to Impact Grenade. Added a Secret Found sound. 57mm Ammo now spawns. All weapons are tagged. Changed up the spawners. Added almost all the TWINE Themed Items, replacing the Doom ones. A Few ones, however are brought over from GE007 Weapons in Doom to save time for the next upcoming weapons port... I also made a Addon for it: Disable L4D Voices. This Addon disables the L4D Character's Lines when picking up weapons and reloading, so that way when using IDFA or IDKFA Cheats, You don't have to deal with suddenly having Ellis's Voice. I also decided to change up the Story too. Story: After the events of the Movie, 007 and Jones celebrate in Turkey, when all of the sudden, the latter hears a strange sounding like demon voice while she and 007 were spending their time. 007, knowing that there's one more thing to take care off, packs his Pistol, his suit, and tells Jones to stay there while he goes to Hell to fight the demons in order to free Earth once and for all. But he's not alone: He's joined by Doom, Spy, Ellis, Coach and Francis, who will fight off the horde all at once. Will the six win and save the 007 Realm? Download: https://mega.nz/folder/fd1CkQiR#vX6pSOETVsEkRRuKbU1wxQ
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