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Messages - Raffine52

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1
Finally, After about 9 months, V2.5 has finally been released! AKA The other IDTech1 game support Update. Yes, Tal-Set thought: 'Why not travel to Other IDTech1 games?' And so I made it happen. Oh, and finally, a mod menu that makes the N64/Remaster Sound Addons totally obsolete (although mostly, since the Zan Version does not have a mod menu, and same with Legacy Edition, meaning I still have to keep these addons around). Also the update where the weapons come into almost full shape.


Also, I made a change to the Info for the Mod:

"The mantle has been passed. You've become Protector of the Earth. You are now Turok: Dinosaur Hunter. Make hell/serpent riders extinct. Again!"

Turok 1 Guns in IDTech1 (And Before the V2.5 update, Turok 1 Guns in Doom) is a Mod that I Started working on February 7 2018, and was released in February 13, 2018. That's many years since It was first released, and since then, It has gotten updates throughout it's life cycle, With the V2.3 Update bringing in 3D Models to the Mod, and V2.4/V2.5 improving things further.

How this was made? I was playing GZDoom, And out of my mind thinking I can play Doom 64 Levels using Weapons from Turok 1, And so, I made this. Weird thought, isn't it? Of course It was my teenager self having some nice thoughts here and there, but still.

The Goal of this Mod is to recreate the weapons from Turok: Dinosaur Hunter to GZDoom/Zan, With some touch ups here and there. Originally the mod covered just Doom, But the V2.5 Update extended it to Heretic and Hexen (With Strife support coming later).


Main Mod:

Added Heretic/Hexen Support. This is a big one, Since both games handle their item placements differently than Doom does. Since most of the Items the two games had are either for their original characters/gameplay or won't fit the scope of the mod, Most of them are replaced with Weapon/Item Pickups or Doom's powerups, and in Heretic's case, Quad Damage. The only ones that remain are Boots of Speed, Chaos Device and Wings of Wrath. It is possible to play the two games before in older versions, But the fact that none of the weapons/items are replaced makes it so only cheats can be used to gain the mod's weapons: This update fixes that so players who want to play fair can play through both games and their level mods without having to use their all weapon codes.
Added a Mod Menu. This was originally for Turok 2 Weapons in Doom, But since I was a beginner at this at the time, I couldn't import it into that mod. It took me some months and my mind thinking about it that I would try again, This time for something simple like T1 Weapons in IDTech1. Although there's only a few settings to change, There are some that get the job done:

Weapon Sounds: Choose if you want either N64, PC, or Remaster sounds of the Weapons (Item Pickup and other sounds remain unchanged)
Can Chronoscepter refill it's ammo: Choose if you want it to refill it's ammo or not, It is best used when using the Chrono Pieces addon, since it's ammo won't spawn when that addon is being used

Since It now supports other games other than just Doom, The mod's name is changed, Before, it is called Turok 1 Weapons in Doom, now it is called Turok 1 Weapons in IDTech1. Not all cases of the Title has been changed: In most cases, It is still called by it's original title, And only the mod name upon loading up GZDoom/Zan calls it by a new name.

Characters:

Tal-Set: Added a Falling scream and Surfacing from Water voice clips.
Replaced Alien Infantry with Joshua Fireseed, Finally re-adding the Turok 2 Voice that was added all the way back from V1.1.

Weapons:

Normal Arrows and Tek Arrows now fly like a arrow should. No more arrows that fly like a bullet!
Tek Bow: Tek Arrows now deal 25 Damage on a hit instead of 31. Blast Damage is also nerfed to 100 instead of 200, But the blast zone is buffed. This makes it so while it can still two hit kill Cacodemons, It can no longer two shot Hell Knight Tier Health enemies. Also, Normal Arrows can no longer gib enemies.
Pistol: It now does one extra damage, like the AR does.
Explosion Shells has gotten a nerf: Doing 29 Damage instead of 50 on hit, 75 Blast zone damage but a bit larger blast zone.
Auto Shotgun: Fixed the sound not playing when switching Ammo Types (mostly since I forgotten to change the sound effect which was a holdover from T2 Weapons in Doom)
Assault Rifle: Changed up the fire animation a little bit. Also, Now does 11 Damage (Alongside the Pistol)
Grenade Launcher: Buffed the Blast Zone and damage.
Quad Missile Launcher: Restored original ammo usage to 4 and max ammo to 24. (48 with backpack).
Minigun: Buffed the damage from 10 to 14. Also, I was going to make it so the voice clip would only play while using Heavy Weapons Guy, instead of any character, But I couldn't import it at the time of release, So it is disabled for now (The Hot-Fix release would include it)
Alien Weapon and Particle Accelerator's Pickup Model lights now animate.
Chronoscepter: The weapon has a pickup sound of it's own. Also, It's Trails are now more notable.
Added the Warthscepter, The only new weapon in V2.5. It is a lighting gun type weapon that shreds things in it's path, uses it's own ammo and can't be refilled. It spawns in Hexen instead of the Chronoscepter and Fusion Cannon (And also in Doom via a rare chance and in Zan via BFG10k placement). It also only appears in both the Main Mod and Zan Version: It does not appear in Legacy Edition.
 
Shotgun, Auto Shotgun, Minigun, Assault Rifle and Grenade Launcher now have a blank light black (Gray in GL and minigun's cases) texture instead of a refection texture, So they don't look too funky.
The Shell Casings now use sound effects from Turok 2 (Which is unused from that game).
Added Explosion Shell Casings (Which are just the casings colored in Red, again from Turok 2) when both Shotgun/Auto Shotgun use Explosion Shells (Originally the shells wouldn't fly out of the gun in the Original game and in the mod before V2.5).
Grenades now has bounce sounds (Taken from Rage Wars).
Pulse Rifle no longer spawns in the RL Spot.
Re-added Fire flashes to the bullet weapons.
Edited the Modeldef of all of the weapons to have the viewmodel placement be closer to the Original game's.

Items:

The Keys now has 3D Models in place of the original 2D Sprites. Also, the key actors are now in their own file instead of being part of items.txt file.

Misc:

Restored the Help Screens.
Coverted all the sprites that were still in Doom's Pic type into a PNG, Mostly so they remain looking just right in the other games other than Doom.
Cleaned up some text files.
Added Chronoscepter pieces, but they are unused in the base mod itself, but used for the Chrono Pieces Addon.


Also, The Zan Version of this mod has been released. Due to the changes the mod menu brought, This meant the main mod can't be loaded up in this update, So my fix is just make a Zan Version for it. While keeping most of the changes from the Original Version, It has differences to fit the limitations of Zan and my coding skills: N64 Sounds only, Fusion Cannon is a sprite, and no mod menu.

New Addons has been released to go along with this update: Which is Amiga Music Pack (Credits to TBM for it), Toned down effects, Chronoscepter Pieces and Castlevania music pack (Which is entirely SOTN).

The Legacy Edition has also been updated, having most of the changes from the current version. Of course, Only the main mod has Heretic/Hexen Support, while the Zan and Legacy Editions remain Doom only (For now).

Download: https://www.mediafire.com/folder/60i94zzv30f1f/Turok_1_Guns_in_Doom

2
Took me three months just to release a hot-fix update for Custom Weapons Addon for T3 Weapons in Doom. Blame my IRL Stuff/Busyness for that.

Weapons:

Shotgun: Fixed the 3D Model disappearing for a few seconds when switching ammo while un-upgraded.
Silenced Pistol: Magnum Rounds now do 5 more damage.
Grenade Launcher: Fixed the Upgrade's Alt Fire not using any ammo, and the Cluster Grenades now have their own sprites.
RPG: Fixed a oversight of the loaded 3rd rocket firing too high from the barrel.
Icespread: The weapon now uses it's SP Model instead of the MP One.
AUG: The Weapon can zoom in now.
Coach Gun: The pickup weapon model no longer spins.

Misc:

The MASTEROFUPGRADES (The one that gives all upgrades) Cheat now works (It was left unfinished when I released it). It also no longer gives you God Mode (If it isn't listed then don't give it).

3
This is great! Will weapons without their updates be available? For example, I play Turok: Evolution without the shotgun attachment.  :turok:

Yes, Weapons without upgrades will planned to be available.

4
Is the SSBP90 Machinegun in the add-on? Or this is just Time Splitter 1 content?

This mod only includes Weapons from Time Splitters 1. The weapon will be in TS2 Weapons in Doom Mod when I get around to it.

5
Hello again, is your work still in progress?

Although the T2 Weapons in Doom 3D Models Mod has replaced it, I will still release a update for this mod.

6
Hello, the patch causes errors.  :primagen:

Which errors you are having?

7

Finally, After about two years since It first started development, The Custom Weapons Addon for T3 Weapons in Doom has finally been released! Turok 3's Weapon Roster was good, although a downgrade from Turok 2's. But what if the weapon roster was extended upon with new weapons and a real weapon upgrade system? Unlike the T2 Custom Weapon Addon, This one does not replace the Default Weapons, But rather extends upon them, while adding in some new toys to play with.

Since this is the first release, Some Weapons and Upgrades are missing, and some touch ups have yet to be imported, but what is there feels good enough for me to release it.

I also decided to release V2.7 early, With a huge hotfix update coming later. And the HD Textures Addon has also been updated to support the Custom Weapons Addon.
https://www.mediafire.com/folder/e0hitvvp1s0oq/Turok_3_Guns_in_Doom

8
V2.6 has been released! You know the drill: Balance changes for nearly every weapon, with some added content within.


Characters:

Added Death Guard's Reaper and Maw Skins from Rage Wars.

Weapons:

Tomahawk: Now does two extra damage.
Knife: It now swings a little bit faster.
Spear: Now hits two times instead of one and swings faster as well.
Normal Arrows, Golden Arrow (Bow), Storm Arrows (Storm Bow) and Tek Arrows (Tek Bow) now fly like a arrow should. No more arrows that fly like a bullet!
Bow: Full Pulled Arrows now do a little bit more damage for real this time.
Tek Bow: Fixed the Non-Fully pulled Tek Arrows being fired instead of the Fully Pulled Tek Arrows if not pulled all the way through. Also, the Blast Zone/damage is buffed.
Toned down Pistol and Silenced Pistol's fire rates.
Boosted the fire rate of Shotgun to make it more in line with it's upgrades.
Fireswarm: Now uses three shells, like the Shredder does. Also fixed a bug where it can still be fired even with just one shell left.
Assault Rifle: Shell Cases now come out of the gun's side instead of it's heatshield, and Fixed the hole in the weapon First Person's Model.
Firestorm Cannon: Buffed the Main Fire mode's damage a little bit.
Grenade Launcher: Buffed the Blast Zone and damage as well.
RPG: Same as GL.
Cerebral Possessor: Hopefully Fixed that bug where even after the target that was controlled by the bore dies, The Bore will deattach from it's dead target and fly around the map forever making that bore noise for real this time.
PSG: It now needs to be found in all five parts to be usable, just like in the Original game.
Spear Gun: While the Spears are now affected by gravity if on land, Underwater Spears are not. This makes it so it's more useful underwater like it should. Also, Imported the Underwater code, since I have forgotten it before (Whoops). Also, the Spears after being fired now use the Retail Arrow Sound effect for pick up.
Added the Grapple Hook, After missing out a few versions ago. It works just like it does from Agent_Ash's Grappling Hook Mini-Mod, But as a weapon. It also has recharging ammo. Since it uses ZScript, This makes this weapon GZDoom only.

Idle Animations are now a little bit more likely to play.
The Shotguns and Rifles swapped Slots, to be more like the original game.

Items:

Added a Box of Tek Arrows Pickup that gives you 10 Tek Arrows.
Added Firestorm Ammo Belts, That gives you 150 Rounds for the Firestorm Cannon.
Updated the Storm Quiver and Tek Quiver's Textures (And included the HD Textures for the HD Textures Addon, which I have forgotten before).
Updated the Napalm Cannon and RPG Pickup textures to make the back of the box clearly tell what is it instead of saying 'Upgrade'.
The Golden Arrow no longer spawns in the Cell Pack spot, and instead spawns in the BFG9000 Spot, on top of Ammo Packs no longer giving a free Golden Arrow. To make up for this, you can now hold two Golden Arrows at a time when getting a Ammo Pack.
Made New Sprites for the Keycards when using Alt HUD (They were still using old sprites from back in the Sprite Era, So it does not refect how they look in-game)
A overhaul of the Spawners. I will list the highlights:

- Bores no longer spawn in the BFG9000 Spot, With both Bore and Bore Burst spawning in the RL Spot and Possessor spawning in the Plasma Rifle spot.
- Bore Ammo and PSG Ammo Pickups are less likely to spawn.
- PSG Pieces now spawn in the Cell Pack Spots. BFG10K Spots still give off the PSG though.

I also updated the hand addons to support the new weapon, As well as the music Pack to include tracks from the Remaster. Although, I am still working on the rest of the addons, Including one that has been in my backlog for some time. (Custom Weapons Addon).

9
After about two months, V1.2 of the Standalone Weapon Mod has finally been released! Another round of bringing over the changes from the current version of LOTF into the mod. And also some other improvements. And some new content.

Development on this update has been a rough ride. The reason why it took this long to release it is not due to the fact that the Shotgun's Ammo Switching code was giving me a hard time to import it (It kept saying that there's no normal/explosion shells even if you have some) but Life getting in the way and having to move to a new home.

Characters:
Added four new characters, two of which are going to be part of the Guest Addon that will be releasing after this update. These Characters are the two Turoks from Turok 3, And as for the Guests, Demoman from TF2 as well as Malcolm from Unreal Tournament.

Tal-Set: He now starts with the Warrior's Bow, Which is a reskinned Tek Bow that can use both Normal and Tek Arrows (Which is the Tek Bow from the Current Version of the mod).
Joshua: The Bow can now only be used by him. Using any of the Weapon giving cheats will no longer give it if playing as anyone else.
Danielle: While she may be the slowest and can't jump high, She starts with the Heavy Bow, A Bow that does a lot of damage (Even more so than Joshua's Bow), But the arrows don't fly as far.
Joseph: While starting with only 70 Health, He moves and jumps fast, and his Storm Bow, on top of being quiet, does damage that is a mix between Joshua and Danielle's bows.
Demoman: He starts with his own version of the Grenade Launcher with a much faster firing rate and a full loadout of grenades. He also starts with a PMF Layer as well.
Malcolm: Unlike the others, He starts with his own weapons: Impact Hammer, Enforcer, Minigun (Both using Pistol Ammo), Flak Cannon and Sniper Rifle. The Flak Cannon can use Alt Flak Shells (Since it uses Shells for ammo). Note that He uses the Unreal Weapons as placeholders (So he has the Knife instead of Impact Hammer) and Flak Shreds/Shell are 2D Sprites due to having to release the update on time (Since I am going on a Trip in a few days).

Muted the Jumping sound for Tal-Set (For now)

Weapons:
The Blade of Plasma Pistol now has dynamic lights.
Pump Action Shotgun can be upgraded to the double barrel version via an upgrade item (There is also a full double barrel shotgun pickup, but it's a dummy item that gives you the base shotgun and upgrade together). While the unupgraded Pump Action Shotgun continues to use the original model/animations, The double barrel shotgun uses the new model, And the viewmodel was moved a little bit.
Pulse Rifle, on top of it's Multi Fire upgrade, now has a 2nd upgrade in the form of a Zoom-in Mod Kit, Which allows it to set zoom in on targets and fire a instant hit plasma shot. This is due to the Plasma Rifle's removal starting in this version (It wasn't in the style of the other weapons in this mod). Note that the Zoom-in Kit uses the Energy Rounds Pickup from Rage Wars, the Scoped in Graphic and the firing sound of the Beta Pulse Rifle from the Alpha Guns Addon of T1 Weapons in Doom as placeholders.
Firestorm Cannon now has a item upgrade that gives it Ragestorm Blades, which gives the weapon a melee function for it's altfire, Which is the damaging coldspin (Not affected by Ancestor's Fury).
Combined both Scorpion Missile Launchers into 1 weapon. The single version now has the correct sound for switching missile types, and The 3 tube (MKII) version is unlocked via an upgrade item. The 3-tube version is now manual fire until an auto-reload, Although the Alt Fire button fires all three missiles (And will reload all the missiles as a delay before firing) just like before. The Mk.2 pickup still exists, but it's a dummy item that gives you the base launcher and upgrade together. Unlike the Original Mod, The Original Standalone MK2 Scorpion Launcher remains in the mod, But it is unused.
Alien Weapon's secondary ice shot (inspired by this mod) is now locked behind a upgrade item. If the Iceshot hits a watervolume, it'll create a temporary ice platform near the water surface (It's nice that the original creator took notes of what my standalone weapon mod did with the weapon, So he extended upon it).
PMF Layer now has textures for which Mine type it is currently using.
Added the SMF Layer, Which is the PMF Layer, But can only use Spider Mines.
Added the Fusion Cannon MK.II as a standalone weapon, based off of the Overhauled Fusion Cannon from the Current version. Since it is mostly different from what it was originally, The original Fusion Cannon remains as a standalone weapon.
Added Fusion Cannon Alpha, Which is the Fusion Cannon from the Alpha Guns Addon of T1 Weapons in Doom in terms of how it works.

Ammo Type switching has been added for weapons that has two ammo types. Just like with switching weapons, It is fast, to suit the Fast paced gameplay of Doom. Also, switching Ammo Types is now done via a reload button instead of Alt Fire.
New HUD Icons has been made for nearly all weapons, replacing the old Turokdoom sprite holdovers. The only ones that remain the same is the Knife and Fusion Cannon.
The Knife and Starting Bows can no longer be dropped.
Nerfed the Explosion Shells again: They now do 13 Damage instead of 30 damage, making it so It can no longer take down Barons very quickly.

Items:
Lever Action Ammo no longer uses a Bullet Sprite for it's pickup as it now uses a model (Clipbox from the Original TurokDoom as a placeholder).
Fusion Ammo Hold Rate has been changed to how it was in the current version.
The Spawners has been changed: On top of the Weapon Upgrades spawning in Blursphere Spot, The Fusion Cannon MK2 Parts now spawn on the backpack spots at rare chances. Same with the Double Shotgun/Scorpion MK2 Pickups.



Hotfixes:

Weapons:
Pulse Rifle's Zoomed in Firing sound now has it's own sound.
Fixed the Fusion Cannon MK.II's Rail sprites being missing and the self-explosion being missing, as well as the heat message being more clear. It also has it's own sound effects, on top of having it's missing sounds added back in.

Misc:
Removed a copy of the 'LittleSmokeCaller' actor that is causing GZDoom to not load in some cases.

Download: https://www.mediafire.com/folder/tpqj9v902qr31/TurokDoom_LOTF

10
Phew. After about one and a half month later, The Overhaul has finally been released... or rather, The Beta Version of it. Since it is the beta, Bugs and some missing content can be seen in gameplay, and since I haven't gotten around to making the LOTLL Content yet, The Normal Weapon Pickup Addon is pre-installed in it. But even with that, hopefully you can still have fun with what's finished so far.

Download: https://www.mediafire.com/folder/ayre3u38i2bk7/Turok_Legend_of_The_Lost_Lands

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