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Messages - Raffine52

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1
Took me three months just to release a hot-fix update 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).

2
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.

3
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.

4
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.

5
Hello, the patch causes errors.  :primagen:

Which errors you are having?

6

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

7
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).

8
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

9
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

10
Back with more weapon updates, almost done with them as only the Fusion Cannon is left and that one is gonna be a significant overhaul.



-10/06/2024
-Readjusted the weapon order and slot placements
-The Wood Bow and Tek Bow have been condensed into the Tek Bow. The TB has new mesh and animations and can now use both arrow types. The Wood Bow will eventually return as a Tal' Set exclusive weapon.
-Maps have been slightly updated to accommidate the Tek Bow changes
-Alien Weapon: Updated mesh and animations. Now has a secondary ice shot (inspired by Raffine52's LotF Standalone Weapons/Enemies mod) unlocked via upgrade item. If the Iceshot hits a watervolume, it'll create a temporary ice platfom near the water surface.
-Grenade Launcher- New hand mesh
-PMF Layer: Fusion Mine has been replaced with Spider Mine as the secondary ammo, and is togglable thru altfire. The Fusion Mine still exists as an unused ammotype and as a level hazard.

Now that's some really good stuff, With even one of the ideas from my Standalone Weapon Mod being used.

Also, I been thinking: Any new weapons down the line?

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