This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Messages - Raffine52
1
« on: September 20, 2024, 04:04:41 AM »
V2.5 has been released! AKA 'I can rip N64 Models without having to use a emulator from years ago' Edition. This update brings in some content that was cut from later builds of the Original game into the main mod, like the Spear Gun and Plasma Rifle. This was originally going to be a hot-fix update, But since it adds in a lot of new stuff, It is turned into something different. I also made SD Hand Addons to go along with the SD Textures, too. Weapons: Storm Bow: Buffed the damage of the Arrows from 15 to 18. Assault Rifle: Fixed a hole that was there in the model. Firestorm Cannon: Redid the barrel spinning animation on the model. Added the Plasma Rifle and Spear Gun, Both Weapons that were cut from Turok 3. I brought both weapons back in the past as a addon for the Sprite Version, Although the latter uses the T2 Appearance and The former uses the appearance from Rage Wars in one of the screenshots. Here, Thanks to the May 8 Prototype, The Spear Gun now has it's own appearance, although the Plasma Rifle still reuses it's RW Appearance, and they are now part of the base mod, and in 3D Models to boot (Even if animations had to be redone, Although the animations are currently placeholders and will be refined later, And the Pickup Model/HUD Icon for the Spear Gun uses the Harpoon Gun as a placeholder). Spear Gun: It works the same as the Harpoon Gun from Turok 2: Although It does a little bit more damage than it. Plasma Rifle: The model now has T3 Hands instead of Joshua's, Although it's unchanged combat wise as the firing modes are the same as Rage Wars (It was only shown in preview screenshots and none of the builds leaked has it unless it is found left-over in the files). The Effects were also improved from it's appearance from Rage Wars. Slot 8, Instead of housing the Razor Wind, now houses the Spear Gun and Plasma Rifle while the Razor Wind is moved to Slot 9 and PSG is now on Slot 0. Changed up the weapon offsets on most of the weapons. Items: Ammo Box, All Arrow Pickups and Small Grenade Pickups now use their pick up sounds from the Early Turok 3 Betas. The Crystal Keys now use a different sound effect upon being picked up. Night Vision, Golden Arrow, All Map, Anti Radiation, and Unlimited Ammo now use their own pick up sound effects (With the first two being from the edited build while the rest use the Power up sound from the Early Turok 3 Betas), And if playing as Joseph, He will say 'Cool! Night Vision Goggles!' upon picking them up. Toned down how many Napalm Bombs you get in the bigger ammo pickup to 5. Fixed the Yellow/Red Crystal Keys using the wrong HUD Sprites. Made a SD Texture for the Firestorm's Ammo Pickup (I forgot about it before in past versions, So it was in HD, even without the HD Textures Addon installed). Made the Bullets on the Sniper Rifle's Pickup SD Texture be black and white instead of being colored. With the Plasma Rifle now in, The Cell/Cell Pack Spawners no longer spawn Grenade Ammo (And Bore Ammo in the case for Cell Pack Spawners). Misc: Brought over most of the sounds from the Edited Build. Addons: Most Hand Addons: Updated them to support the Plasma Rifle's Hands. Download: https://www.mediafire.com/folder/e0hitvvp1s0oq/Turok_3_Guns_in_Doom
2
« on: September 12, 2024, 02:43:13 AM »
V2.4 Has been released! AKA The Refinement update. After getting the 3D Model Update out as early as possible, There are some rough edges I was going to fix, But I decided to take a long break from it before after releasing it. Now it's the time to smooth these rough edges out with this mini-update. Main Mod: Added Animated Texture support for models that were made for them that lacked them originally, So they are no longer stuck in just one texture. Characters: For James Bond 007, He now has his PP7 instead of starting with T1's Pistol. It works the same as the Pistol, With the only change being the model and sound. Weapons: Knife: Fixed the berserk state still calling for sprites that were removed that causes the Model to Disappear. Assault Rifle: Buffed the damage a little bit. Quad Missile Launcher: Moved the Viewmodel to be closer to the Original Game. Particle Accelerator: The Shots now have Blast Damage, Based off of how Cow's T1 Weapon Port for T2 did. Also, the Lights on the Weapon continue to animate even when it's charging up, and it charges up much faster. Made the moving parts on the Minigun's Barrels/Auto Shotgun's Drum move again. For Weapons that have Two Ammo Types, they can now be switched instead of having both be usable at the same time. Items: Made the Large Cell and Fusion Charge Pickups Larger. Added a Ammo Pickup for the Chronoscepter. Also, I made a new addon: Zan Patch, Which makes some small changes (Shockwave having it's viewmodel be closer, and the Fusion Cannon being removed) Download: https://www.mediafire.com/folder/60i94zzv30f1f/Turok_1_Guns_in_DoomEDIT: For these who want the sprites, The Legacy Version has been released! Back when V2.3 was released, The sprites were replaced by 3D Models, Which made it widescreen friendly, alongside other improvements. But what if you still want the sprites for the following reasons: Either you are playing on software, are playing on a low end PC, or are playing on the Phone? Well, There's a perfect answer for all of these: The Legacy Edition! What this Edition is that It is based off of V2.2 (Before the 3D Model Update), But it includes the improvements from later versions after V2.2, and even keeps some of the things that were dropped from the Main Version, like the Akimbo Pistols. But other than that, It's the same mod gameplay wise, So wanna blast some demons on the go or are on a budget? Legacy Edition has you covered. Also, Some addons that were made with Sprites in mind also work with the Legacy Version (Which is why I moved them to that folder). The Download can be found on the same link as the Main Version is hosted in. For the Features of LE, This Edition uses V2.2 as a base, But the following things from later versions were included: - Fire Rate Changes. - Bullet Puffs has GL Light Support. - Bow's Arrows Having Tracer Effects. - Particle Accelerator's Blast Damage. - Ammo Type Switching. - Bug Fixes (Like Big Tek Arrows Pickup not being in any of the spawners) - Improved Effects. - James Bond having the PP7.
3
« on: August 18, 2024, 02:57:23 AM »
Hey, I'm trying out the MP stuff mod and it looks pretty good so far. The new weapons all seem to work fine. Tried out the give all cheat just to have a look at the whole arsenal. Only problem is I can't pick up any of the health pickups. I'm playing on Oblivion difficulty and I tried both Joshua and Danielle and neither of them can pick them up.
Any idea what's up with that?
The reason for this is due to the Health Models being tied to Pickup IDs, and one of them happens to be a ID that does not do anything. Either way, It is fixed, So redownload it (I also replaced the 10 Health Pickup with the MP 2 Health Pickup Model, Although it still gives you 10 health for balancing reasons). Thanks for reporting the issue to me though!
4
« on: July 20, 2024, 04:25:32 AM »
After about 4 Years, I finally decided to give it a new life with a planned overhaul update as I wrote a Class List of the Turok Warriors that will be in the mod, including two new Warriors (And two new more down the line):
Turok: Dinosaur Hunter (Tal-Set):
The Original Turok. Little is known about Tal'Set's childhood, or his life in general. What is known is that he was born into the Saquin Nation. Tal'Set grew up to be a brave warrior, willing and able to defend his tribe with his life.
While lacking in Unique Weapon Types (Like a Bore, Mine Layer or a true sniping weapon), It makes up for it with it's simple and easy to use weapon loadout, As well as having two Super Weapons, On top of dealing some really good damage with them.
TRAITS: My ancestors have taught me well: Tal-set is the Class who has the most simple yet damaging weapons. From the Alien Weapon, to the Auto Shotgun, He can cause a lot of damage to enemies with them. The drawback? He has no true sniping weapon (The Tek-Bow is the closest one but not quite), So he will have a little bit of a problem if he's fighting at long range. Only the strong survive: Tal-Set is the most unchanged in his function and his abilities. Playing with him is just like playing Turok: Dinosaur Hunter, so show these newcomers who they better call granddaddy.
Turok 2: Seeds of Evil (Joshua):
The 2nd Turok. Joshua is a Native American who was chosen to become the next Turok after the death of his uncle, Carl Fireseed. He is the older brother of Joseph Fireseed and the younger brother of Danielle Fireseed, both serving as his successors. After becoming Turok, Joshua would continue to live on Earth but would still defend the Lost Land with his life if it would ever be in need of his assistance.
The most prepared of the Turok Warriors, Joshua is unique that It has loads of weapons to choose from, allowing him to take on any combat scenario.
TRAITS: Heavily Prepared: He is the Turok Warrior with the most unique weapons out of all the Turok Warriors. From Shotguns to Launchers to Pistols, He's gotten them all. The only drawback is that some of his weapons deal low damage, and unless you have a weapon menu mod installed, you have to switch between a lot of weapons just to get to the one you want to use. Alt Ammo/fire Usage: He is one of the only Turok Warriors with him having Alt Fires/Ammo on most of the weapons and can make good use of them. He can Load up Explosion Shells in his Shotgun and Shredder, From Sniping Enemies with his Plasma Rifle, to Charging up his Dart Rifle, Joshua can make good use of the Alt Fire/Alt Ammo than other Turok Warriors, Which only has a few weapons use them.
Turok 2: Seeds of Evil N64 MP:
The other non-canon 2nd Turok.
While having less weapons than all the other Turok Warriors (About 10 Weapons, less than Turok 1), On the other hand, It has the firepower as almost all weapons fire and strike fast due to the weapons being based off of their simple models.
TRAITS: Who Needs Weapons?: This Warrior is the one with the least total selection of Weapons, as he has no Shotguns, No Super Weapon outside of the Bore, no Pistol, Just the Mid-tier weapons, But on the other hand, Due to his weapons fire and reload fast, He can strike in enemies with such firepower without them having a huge fire cooldown on most of them. He also lacks a Melee Weapon either, unless you are playing as the Raptor, So don't have your target get too close to you! Limitless Arrows: All the Turok Warriors, If they are out of ammo for their weapons, Are stuck with just their Melee Weapon or a Razor Wind if they have one. But for this Turok Warrior? His Crossbow will never run out of ammo, Allowing it to work as a backup weapon for saving ammo or a sidearm to make up for a lack of a melee weapon.
Turok 3: Shadow of Oblivion (Danielle):
The 3rd Turok. Very little is known about Danielle's past, other than the fact that she grew up to be very close with her brothers, Joseph and Joshua. She excelled in both academic and physical pursuits, graduating from college with one of the highest GPAs that her university had ever seen. Shortly after her graduation, she would marry her long-time boyfriend, Brian, and would maintain their relationship. She would get a job working for the Game and Parks Commission, studying indigenous birds of prey. Danielle is described as being protective and nurturing by heart and acts as a motherly figure towards Joseph, although her caring personality would not stop her from becoming a fierce warrior.
While Tal-Set focuses on Raw Damage, Joshua with his huge arsenal and Turok 2 MP with it's rapid firepower, Danielle focuses on tactical and situational combat strategy. While lacking Alt Fires or Alt Ammo types compaired to the other Turok Warriors, her unique Fire modes for her weapons give her a different way to take on enemies. Also, due to my coding limitations, Danielle has both Joseph and Dani's arsenals, Like how Joshua does in the Original game.
TRAITS: Great, I love a job with perks: Her Weapons work a different way compaired to the other Turok Warriors. While she has some of the mainstays, Like the Bore, Mag 60 and Shredder, Her Weapons all work in different combat tactics: From the Napalm Launcher able to use the Time Bomb Mode to stick to enemies with a quiet sound until it's too late, to the Mine Mode able to press mines and then blow them up when other warrior tries to get pass them without seeing them, to the Storm Bow able to snipe enemies from a far in a quiet way, to her Fast firing GL when things get heated, She has many ways to take on enemies like Joshua can, But due to the Streamlined arsenal, She does not have to deal with having to switch between many weapons at once. Limited choices: Danielle, Unlike the past Turok Warriors before her, Does not have as much Alt Fires or any Alt Ammo Types, So her choices of ammo usage are limited.
Shadow Man (Michael LeRoi):
The First non-turok. Michael LeRoi, 32 years old, was a former English literature student. He dropped out of his English Literature classes and started gambling, which exhausted his funds. Mike was then forced to work as a taxi driver in Chicago, keeping his failure from his family in New Orleans. During a night routine, Mike's passenger was killed in a drive-by shooting, leaving $20,000 in a briefcase. Mike took this money home and spend it with his family, using some of it to pay for his brother Luke's operation. Unfortunately, the gang that shot his passenger tracked Mike down and threatened him and his family. Desperate, Michael sought a bokor to give him protection against the gang. Meanwhile, one day when Mike and family were driving out to dinner their car was being followed until they came up to a red light. Inside of the following car were the thugs that originally owned the $20,000. They opened fire on the vehicle killing everyone inside, except for Michael. The bokors protection worked far too great for Mike, but it was never intended to protect his family. One night in 1999, Nettie had a prophetic dream in which five serial killers (known as "The Five") under the direction of Legion, are attempting to bring the Apocalypse onto Earth by transporting an immense army of immortal monsters (Trueforms) through an enormous construction in Deadside known as the Asylum, built by Jack the Ripper, a member of "The Five". After Mike wakes up, Nettie tells him to travel to Deadside, using his strong attachment to Luke's teddy bear as a spiritual and dimensional conduit, so he can meet with Jaunty, a skull-headed snake, acting as the eyes and ears of Nettie in Deadside.
Due to him not being a Turok Warrior, This Character is unique that while he only has a few weapons, It makes up for it with it's own unique weapon (The Shadowgun), and able to hold two weapons at once.
TRAITS: Your Dark Souls are mine: Michael LeRoi can find the Shadow Gun, a Deadside representation of Mike's handgun, Which acts as his Super Weapon. Although similar in appearance, its difference lies in the fact that Shadow Man has the power to channel the power of his Mask through it. Rather than firing normal bullets, the Shadowgun literally focuses the power of Death itself from the Mask and unleashes spectacular destruction in the form of shrieking wraiths, ripping through its victims before leaving their souls behind. The Shadowgun does not use any bullets because of it being channeled through the Mask. The more Dark Souls Shadow Man obtains, the stronger his life force meter becomes, which also makes the Shadowgun stronger. Most of the standard enemies in the game die in two fully charged (120 Dark Souls) gun shots. Akimbo Goodness: Michael can hold two guns at once, Being the only character in this mod to able to do so. Akimbo MP909s, Mike's Handguns, Shotguns and Violators: He can double the firepower with them. He can't hold two Shadow Guns though, due to balancing issues.
TurokDooM: Legacy of the Fireseeds (Master):
The non-canon 4th Turok. Coming from a Fan-Made Doom Mod that has it take place between all of the Turok Games, He is a mix between Tal-Set and Joshua's Gameplay styles as he has some of the weapons from both.
TRAITS: Old Friends, but built different: Master has weapons from both Tal-Set and Joshua, but mostly the latter. However, They have alt fires that the original owners lack, Like a Deathblow Attack for the Melees, to the Dum-Dum Rounds for the Pistol, to the Blade Attachment for the Assault Rifle. A relic from the past, But revived: Since Legacy of the Fireseeds is based off of Turok Doom, Master plays mostly like TurokDoom, But upgraded for the Legacy of the Fireseeds and suited for Doom's Gameplay. As a result, He can use both Tal-Set and Joshua's combat tactics at once due to him having some of the weapons from both with a mix of his own.
PLANNED:
Turok 2008 (Joseph Turok):
The 5th Turok, AKA The Turok from the future. Little is known about Joseph Turok's early life. Flashbacks of his life before Whiskey Company suggest that he was quite disobedient and disrespectful. At some point in his life he joined the Army and was arrested for an unknown crime, presumably going AWOL. While being sent to a military prison along with other military criminals, Turok's vehicle was stopped by Roland Kane, a general and leader of Wolf Pack who offered the group a second chance by joining Wolf Pack. Turok chose to join Wolf Pack. It is unknown if the other prisoners decided to do so as well. After joining Wolf Pack, Turok was trained by Kane on various combat techniques. During his training, Roland Kane taught Turok how to use the ORO C9 Perforator Bow and ORO P23 Combat Knife.
TRAITS: Modern Training: Joseph Turok is the most modern out of all the Turok Warriors. With him having mostly present day weapons with only a few unique ones of his own (Like the ORO L66 pulse rifle) And able to throw ORO FG8 Frag Grenades when holding a one handed weapon, He plays like a Modern day soldier on the battlefield with a few Turok Traits thrown in. He even has a few cut weapons restored for him to use: Triple-barreled Shotgun, Taser and Unidentified assault rifle all being usable. He is the only Turok Warrior to have to deal with reloading with most of his weapons, So don't get caught in the middle of the firefight when reloading your weapons! Slient Kills: The ORO P23 combat knife and ORO C9 Perforator compound bow are all quiet like the other Turok Warrior's Bows. However, He can use them to great effect as the Knife's Alt Fire, When landed, can one-hit-kill any target at the cost of a long animation, While the Bow can use the Tek Arrows which can explode like Turok 3's Tek Bow, But without needing to switch to that weapon itself.
Turok: Escape from Lost Valley (Mandan Turok):
The 6th Turok, And the oldest of them. Turok is a Mandan warrior from pre-colonial North America. That's it. Not much is known about this Turok Warrior (I have never readed the comics)
TRAITS: The Stone Age: Since he comes from Turok Son of Stone, A series that takes place in a different universe many many years ago before the Turok games were a thing, He is the most limited combat wise out of every other Turok Warrior due to him having a knife and Bow as his only weapons, since Mandan Turok is pretty much a throw-back to the Turoks from the Comics where they only have these two weapons to fight off what comes to them. With this only weapon I have...: Turok: Escape from Lost Valley, Aside from the Knife, Only had the Bow with Normal Arrows. Since it would be impossible for him to survive at what stuff from future throws at him, He is given New Arrow Types to match the other Turok Warriors. He can get Poison, Fire, Ice, Explosion, Plasma, and BIG Plasma Blast Arrows with them all using the same Arrow count aside from the Explosion, Plasma and BIG Plasma Blast Arrows using Tek Arrow Ammo.
5
« on: June 09, 2024, 03:06:28 AM »
After about 6 Months of me dealing with the IRL Stuff and set-backs, V2.4 has been released! Same deal as T2 Weapons in Doom: Mostly balance changes, But adding in some new content. This also marks the debut of Danielle and Raptor to the mod, Which were not included back in V2.2's release. Main Mod: Added Animated Texture support for models that were made for them that lacked them originally, So they are no longer stuck in just one texture. Characters: Added Raptor and Low-Res Versions of Danielle (Which is her only model that does not suffer from Heavy Texture Glitches) and Joseph. Credits goes to 'a cow that likes cookies' for the latter two models. Joseph now has his Death and one of the hurt sounds brought over. Weapons: Bow: Full Pulled Arrows now do one more damage. Tek Bow: Fixed the Almost Pulled/Pulled Tek Arrows having their impact damage swapped. Shredder: Thanks to able to do Animated Textures now, The Weapon no longer has a placeholder texture on the screen. Firestorm Cannon: This weapon saw a huge overhaul in this update: Thanks to Brainstorming, I decided to give it a Alt Fire Mode to pair with the main firing mode, which fires bullets pinpoint and does not need spin-up time, But It does less damage (Which is how it was like in the Original game). It's alt fire mode, however, Fires bullets very fast that does more damage than it's main fire mode and shreds enemies faster, But however It has a huge spread and needs spin-up time to balance out it's big killing power. This idea was based off of how Unreal/UT99 Minigun's Firing modes worked. And Thanks to my Blender Training via Tutorials on keyframes, The Barrels finally spin. Also, The main fire mode now fires two bullets per press instead of one. And lastly, Because the Texture Glitch on the Firestorm's Barrels would be very hard to fix within my skills, I decided to just replace it with a new texture while still fitting the original texture's theme. Napalm Cannon: Fixed a bug where Time Bombs, After sticking to enemies, Would do the same damage as the Mine Bombs, Making it overpowered. Cerebral Possessor: Fixed a 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. PSG: The Lights now animate on the weapon, Which means the fire rate is toned down until it's full recharged (Which is faster than the Original game to suit Doom's Gameplay style). Raptor Claws: Thanks to the Raptor being added, The Raptor Claws was added. Originally, The Raptor Weapons System was going to be included alongside it, but the mess of trying to work it within T3 Weapons In Doom is pretty much tough, So It will be saved for a later update. The Firing Flashes now come out of the Gun Barrels almost all the time. Added the Rifle Fire Flash for the Assault Rifle, Firestorm Cannon, Shotgun, Fireswarm and Shredder, Replacing the Pistol Fire Flash for them. The Bore Trail Colors for both the Normal and Burst Bores are now correct. I also updated the Zan Version, Pistol Only (Made for Zan in mind) and the MP Weapons Addon, And I even made a Zan Version of the MP Weapons Addon (So a Addon of a Addon). Download: https://app.mediafire.com/e0hitvvp1s0oq
6
« on: May 21, 2024, 03:10:21 AM »
Finally, After about two weeks of work (With breaks between), The enemy only mod of TurokDoom Legacy of the Fireseeds has finally been released! Instead of the weapons, featured only are the enemies themselves, alongside some custom enemies thrown in, for use for other weapon replacement mods/level packs. It isn't without some changes, though. You played with the Turok Weapons from that mod before, now get ready to face the enemies for your chosen weapon mod! Due to so many custom enemies I have to work with, I have to leave out a few of them by V1.0 (With a few placeholders in it's place), Alongside some planned things (Like Gibbing), Alongside some placeholder stuff, as this is pretty much a huge Doom Mod I worked on this month. Changes: - Old Poachers and Leapers are included alongside the new ones. - Added a ton of new custom enemies, mostly from TBM, and some from me, all of which are not in the Original Mod. There's a lot of them, So much that a few of them are not in V1.0. So here's the list: TBM: Nazi Poacher (Old and New) - Same as the Rifle Poachers but with different voices Mantid Slave - Unseeable to the clear eye Mantid Grunt with the Pulse Rifle Mantid Pyromaniac (Mancubus Placement) - Roasts enemies in sight Blue Robot Mech with Plasma Cannon and has the Energy Axe Green Sentry Drone Green Robot Mech with Grenades and PFM Mines (Like Turok Doom's Mancubus) Giant Black Robot Mech (Boss - Spider Mastermind) - Fires Fusion Cannon and Shoulder Cannon Cyborg Raptor - Fires an Arm Cannon (Like Mech Raptors) Cyborg T-Rex (Boss - Cyberdemon Placement) - A T-Rex with eye lasers (NOT IMPORTED YET) Huntress (NOT IMPORTED YET) Cyborg Leaper (Old and New) Campaigner and Gant (NOT IMPORTED YET) Cyborg T-Rex MK.II (NOT IMPORTED YET) Mauler Purlin Juggernaut - Retextured the gun to make it fire bullet instead of grenades (Baron of Hell Placement) Purlin Sloth - Fires Shredder Projectile (Arch-Vile Placement) Purlin Mauler Raffine52: Shotgun Poacher with Explosion Shells Undead Poacher Undead Raptor (Both it and the Poacher one's textures were made by TBM for the burned enemies of both, But I decided to turn them into enemies) - Poachers have Doom styled Item Drops. - New Poachers have Different voices. - Changed up the Height and Radius for some of the enemies so they don't get stuck on top of each other. - The Long Death Animations of the Poachers are now very rare. Download: https://www.mediafire.com/folder/tpqj9v902qr31/TurokDoom_LOTFCredits: Murden64: For the Original TurokDoom Mod Dr.Doctor: For the Original Mod Raffine52: For the Edits done to make it standalone, Alongside coding the Custom Enemies thebestmlTBM: For the custom enemy ideas and textures
7
« on: May 19, 2024, 09:22:53 PM »
And a Hotfix release days after this was made.
Main Mod: Readded the Smoke Effects.
Weapons: Bruckner Sixer now has a Alt Fire of firing all six bullets at once. This is based off of how the weapon's Alt Fire worked in the current version, Only this time It does it without any aiming or anything, Just a slower cooldown. Fusion Cannon is now offset to the right like any other weapon.
8
« on: May 19, 2024, 09:22:00 PM »
I'm here to say that I love your mods. That being said, this mod and the Turok 3 weapons 3D models don't respond correctly if that makes any sense.
Like when I fire the Firestorm Cannon it doesn't rotate like in the games.
Thank you. And as for the Firestorm not rotating, I will fix that in the next versions of both. And Both T2 and T3 Weapon Mods can't be loaded together since both use the same names for the effects, which is why. EDIT: A Hot-Fix Release for V1.4 has been released! Weapons: Pistol and Mag 60: Buffed the damage for both weapons from 9 to 10, And for the Dum-Dum Rounds, 18 to 20. Firestorm Cannon (Both SP and MP): The Barrels finally spin on the weapons. Plasma Rifle (MP): The Weapon now has it's own pickup model, making it so the SP Model Pickup Placeholder is no longer needed. Nuke: The Barrels spin. Moved the MP Launchers to the same slot where the SP Launchers would be.
9
« on: May 11, 2024, 01:56:54 AM »
For the Standalone Weapon Pack of this Mod, V1.1 has been released! This Version Brought over the changes from the current release of the main mod since the last release of the standalone weapon mod with some changes of my own mixed between. Weapons: The Knife and Warblade now have secondary "deathblow" attacks. These secondary attacks affect player movement when they're executed. The Berserk also buffs up their damage. While the main mod has given them new animations and hands in one of the updates, I decided to keep the original hands and animations for both, with the New hands being a Addon down the line. Updated the Tek Arrow explosion. Upped the damage of both pistol rounds, Although not too much to what the Original Mod had. Added two Scorpion missile types for both Scorpion Launchers, Based off of how the Original Mod treats each launcher firing different missile types: The single missile scorp fires a fast, non-seeker missile, while The 3-missile scorp fires slower seeker missiles. Here, Both Missile types can be used by both launchers as they can be switched between at will. They however were edited so the unique movement was removed and the Non-Seeker missile flys faster. Resolved issue with grenades destroying rocks by bouncing on them. Grenade Launcher can now switch between "Delay Mode" and "Impact Mode" with the secondary fire. The Lights on the weapon also change between modes. Added the Freeze Shot Mode for the Alien Weapon, Which allows it to switch Modes between. It freezes enemies and does not have any delay unlike the Plasma mode, But the Blast Damage does two less damage to make up for it. Included the changes from TBM's Edited Build for the Mag 60 (Fire Rate change), Plasma Pistol (The Beam bayonet now uses the correct sound effects that were in the files but unused in the main mod), Auto Shotgun (The Drum uses a unique sound effect instead of reusing the shotgun's), Firestorm Cannon, Alien Weapon and Scorpion Launcher (Fire rate changes). Added Lever Action Rifle as a Super Shotgun Replacement. High damage, high precision, low rate of fire, uses it's own rounds (Originally rifle rounds). Added the Plasma Rifle MK.II as the Plasma Rifle Replacement. Since I want to make it work differently from the original games, I made it as a what-if had it been included in the Original Mod. It has two fire modes: The 1st one is the Zoomed in Plasma Mode from Rage Wars and 2nd one is a Rail-Gun like effect that rips through enemies. It's 3rd Fire mode (The high-powered Plasma Explosion Beam) will be saved for a later version. It uses the unused RW Plasma Rifle Pickup Model while the FPV Model is the one from Turok 2, with one new animation for one of the the firing modes, which goes unused (For now). Note that the weapon is still a WIP: It's Effects and damage will be refined for later and it reuses the effects from Rage Wars. Items: Added a new Backpack mesh, which is based off of the one from Rage Wars. Note that it does not replace the original one fully, as both the original and updated backpacks can spawn. Added new meshes for Berserk (Ancestor's Fury) Blursphere (Spirit Walker) and InvulnerabilitySphere (Body of Stone). Included the fixed normal arrow pickup meshes, making it so the T2 Placeholder Models are no longer needed. Other: Removed some leftover enemy sounds/textures. Edit: I forgot about the download link: https://www.mediafire.com/file/zwrpg0brb2h30si/TurokDooM-LotFWeaponsStandAlone.pk3/file
10
« on: April 24, 2024, 11:24:40 PM »
V1.4 has been released! While it has mostly Balance changes, It however adds in a little bit of new content too: Mainly, the grand appearance of the Raptor in the mod! Also to note: The Main mod is almost content complete, at least within my skills: Once enough content from the original game is made for the mod, The mod will only see Balance changes and bug fixes unless Breakthroughs are made, then new content within the main mod can be made. Some Addons also has gotten a update as well, Most with PC Sounds having all of the Weapon Sounds be that of the PC ones. The Zan Version of this will come later. Main Mod: Added Animated Texture support for models that were made for them that lacked them originally, So they are no longer stuck in just one texture. Characters: Flesh Eater and Purr-Linn no longer start with a free shotgun, So players who pick these characters won't get the edge over the ones not choosing them. Renamed Turok to TurokT2 in the files, So when playing Port of Adia Level Mod, It no longer overwrites the one from the mod. Added the Raptor and all of Iggy's Heads (As standalone characters for now). While Iggy's gameplay is the same as everybody else's, Raptor's gameplay is totally unique: See the list on the Raptor Weapons System below of how he works. Weapons: Tek Bow: The Tek Arrow Explosions can no longer harm the user. Magnum Pistol: Boosted the Fire Rate. Tranquilizer Gun: Changed up the radius and height so it's less likely the projectiles will hit near walls when it looks like it's passing through. Harpoon Gun: The Harpoons do a little bit more damage and fly faster. Charge Dart Rifle: After firing a changed shot, It now uses one extra ammo. Shotgun: The Weapon now spawns in the SSG Spawner Spot again, Like it did in SP Guns in Doom before the V2.1 update. Also, Boosted the damage a little bit. Shredder: Thanks to the release of Legends of the Fireseeds mod that brought a more faithful form of the weapon, It's projectiles now use that coding. The Original Form of this weapon will later be saved for the Custom Weapons Addon. Credits to DrDoctor for the code. Torpedo Launcher (MP): The Old Explosion Sprite from the explosions was removed, As it was overlapping the new one. Also, the Damage was nerfed. MP Plasma Rifle: It now uses 3 Ammo instead of 5. Assault Rifle: Boosted the Fire Rate. Rocket Launcher: Fixed the Firing Animation so it now plays correctly. Raptor Weapons System (Raptor Claws): Thanks to the Raptor being added, The Raptor Claws was brought back, But this time, Only the Raptor can use them. However, It is more than just that: It is now the Raptor Weapons System. On top of the Claws, He will be able to use the Plasma Rifle (For sniping), Firestorm Cannon (For dealing rapid damage), Grenade Launcher, Rocket Launcher (Both for Ground Control and main source of blast damage), Bore, and Nuke. For the Claws, It deals the same damage as the War Blade instead of having one extra damage point over it. For the other weapons, They use the MP Appearances, But with SP Ammo Pool and Projectiles. Unlike the other characters, He starts with these weapons right off the bat: He just needs to find Ammo for them. This is so he can beat Single Player Levels because had he been limited to just the Claws, It will be unwinnable for most levels using him. Also, The weapon was made so that it can no longer switch between other weapons (Other Weapons and Ammo can still be picked up, But other than the weapons that are used by the system, they can't be switched into) Instead making the Raptor be stuck with it. It also has a new icon. Explosions now have a large blast zone, When I fell it was too small in many versions before. The Firing Flashes now come out of the Gun Barrels almost all the time. Changed up the Ammo Holding rates of some of the Ammo Types. Pistol Bullets: Went from 50 without backpack/100 with backpack to 100 without backpack/200 with backpack, The same as the MP Assault Rifle's ammo holding rate. Done so the Pistol/Magnum Pistol don't run out of bullets as quickly in Doom's gameplay: While it somewhat worked in T2, Here, Running out of ammo for it can leave one without a hitscan weapon to deal with in early game. Tranq Darts: Went from 15 without backpack/25 with backpack to 30 without backpack/40 with backpack. Done so the Tranq Gun can work as a roundhouse weapon early on and even late game, Can act as a ammo saver for the bigger guns. Charge Darts: Went from 30 without backpack/60 with backpack to 15 without backpack/25 with backpack. This is because with the original ammo rates, the Charge Dart was a broken spam monster (Guess things never change with this weapon, huh?) that can rip apart enemies with spam, shock of death. With it toned down, The fun of shocking enemies for big damage can only last for a short time before it runs out. Sunfire Pods: Went from 6 without backpack/12 with backpack to 16 without backpack/24 with backpack. MP Charge Darts: Went from 40 without backpack/40 with backpack to 20 without backpack/30 with backpack. Same reason as the SP Version. Items: Gave the MP Health Pickups 3D Models since I forgotten about it back in V1.3's Development. Backported the Unlimited Ammo Effect from Turok 3 Weapons in Doom where the screen goes colored so one can tell they have the power up. Download: https://www.mediafire.com/folder/e0lr31tzynrir/Turok_2_Weapons_In_Doom
|