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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.
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-5/05/2024
-resolved issue with grenades destroying rocks by bouncing on them.
-Grenade Launcher can now switch between "Delay Mode" and "Impact Mode" with secondary fire.
-overhaul of leaper NPCS based on their TK2 meshes, new animations, better jumping code and they can now swim (still kinda buggy)
-New NPCs: Wasp and WaspHive, found in Map SP03
-refinement of damagetypes
-appied damagetype resisitences and weaknesses to numerous NPCs (for example, the Attack Robots are immune to small arms fire, but are susceptable to plasma and explosives)
-adjusted meleerange of the compys
-Changed opening segment of Map SP01
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Anything Else / Your first Job and latest
« Last post by RozeDuke on May 01, 2024, 01:44:30 AM »
what was your first job

Mine was being a part of Duke Nukem  Duke Nukem 3D Megaton Edition  that came out 10 years ago 11 now, The way I got to become a playtester cause I was basically hitting the forums showing the problems and such with Megaton Edition same with everyone else on the forums  when it came to me I was showing video's and such the one shot bugy the out of sync issue and more, somehow termit found me on Duke4.net ask me and I needed 2 other game testers,  I knew about NukemDave since Duke Nukem 3D 360 days also a map maker and MrRumbleRoses he was basically the only other friend I had at the time on there, that how I got that job basically,  I had a few moments on there on steam like  I see NukemDave and MrRumbleRoses get on Duke Nukem 3D Megaton Edition and doing something without me which they were only looking at edits of what Nukemdave did, the fanbase was getting P.O cause of the broken MP and such  nothing was being done and that famous bug I found the one that breaks the single player I told termit about it  update comes out and I went to go see if it was fix no it wasn't fix, I nicely told termit that the bug was still there and they updated something else wasn't a bug update, and 2015 hits Megaton Edition goes off Steam which I was really happy about

second game I play tested was Rogue company also can't believe that DrDisrespect made a map in that by the way screw you DrDisrespect don't freaking like you  you ruin games with your idea's errr not even going to get into that moving on

Latest HALO MCC and Halo 6  not just the pc edition but the xbox edition as well and that was alot of halo for me
Halo 1 Halo 2 Halo 3  Halo 3 Odst Halo 4 and 6 testing out updates new maps 
I wish they could do something about the Cheating problem, but those cheat makers always find away to by pass the Anti cheat  also since some of the halo titles have crossplay going to be hard to control the cheating problem on pc, cause Pc is build diffently then an Xbox all the xbox are build the same unlike a pc which doesn't have the same features like an xbox does.

 
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4/29/2024
-released demo ver. 4.29.24
-Overhall of Knife and Warblade. Damage adjusted and both use new hand models, and both now have secondary "deathbloww" attacks. These seconadry attacks affect player movement when they're executed.
-Overhaul of poacher NPCs with new meshes, expanded animations and even swimming states! (kinda buggy)
-More human corpse things.
-Added interactive lever and pressure plate things.
-Cleaned up naming conventions for numerous DECO things, should be easier to find things in DoomBuilder
-Updated the Tek Arrow explosion.
-Fixed the normal arrow pickups meshes
-Refined the Lever Action rifle more.
-Added sprite frames for the Lever Action Rifle. I'm in the process of making 2d sprites for all 3d assets, but that will be a long process.
-Added TESTMAP
-New Training Course map to familiarize players with the mod's gameplay. Has unique music track.
-Updated SP01 and SP03 to accommodate new assets.
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Edited Build Version is released
Including the Simpson Hands Add-On (For Ultimate Simpson Doom compatibility which is Highly Recommended)
https://www.mediafire.com/file/3bonf2qegqn5veo/Turok2GunsinDoomV1.4B%252BExtraHands.rar/file
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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
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Updated to 4.19.24

-added optional files for alteranate color Adons. Always load last in the mod order.
-slight changes to Read Me!.txt and Known Issues.txt
-made compys slightly bigger.
-added missing sounds to dilophosaurus (spitter)
-updated "rail1" thing
-updated the Backpack mesh to the one from Rage Wars
_Triceratops no longer drops full health upon death.
-added fancy effects to Adon's blade attack.
-Increased damage to firestorm projectile.
Added new meshes for Berserk (Ancestor's Fury) Blursphere (Spirit Walker) and InvulnerabilitySphere (Body of Stone)
-Added Lever Action Rifle as a test weapon. High damage, high precision, low rate of fire, uses rifle rounds. (weaponslot 4) This weapon also uses a new set of fully modeled arms that I might retrofit into other weapons in the future.
-Split the scorpion missile into 2 types. The single missile scorp fires a fast, non-seeker missile. The 3-missile scorp fires slower seeker missiles. The floor disappering glitch is still unresolved.
-Map SP01:
-Small cosmetic changes and marked certain sectors as secret.
-Streamlined raptors vs. triceratops event. Hopefully the raptors don't randomly become invincible.
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While I appreciate the gesture, you should know that I've been making small improvements to the mod, I already replaced the green T-Rex with an Allosaur and I'm planning a lever action rifle in the next release in 2 days.

Check the mirror thread on Doomworld as I frequent that one more often.
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And I took the task of making the Weapons be standalone. The Enemies will come later.

Here's the Download for the Weapons: https://www.mediafire.com/file/uggn1r5pjbxprji/TurokDooM-LotFWeaponsStandAlone.pk3/file

Great and well done mod, BTW.
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Anything Else / Been to long since I been here
« Last post by RozeDuke on April 15, 2024, 12:06:34 AM »
Dang it's been along time since I been here and I completely forgot I had one here, went to go make one and it said I already have one here, took me a min to remember the name hehe anyway I'm going to try to come here alot more,  also I recently finally left Duke4.net behind me ain't going back there no more that place is filled to the brick jerks, I was being nice and the mods being jerks like The Thump Down King himself Lunick the dude who hates video games, everytime I say something nice he thumps down everytime, I made one last comment towards him and I left, people like him destory games shutting down the fourms cause people were posting their issues with the Duke Nukem 3D Megaton  game and showing prove how much of a thing he is which was really an Eye Opening to me,

errr enough with him and Duke4.net  for all I care anyway going to have to read the new rules and such also give my account a new makeover.
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