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81
Turok Dinosaur Hunter Modding/Mapping / Hallorok 2021
« Last post by Badger on November 07, 2021, 11:03:17 AM »


 :feather:

Turok Sanctum Download: https://turoksanctum.com/hallorok-2021-turok-patch/


Steam Workshop Download: https://steamcommunity.com/sharedfiles/filedetails/?id=2642355330

As Tal'Set begins to rest on this Hallow's Eve from collecting candy for various villages, a darkness begins to drag his spirit down to a twisted realm taking the form of his past battles smattered with festive décor and candy galore.

Can Turok reach the 8 graves of the First Person Saints before its too late? And will his sweet tooth guide him to the bundles of delicious high quality candy corn hidden away?

Experience a remixed version of Turok's first level complete with a total visual overhaul with custom assets for Halloween. Face heavy opposition as you hunt down the 8 graves of heroes of a bygone era to unlock the final boss. Finally, hunt down delicious candies to increase your maximum health!

This Halloween, get ready to ROK.

IMPORTANT LINKS
Light Burden - Turok Mod Launcher

Turok Sanctum - for mods and a dedicated community

FUTURE PLANS:
Fix all known issues
Additional props and décor
Compatibility patches for mods such as Turok+

KNOWN ISSUES:
Enemy AI may require adjustment for combat ranges
Final teleporter is a bit finicky to enter, try entering directly into its center
No collision for graves, skeletons, and pumpkins. May stay this way for sake of gameplay

COMPATIBILITY:
Compatible with mods that do not edit the following:
scripts/main.txt
defs/fileLookup.txt
defs/mapInfo.txt
defs/textureSetinfo.txt - Non-Critical
models/misc_mortal_wound01.bin - Non-Critical
models/dyn_human_campaigner.bin - Non-Critical
gfx/hud/h_lifeforce.tga - Non-Critical
sounds/shaders/campaigner_death.ksnd - Non-Critical
sounds/shaders/campaigner_rage.ksnd - Non-Critical
sounds/shaders/campaigner_shorting_out.ksnd - Non-Critical
sounds/shaders/campaigner_taunt_2.ksnd - Non-Critical
sounds/shaders/generic_171.ksnd - Non-Critical
sounds/shaders/genenric_172.ksnd - Non-Critical

CREDITS
Badger - Main Creator
DoomMarine23 - Main Creator
Dreadful - Special Thank you for pointing out a duplicate grave model.
Smoke39 - Special Thank you for the Turok modding guide & fixing the issue with the Exhumed/Powerslave skull.
82
Updated V1.3 with two hotfixes.... Well, not fixing any issues but some little content updates:

Since Doomreal and Doom Tournament won't receive any further updates, I added in a little something. Typing in DoomTournamentDoomreal will allow you to pay respects to the Legendary Mods.
Added support for the UT Weapons Addon.

I also got around to finishing my UT Weapons Addon as well, and I decided to release it. Hope you have fun mixing up the U1 and UT Weapons at the same time.
83
After spending years in Development Hell, V1.5 has been released. Sorry If I have it stuck in Development Hell for a while just for a quick set of changes.

Shell sounds should be quieter.
Nearly all of the weapons reload faster.
The Mod's name is now shown while GZDoom/Zan is loading up.
The Console now has it's own background.
Fixed a bug where pressing the Alt Fire button while the Throwing Knifes is out will cause the weapon to disappear.
Eriko has been removed from the roster.
Automatic Shotgun no longer spend shells.
The US AR33 Assault Rifle now does the same damage as it's Perfect Dark Weapons in Doom Reloaded Counterpart.

Download: https://app.mediafire.com/8jbcq9qgnhogf
84
General User Mods, Maps, and Content / Re: [Release] Quake 1 Map - Telegraves
« Last post by Duke64 on October 17, 2021, 02:17:03 AM »
Thanks. I had to do a small update something was causing it to crash on remaster and not on Quakespasm. But its all cleaned up now did a small polish.

Updated in main post.
85
General User Mods, Maps, and Content / [Release] Quake 1 Map - Telegraves
« Last post by Duke64 on October 12, 2021, 11:55:09 PM »


Here is a quick single player level I made. Hope you enjoy some. It's just a first map and I'm not really familiar with Quake mapping. But that was fun to make. Quick map hopefully vanilla sort of like an early level in the campaigns length. Being my first I'm sure there is something I've done wrong somewhere lol. Enjoy.



Updated: https://drive.google.com/file/d/1cE3NKi2O7cZAVnMTLtEIKZ0pGhNm9hQ6/view?usp=sharing
86
Turok Rage Wars / Re: Turok Rage Wars: Cannot save 2 player trials (even on grey cart)
« Last post by Dinomite on September 27, 2021, 04:41:22 PM »
Hi guys, this is my first post in the community! I've been playing rage wars and had trouble with saving. Both me and my friend have working controller paks and save after every trial but then when we restart the game it doesn't let us load the files after clicking 2 player trials on the main menu. When going to 1 player trials it lets 1 player load one of the previous saves but when even the 1 player trials game is started it starts from the very beginning. I tried loading the characters using the settings-> load menu, but that doesn't do anything. I find this very strange not sure if its a bug as I know about the infamous bug in some versions of the game that doesn't let you finish it fully. Thank you for all your answers!
That is REALLY unusual, especially considering the fact you're using a grey cart. I've no idea what the problem could be other than maybe a dead save battery? I wish you the best of luck, mate!  :feather:
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Turok Rage Wars / Turok Rage Wars: Cannot save 2 player trials (even on grey cart)
« Last post by jwillow84 on September 26, 2021, 01:17:05 PM »
Hi guys, this is my first post in the community! I've been playing rage wars and had trouble with saving. Both me and my friend have working controller paks and save after every trial but then when we restart the game it doesn't let us load the files after clicking 2 player trials on the main menu. When going to 1 player trials it lets 1 player load one of the previous saves but when even the 1 player trials game is started it starts from the very beginning. I tried loading the characters using the settings-> load menu, but that doesn't do anything. I find this very strange not sure if its a bug as I know about the infamous bug in some versions of the game that doesn't let you finish it fully. Thank you for all your answers!
88
Turok Dinosaur Hunter / Re: Favorite weapon?
« Last post by Nfsfan83 on September 14, 2021, 07:49:27 AM »
There are 3 best weapons for me in Turok DH:

1. Shotgun - based on Remington 870 Police Magnum Riot Shotgun - 12 gauge

http://www.imfdb.org/wiki/Remington_Model_870



2. Minigun - based on: Hand Held M134 Minigun mostly know as "Painless" from Predator



http://www.imfdb.org/wiki/Minigun

3. Grande Lanucher - based on - own creation of Iguana Studio :)




89
Edited Build Released

Core Edited Build
===========
https://www.mediafire.com/file/th0b5d5o7sdhzhs/Turok2GunsinDoomV1.2B.pk3

-Weapon Bobbing added (Made it perfect for 4:3 Ratio to prevent sprite cut-off. ...sorta)
-Flamethrower Nerfed (Ammunition Consumption Reduced)
-Added the DamageType for some of the weapons for compatibilities
-Added "Dynamic Effects" for the AEoD Enemies Standalone Mod
-Weapon amd Ammo Pickup Size reduced to an Actual Size

(Singleplayer Version of MP Weapons Add-On Edited Build)
===========
https://www.mediafire.com/file/q0vqtjfle49rx7c/Turok2GunsinDoomAddon_SPWeaponsofMPVersion_EB.pk3

-Weapon Bobbing added (Made it perfect for 4:3 Ratio to prevent sprite cut-off. ...sorta)
-Crossbow now using SP Arrows and Tek Arrows
-Added the DamageType for Rocket Launcher for compatibilities
-Added "Dynamic Effects" for the AEoD Enemies Standalone Mod
90
V1.2 has been released! After about 6 Months in Development Hell, It's back with a new update! Why? I found my N64 Cart of Turok 2 after so many years. As a reward, you get a small update!

Shredder's Effects now go away faster, to try to fix problems with the FPS Drops and Deathmatch.
Fixed the War Blade turning into the MP Assault Rifle while using it with the Berserk Pack.
Smoke Effects has been re-added (I forgot to add it in V1.1 by mistake).
Although not touching the gameplay, the 'Old Stuff' folder has finally been removed.
Removed the old taunt code.
Added the Multiplayer Scorpion Launcher from the PC Version of the game. This marks the first time I imported a weapon done in a 640x480 Res, Which can help me later on when I do more sprites like that.
More work has been done on the Weapon Lore.
You can now akimbo Pistols and Magnum Pistols for double the fire power! Although if you don't like it, There's a Addon for that so you can choose if you want it or not.
Picking up the Ammo Expander no longer fills Flame Gun Ammo by 300.
Updated the Credits Screen.
Made the Assault Rifle's Firing sound louder.

I also done a few new addons as well: But I am too much of a rush to write some info for them.
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