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  • -> Re: Perfect Dark Weapons in Doom RELOADED by Raffine52 [Doom Mod] (UPDATED V1.3) by Dinosoide
    April 11, 2025, 08:21:39 PM
    Hello again. just finished the first episode of DOOM with your add-on with the difficulty at Ultra-Violence. The weapons did serve in all scenarios, but the only downside is the player cannot cancel the reload animation when trying to change weapons, adding to that. the shotgun while reloading despite having slugs in its chamber cannot be actioned, another small but noticeable issue is a delayed when halting the shooting, with these issues noted I find myself playing more tactical, which is a somewhat a good thing, I imagine it comes from errors while programing. Something else, could you provide us with console commands.

     :treasure: Very enjoyable experience and very overall a great add-on. Great job can't wait for future updates. :treasure:
  • -> Re: Perfect Dark Weapons in Doom RELOADED by Raffine52 [Doom Mod] (UPDATED V1.3) by Dinosoide
    April 10, 2025, 09:00:10 PM
    Updates?   :long-hunter::alien: :campaigner: :t-rex:
  • -> Re: Perfect Dark Weapons in Doom RELOADED by Raffine52 [Doom Mod] (UPDATED V1.3) by Hangoin
    September 18, 2022, 08:40:28 PM
    Hey, I think this is great work! I'd like to do something similar with Perfect Dark. How did you go about creating the weapons for Turok?
  • -> Re: Perfect Dark Weapons in Doom RELOADED by Raffine52 [Doom Mod] (UPDATED V1.3) by thebestmlTBM
    February 17, 2021, 10:16:53 PM
    Perfect Dark Weapons in Doom 1.3B Edited Build Version has been released
    http://www.mediafire.com/file/bnuyjnlgwvvuuig/PerfectDarkWeaponsInDoomReloadedV1.3B.pk3/file
  • -> Re: Perfect Dark Weapons in Doom RELOADED by Raffine52 [Doom Mod] (UPDATED V1.3) by Raffine52
    January 18, 2021, 01:49:21 AM
    V1.3 has been released. Sorry if it took me a while to release it, But it's something, at least.

    Buffed DY357 Magnum's damage. To make up for this, though, the Magnum ammo is now less likely to spawn.
    Buffed the Tranquilizer's main firing mode: It now does more damage and now spawns in the Plasma Rifle Spot.
    Buffed the Shotgun a little bit.
    Rockets, Grenades and Crossbow Bolts should no longer have hitbox issues when trying to aim them.
    Fixed a bug where when you duck while playing as the Simulant, he will have Doom's sprites for it, although glitched.
    Fixed the Devastator going into one frame of the ready animation after firing it as well as reloading it. (While I was playtesting it, It had a worse version of that glitch where after you finished reloading it, GZDoom will freeze up, which happened to me two times in a row and resulted in lost of progress)
    Fixed a bug where if the Simulant dies, he will use the wrong sprite when the animation finishes.
    Added a Intermission picture and music. In Perfect Dark's case, It uses the same picture as winning a match in Zan, But it now uses the 'Mission Completed' theme, with the theme for winning a match in Zan now using the 'Multiplayer Completed' theme.
    Fixed the Farsight using the Default Kill Message upon killing someone with it in deathmatch.
    The Mod's name is now shown while GZDoom/Zan is loading up.
    The Console now uses the wallpaper background from Perfect Dark's Website. I used the 'Bullets are a Girl's best friend.', as that looks cooler.

    Download: https://www.mediafire.com/folder/qpfexuiw91ulu/Perfect_Dark_Weapons_In_Doom_RELOADED
  • -> Re: Perfect Dark Weapons in Doom RELOADED by Raffine52 [Doom Mod] (UPDATED V1.2) by kalensar
    October 26, 2020, 12:27:10 AM
    I loved this mod so much that I just had to use it's resources to make a different mod out of it. I used it to make a more compatible version for Doom itself, aimed for Brutal Doom playing. I'd love to thank the hard work of the authors so a guy like me can come in and make a load of fun times off the backs of GIANTS. Literally, these authors were amazing for the work they did on the rips, animations and coding. I spent a week just weeding and editing and was just astounded at how well they did  on it.

    I'll post a link to my homage style mod on here, Perfect Dark Brutal Doom, as it used the resources in this mod to be made. It was an amazing sandbox to use and play with, and it's only right that I link the fruits that grew from this garden.

    https://www.moddb.com/games/doom/downloads/perfect-dark-brutal-doom
  • -> Re: Perfect Dark Weapons in Doom RELOADED by Raffine52 [Doom Mod] (UPDATED V1.2) by thebestmlTBM
    July 09, 2020, 02:16:03 AM
    The First Edited Build Version of the Raffine52's Non-Turok Doom Mod is here!
    https://www.mediafire.com/file/8x4enex9ef2qnpn/PerfectDarkWeaponsInDoomReloadedV1.2B.pk3/file
  • -> Re: Perfect Dark Weapons in Doom RELOADED by Raffine52 [Doom Mod] (V1.2) by Raffine52
    June 30, 2020, 03:18:52 AM
    V1.1 has been released.

    Added Perfect Kirby. Unlike RED, He's included in the base mod for the most part.
    Added RED. However, You have to load in the addon in order to use her. Her Files are included, though.
    Fixed the Grenade's Alt Fire Mode playing the Sim Voice even when playing as Doom and 007.
    Made a pickup Actor for the Boombox.
    The Combat Knife now makes sounds when you switch away while in Throwing Knife mode.
    Fixed the Mauler Pickup using the Crossbow's Pickup Sprite.
    The DY357-LX no longer spawns on the Plasma Gun Spot, and the Reaper now spawns in the BFG9000 Spot instead.
    The Proximity Mine now uses the code from the GE007TC Mod. This allows the Proxy Mines to no longer somehow grant you kills when they blow up, However this adds in a bug where if the enemy is close to a mine, They will get killed and you will not be credited for a kill.
    Fixed the Sniper Rifle going into a little bit of the ready animation after it's done reloading.
    The N-Bomb is now voiced when throwing it as Simulant.

    EDIT: Version V1.2 has been released. Originally I was going to release it a few days ago, but my interest in TWINE suddenly went up, which is why it took a little bit longer for it to come out. But at least I did a few changes when I got back to it, I guess?

    Fixed a bug where firing the SuperDragon's Grenade Launcher Mode would somehow take away one bullet from the main magazine.
    Buffed the Shotgun's Firing rate a little bit.
    Fixed the Laser's Main firing sound and the Reaper's spinning stop and reloading sounds cutting off just by jumping while they are playing.
    The Devastator and SuperDragon now fire Grenades in a normal path instead of firing them up from the arc (AKA Goldeneye's Grenade Launcher).
    Falcon 2 now fires a little bit faster.
    Fixed the Reaper Ammo being called out twice in the Cellpack Spawner.
    Both Farsight Orbs and Reaper Ammo Pickups are now harder to find.
    The Tranquilizer was moved from being in the Super Shotgun Spawner spot to the Chainsaw Spawner spot. We will see how it goes.
    The Boombox's spawn rate has been changed from '1' to '2'.
    Buffed the Crossbow: It now goes faster and deals 15 damage instead of 10.
    CC13 now fires a little bit faster just like the Falcon 2.
    You can no longer spawn the Items from Banjo and Donkey Kong 64 (This will change in later updates though once I get them done when my interest in one of them happens).
    The Simulant now uses the DataDyne Shock Trooper Sprites instead of reusing Doom Marine's Appearance.
    RCP-45, Shotgun and AR34 pull out faster.
    Buffed the Farsight: It's shots can now rip through enemies now.
    Added 'FORCEXYBILLBOARD' on some of the Actors so they don't look like paper.

    I also updated the Music Pack to fix one issue:

    Fixed the GBC Tracks having their titles swapped.
  • -> Re: Perfect Dark Weapons in Doom RELOADED by Raffine52 [Doom Mod] (Released V1.0) by Nutshot
    June 28, 2020, 05:24:48 PM
    Damn, this looks better then i thought.
    I have to be honest, i didn´t tested out any of your Weapon Mods yet, only did bookmarked this site to come to it later once i may play Doom again.
    So really i expected from the Animation Standpoint it was on the same Level like "Real Guns Hardcore"
    https://sites.google.com/site/realgunshardcore/
    (which itself is based on an even older Weapons Mod if i remember it right).
    But now after watching the Trailer, the Animations are so smooth, it really feels like you´re playing Perfect Dark itself instead of Doom (except the Enemies :)). Great job!
    I hope i get the same smoothness in your other Weapon Mods too. ;D

    PS: By the way, speaking of "Real Guns Hardcore", was you aware of it?
    Maybe you are the right person to give it some QOL Improvements too, based on how old the last Update was.
    There was also an Unreal Weapon Mod (maybe by the same guy, he did a bunch of these Weapon Packs).

    I thought there was an Update thou:
    https://www.moddb.com/mods/call-of-doom-cod-style-advanced-weapons-mod
    But it seems this has nothing to do with "Real Guns Hardcore". I already asked them about if this is a Revised Edition of "Real Guns Hardcore". but they said it´s not.
  • -> Re: Perfect Dark Weapons in Doom RELOADED by Raffine52 [Doom Mod] (V1.0) by Raffine52
    June 28, 2020, 01:34:43 PM
    Trailer's up:

    &feature=youtu.be

    Amd the The Download link is up: https://mega.nz/folder/3N0F0AAJ#MNTxGMZJxoPV5I7LHBFhQw

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