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Topic Summary

Posted by: DrDoctor
« on: October 11, 2024, 11:31:34 PM »

New update and all weapons have been updated to their most definitive versions! I've also added fire death states to raptors with plans to expand that to other NPCs in the future. The next update will focus on updating the Mantid and maybe robot factions of NPCs. That will probably take about 2 weeks to finish.

-About the Fusion Cannon's new Heat Ray altfire:

This is a multifaceted attack that changes due to how long you hold the altfire 

-Quick tap: shoots a single yellow beam. Damage 40*frandom(1,3)

-Holding:

-Initial Stage: spews a cone of nuclear fire that narrows.

-Second Stage: continuous orange beam. Damage 20*frandom(1,3)

-Third Stage: Overheating, fires continuous blue beam. 50*frandom(1,3)

-Final Stage: Weapon explodes, player dies.


-10/12/2024
-Tek Bow: Fixed bug with ammo toggling
-Firestorm: Fixed a bug with the coldspin refire
-Fusion Cannon: HUGE overhaul, new mesh, refined fusion ball, new "heat ray" alt fire, broke weapon into 5 collectable pieces.
-Raptors: Added special fire.death states, will apply to other NPCs in future updates.
-Several small fixes and refinements on numerous objects. (Plants can now be burn by nukefire)
Posted by: DrDoctor
« on: October 10, 2024, 12:43:06 AM »


[/quote]
Also, I been thinking: Any new weapons down the line?
[/quote]

Not at this time, I'm moving to flesh out the enemy rosters for levels 2 and 3. If I do any more new weapons, they'll be Tal'Set, Danielle and Joseph exclusives if and when their campaigns start up.
Posted by: Raffine52
« on: October 09, 2024, 04:21:49 AM »

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?
Posted by: DrDoctor
« on: October 05, 2024, 10:57:48 PM »

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.
Posted by: DrDoctor
« on: September 29, 2024, 11:55:42 PM »

Back with a new update. Not much special with this one, just some more weapon refinements. To address the issue of some people not seeing the 3d models, I restructured file layout of the 3dmodels.pk3. TO THOSE WHO'VE HAD PROBLEMS BEFORE, PLEASE LET ME KNOW IF THIS FIXES THE ISSUE!

 

-9/29/24

-Cleaned up the language and structure of turokdoom_models.pk3, hopefully this fixes the issue of some people not seeing the 3d meshes in game.
-Six Shooter: Speed Fire is now fully manual.
-AutoShotgun: updated with new mesh and more elaborate animations and it can now use and toggle both shell ammo types.
-Shreader: updated with new mesh and more elaborate animations
-Assault Rifle: updated with new mesh and more elaborate animations
Posted by: DrDoctor
« on: September 22, 2024, 11:39:00 PM »

Back with a new update. This and the next few updates will focus on weapon refinement. The major changes here are parts upgrades for certain weapons. For example, the Turok 2 Double Pump Shotgun is back as an upgrade to the base shotgun plus you can now toggle the ammo.

-9/22/2024
NOTE TO WEAPONS WITH UPGRADED VERSION: The "give all" cheat only gives you the base versions of the weapons, upgrade items need to be summoned by name.
-reworked Pump Action Shotgun. Ammo types are now togglable with altfire and it can be upgraded to the double barrel version via an upgrade item. (there is also a full double barrel shotgunpickup, but it's a dummy item that gives you the base shotgun and upgrade together)
-the Shredder can also toggle ammotypes with altfire. The weapon will get a further refinement in a later update.
-reworked Pulse Rifle with new hands and a secondary fire unlocked via an upgrade item
-reworked Firestorm Cannon to use an item upgrade that turns it into the Ragestorm Cannon, which gives the weapon a melee function. Has altfire for a damaging coldspin (Ragestorm only, not affected by Ancestor's Fury)
-combined both Scorpion Missile Launchers into 1 weapon. The 3 tube version is unlocked via an upgrade item. The 3-tube version is now manual fire until an auto-reload. Both versions can toggle between "dumb rocket" and "smart rocket" mode using altfire. (the Mk.2 pickup still exists, but it's a dummy item that gives you the base launcher and upgrade together)
Posted by: DrDoctor
« on: September 11, 2024, 12:35:01 PM »

Back from a 4 month work contract. This new update has an overhaul to the raptors appearance and behaviors. Map SP01 and 02 have been expanded more and some secrets in 01 have been shifted around. 3 new NPCs and some refinement of existing assets. Check the MEGA link in the initial post.

-9/11/2024
-Huge overhaul of Raptor NPCS with expanded animations and behaviors
-Huge overhaul of Attack Robot NPCS with expanded animations, behaviors and a new black variant
-Blade of Plasma Pistol now has dynamic lights, turning it into a very deadly glowstick
-Added Mantid Worker NPC (Also known as the Mite from Turok 2)
-Added Venus Mantrap NPC from Dinosaur Hunter(found in SP03)
-Expanded SP01 more.
-Expanded SP02 more.
Posted by: Duke64
« on: June 11, 2024, 11:52:40 PM »

This is really nice. I'll have to find more time to try it out more than I just did. But great work!
Posted by: DrDoctor
« on: June 03, 2024, 10:20:08 PM »

Not really an update. but I've managed to find the enhanced Turok 2 Adon model I made before scrapping it for the custom Tk3 Model. Unfortunately, it's just the T-posed obj. and not the rigged mesh, that's probably lost forever, though someone could append the rig from the Tk3 version.
It's found under TurokDooM_Workfiles/NPCs/unused/T2Adon
Posted by: DrDoctor
« on: May 19, 2024, 11:06:18 AM »

Managed to squeeze in one final update before hiatus

 

-5/19/2024
-released demo ver. 5.19.24
-Huge overhaul of all Slot 3 weapons (pistols) with new meshes and alternate attack functions
-Refined the Flying Sentry Bot NPC with a proper death state, different projectiles, and even a kamikaze divebomb.
-Expanded SP02 a bit.
Posted by: DrDoctor
« on: May 18, 2024, 10:16:42 PM »


Anyways, when they get killed by the Flamethrower (or other weapons that have the Fire DamageType), they get burned in an agonizing pain.

Yeah I was planning something like that far down the line as well as other damagetype deaths and Turok 2 levels of gore
Posted by: thebestmlTBM
« on: May 18, 2024, 08:42:38 PM »

Here's the idea I have.

Burnt Enemies (Poachers and Raptor so far)

Sorry that this is the best I tried.

Anyways, when they get killed by the Flamethrower (or other weapons that have the Fire DamageType), they get burned in an agonizing pain.
Posted by: DrDoctor
« on: May 13, 2024, 11:31:45 PM »

-5/13/2024
-released demo ver. 5.13.24
-New NPC: Pur-lin War Boss. Has been implemented as the mid-boss of Map SP03
-fixed some TUROKfont identifiers 
-fixed some sound playback issues
-Wasp now has a rushing attack
-improved code for NPCs with sidejumping states
-Revamped the Raptor Temple segment of SP01
-new content in the Unused categories in the workfiles



This will probably be the last update I'll upload in good long while as I have 4-month work contract starting soon. If anyone wants to pick up the project, please get in touch with me.
Posted by: Raffine52
« 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
Posted by: DrDoctor
« on: May 06, 2024, 01:27:31 AM »

-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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