Topic Summary
Posted by: DrDoctor
« on: February 23, 2025, 04:28:28 AM »
Another player character-focused update. Now accommodating the upgraded weapons and the arms. the Wooden Bow has returned as a Tal'Set starting weapon, though both characters can use both bows. Now just like in Turok 1-2 if you jump in water, you will autoselect to the knife (if warblade is in your inventory, it'll prioritize that instead.) https://mega.nz/folder/Z3tCWBYQ#CaY5BbZ5OQxdXteopHtSkw-02/23/2025 Weapons: The Wooden bow has returned as a Tal'Set starting weapon, though both Turoks can use both bows. Both bows are currently no different functionally other that appearance. -All: different arms depending on what playerclass you are using as well as a autoselect to a melee weapon if you're underwater (like in Turok 1 & 2) as well as some small refinments. NPCs: Pteranodon: Placed a 'direction correction' if they get knocked back. Jetpack Mantids: Placed a 'direction correction' if they get knocked back. Also implemented a 'keep away' mechanic if they get too close to their target. Maps: SP02: placed a return teleporter at the map's dead end mark. I won't make any serious updates to this map until I get thenewflesh33's work back.
Posted by: thebestmlTBM
« on: February 21, 2025, 08:32:31 PM »
It's great to see this mod still kicking in.
Posted by: DrDoctor
« on: February 16, 2025, 09:17:39 PM »
At long last we finally have playermodels for Joshua and Tal'set! The meshes accommodate all weapons as well as crouching and 'in air' states. There is also a new Pteranodon NPc and some minor fixes. https://mega.nz/folder/Z3tCWBYQ#CaY5BbZ5OQxdXteopHtSkw -02/16/2025 Player: Added playermodels for Joshua and Tal'Set that accommidate all weapons, crouching and 'in air' states. Weapons: -Plasma Pistol: added puff for blade altfire NPCs: *NEW ENEMY* The Pteranodon, it can fly and even land. Misc: Scaled up some ammo pickups so they'll be easier to see in map.
Posted by: DrDoctor
« on: February 03, 2025, 03:03:22 AM »
-02/02/2025
NPCs: *NEW ENEMY* Sewer Crab: 3 variants: (Walker) The "default" type that walks around. (Swimmer) more faithful to the Dinosaur Hunter version, meant to be placed on water flats. (Jumper) Place on water flats, jumps out of water at target.
Misc: -expanded on watersplashes. -fixed some coding errors. -Map SP03: Reworked a section.
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
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