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Type ot the full word: TUR**:
Finish the word: Turok 2: Seeds of ****:
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Topic Summary

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
Posted by: DrDoctor
« on: April 29, 2024, 06:01:20 PM »

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.
Posted by: DrDoctor
« on: April 19, 2024, 08:52:27 PM »

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.
Posted by: DrDoctor
« on: April 17, 2024, 08:14:21 AM »

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.
Posted by: Raffine52
« on: April 16, 2024, 06:28:47 PM »

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.
Posted by: DrDoctor
« on: April 14, 2024, 03:01:33 AM »

Mirrored from the Doomworld forums

TurokDooM : Legacy of the Fireseeds (tentative title) is a modification for DooM 2, geared towards the GZDooM Engine. This mod is built upon the original TurokDooM mod made by Murden64 in 2008-09 for Skulltag. This current mod is a total overhaul incorporating content pulled from the Turoks 1,2 3, Rage Wars, and Evolution.

I’m releasing a working demo for this Turok TC for GZDooM. After 2-ish years of development and nearly losing all work in a hard drive failure and a 3-year period of personal turmoil. By chance I recovered a build from my old hard drive. Some work was lost and had to be remade.

Features:

·        Fully 3d content taken from the Turok games and from other sources.

·        Level 1’s main path is completable with a lot of secret areas.

·        The Hub and other maps… exist but are in a rudimentary state. The current build of Level 3 is fairly large with plenty of things to see and do, but the map has no actual ending as of now.

·        Lotsa Weapons, some with alternate fires or can use special secondary ammo.

·        Lotsa Enemies, some with special behaviors like running away when taking too much damage.

I’m also releasing several workfiles for modders to play around with. Most of these files are 3d meshes and animations that I could salvage from my old hard drive. Also includes content not actually used in the demo build.

Included as well is an Author’s Blueprint document that thoroughly details what my vision for the completed version of this mod would be. Unfortunately, my current career takes too much of my time for me to continue development of this mod further other than adding some more 3D meshes or adding small updates to resources. The AB really now exists as a general guideline for any modder(s) to pick up from where I left off.

Youtube channel "TheMegatonBomb" did a playthrough of the mod (outdated version)



Current demo build: 03.26.25

*******Most recent version of GZDooM strongly recommended********

MEGA link:

https://mega.nz/folder/Z3tCWBYQ#CaY5BbZ5OQxdXteopHtSkw

-03/26/2025
Weapons:
Talon: Fixed some minor UV errors on mesh and retimed alt attack.
Pistol: Added Suppressor+laser sight upgrade, gives pistol a smaller alert range and improves overall accuracy.

NPCs:
Sewer Crab: fixed an invincibiliy bug with the ambush variant.

Misc:
Redone how weapons alert monsters, mainly done to accommodate the pistol upgrade.
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