Turok: Dinosaur Hunter Forums!
General Category => General User Mods, Maps, and Content => Topic started by: DrDoctor on April 14, 2024, 03:01:33 AM
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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Youtube channel "TheMegatonBomb" did a playthrough of the mod (outdated version)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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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.
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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.
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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.
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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.
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-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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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
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-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.
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Here's the idea I have.
Burnt Enemies (Poachers and Raptor so far)
(https://cdn.discordapp.com/attachments/359160011680645121/1241550112304664697/image.png?ex=664a9b25&is=664949a5&hm=67702cd250680f0870e3924d5722f72ccda78c4abdea999f0fd832180b7f6593&)(https://cdn.discordapp.com/attachments/359160011680645121/1241550112795131914/image.png?ex=664a9b25&is=664949a5&hm=c61ea8eeee21553b28cca3b6e02ea3d08d1016e01cdb44fb58a9ebd54c5c5cfb&)
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.
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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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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.
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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
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This is really nice. I'll have to find more time to try it out more than I just did. But great work!
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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.
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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)
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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
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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.
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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?
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Also, I been thinking: Any new weapons down the line?
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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.
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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)
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-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.
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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.
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It's great to see this mod still kicking in.
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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.
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Now introducing the Hottie with a Shottie, Danielle Fireseed as a playable character! She comes complete with her own mesh and starting weapons! Joshua also now has the Turok2 Talon as his starting melee weapon while Tal'Set retains the classic knife.
For those who'll ask, Joseph will be a playable character... eventually.
https://mega.nz/folder/Z3tCWBYQ#CaY5BbZ5OQxdXteopHtSkw
-03/05/2025
Players:
Danielle Fireseed added as a player character. Has less base health, but has the fastest movement speed and has the highest jump.
Weapons:
The knife, bow, and tekbow have been made undroppable.
Knife : new mesh and is now Tal'Set's starting weapon
*NEW WEAPONS*
Talon: Joshua's starting weapon. functions the same as knife
Saquin Tomahawk: Danielle's starting weapon. functions the same as knife
Compound Bow: Danielle's starting weapon. Tek arrows have fire properties.
Maps:
SP01: Some minor refinements
Misc:
Upgraded the effects on shotgun explosive shells and fixed a minor sound bug.
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New update, not much, just some refinements and fixes, the highlight is an upgrade item for the pistol that makes it more accurate and less likely to be heard by enemies.
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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I'm impressed with the updates and commitment to working on this. Great job, I need to go play it again it looks like.
:feather:
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Looks promising really good ideas here. :campaigner: :alien: :t-rex: :long-hunter: