Author Topic: [Release][GZDoom] TurokDooM: Legacy of the Fireseeds demo  (Read 62381 times)

Offline DrDoctor

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[Release][GZDoom] TurokDooM: Legacy of the Fireseeds demo
« 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Youtube channel "TheMegatonBomb" did a playthrough of the mod (outdated version)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: 9.11.24

MEGA link:

https://mega.nz/folder/5y1mGK7B#Dk9YRRjX-uV90vpCdKJKCQ

-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.
« Last Edit: October 05, 2024, 10:57:36 PM by DrDoctor »

Offline Raffine52

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Re: [Release][GZDoom] TurokDooM: Legacy of the Fireseeds demo
« Reply #1 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.
« Last Edit: April 16, 2024, 06:30:29 PM by Raffine52 »

Offline DrDoctor

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Re: [Release][GZDoom] TurokDooM: Legacy of the Fireseeds demo
« Reply #2 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.
« Last Edit: April 17, 2024, 08:15:08 AM by DrDoctor »

Offline DrDoctor

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Re: [Release][GZDoom] TurokDooM: Legacy of the Fireseeds demo
« Reply #3 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.

Offline DrDoctor

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Re: [Release][GZDoom] TurokDooM: Legacy of the Fireseeds demo
« Reply #4 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.

Offline DrDoctor

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Re: [Release][GZDoom] TurokDooM: Legacy of the Fireseeds demo
« Reply #5 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

Offline Raffine52

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Re: [Release][GZDoom] TurokDooM: Legacy of the Fireseeds demo
« Reply #6 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
« Last Edit: May 11, 2024, 01:08:43 PM by Raffine52 »

Offline DrDoctor

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Re: [Release][GZDoom] TurokDooM: Legacy of the Fireseeds demo
« Reply #7 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.

Offline thebestmlTBM

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Re: [Release][GZDoom] TurokDooM: Legacy of the Fireseeds demo
« Reply #8 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.

Offline DrDoctor

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Re: [Release][GZDoom] TurokDooM: Legacy of the Fireseeds demo
« Reply #9 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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