Post reply

Name:
Email:
Subject:
Message icon:

Attach:
(Clear Attachment)
(more attachments)
Restrictions: 4 per post, maximum total size 1024KB, maximum individual size 1024KB
Verification:
Type the letters shown in the picture
Listen to the letters / Request another image

Type the letters shown in the picture:
Type ot the full word: TUR**:
Finish the word: Turok 2: Seeds of ****:
Finish the word: Turok Dinosaur ******:

shortcuts: hit alt+s to submit/post or alt+p to preview


Topic Summary

Posted by: Raffine52
« on: July 31, 2025, 04:04:59 AM »

Your mod is very good, one question, is it normal for the class selection screen to give Joshua an error?

Instead of his picture appearing, it shows random things.

Is this mod and the others compatible with LZDoom?

The reason why random things appear is because TBM or me hasn't made a picture for Joshua Fireseed.

As for the mod working with LZDoom, Yes, It can work there.
Posted by: Joseph Turok
« on: July 25, 2025, 09:25:30 AM »

Your mod is very good, one question, is it normal for the class selection screen to give Joshua an error?

Instead of his picture appearing, it shows random things.

Is this mod and the others compatible with LZDoom?
Posted by: Raffine52
« on: June 16, 2025, 03:28:23 PM »

Finally, After about 9 months, V2.5 has finally been released! AKA The other IDTech1 game support Update. Yes, Tal-Set thought: 'Why not travel to Other IDTech1 games?' And so I made it happen. Oh, and finally, a mod menu that makes the N64/Remaster Sound Addons totally obsolete (although mostly, since the Zan Version does not have a mod menu, and same with Legacy Edition, meaning I still have to keep these addons around). Also the update where the weapons come into almost full shape.


Also, I made a change to the Info for the Mod:

"The mantle has been passed. You've become Protector of the Earth. You are now Turok: Dinosaur Hunter. Make hell/serpent riders extinct. Again!"

Turok 1 Guns in IDTech1 (And Before the V2.5 update, Turok 1 Guns in Doom) is a Mod that I Started working on February 7 2018, and was released in February 13, 2018. That's many years since It was first released, and since then, It has gotten updates throughout it's life cycle, With the V2.3 Update bringing in 3D Models to the Mod, and V2.4/V2.5 improving things further.

How this was made? I was playing GZDoom, And out of my mind thinking I can play Doom 64 Levels using Weapons from Turok 1, And so, I made this. Weird thought, isn't it? Of course It was my teenager self having some nice thoughts here and there, but still.

The Goal of this Mod is to recreate the weapons from Turok: Dinosaur Hunter to GZDoom/Zan, With some touch ups here and there. Originally the mod covered just Doom, But the V2.5 Update extended it to Heretic and Hexen (With Strife support coming later).


Main Mod:

Added Heretic/Hexen Support. This is a big one, Since both games handle their item placements differently than Doom does. Since most of the Items the two games had are either for their original characters/gameplay or won't fit the scope of the mod, Most of them are replaced with Weapon/Item Pickups or Doom's powerups, and in Heretic's case, Quad Damage. The only ones that remain are Boots of Speed, Chaos Device and Wings of Wrath. It is possible to play the two games before in older versions, But the fact that none of the weapons/items are replaced makes it so only cheats can be used to gain the mod's weapons: This update fixes that so players who want to play fair can play through both games and their level mods without having to use their all weapon codes.
Added a Mod Menu. This was originally for Turok 2 Weapons in Doom, But since I was a beginner at this at the time, I couldn't import it into that mod. It took me some months and my mind thinking about it that I would try again, This time for something simple like T1 Weapons in IDTech1. Although there's only a few settings to change, There are some that get the job done:

Weapon Sounds: Choose if you want either N64, PC, or Remaster sounds of the Weapons (Item Pickup and other sounds remain unchanged)
Can Chronoscepter refill it's ammo: Choose if you want it to refill it's ammo or not, It is best used when using the Chrono Pieces addon, since it's ammo won't spawn when that addon is being used

Since It now supports other games other than just Doom, The mod's name is changed, Before, it is called Turok 1 Weapons in Doom, now it is called Turok 1 Weapons in IDTech1. Not all cases of the Title has been changed: In most cases, It is still called by it's original title, And only the mod name upon loading up GZDoom/Zan calls it by a new name.

Characters:

Tal-Set: Added a Falling scream and Surfacing from Water voice clips.
Replaced Alien Infantry with Joshua Fireseed, Finally re-adding the Turok 2 Voice that was added all the way back from V1.1.

Weapons:

Normal Arrows and Tek Arrows now fly like a arrow should. No more arrows that fly like a bullet!
Tek Bow: Tek Arrows now deal 25 Damage on a hit instead of 31. Blast Damage is also nerfed to 100 instead of 200, But the blast zone is buffed. This makes it so while it can still two hit kill Cacodemons, It can no longer two shot Hell Knight Tier Health enemies. Also, Normal Arrows can no longer gib enemies.
Pistol: It now does one extra damage, like the AR does.
Explosion Shells has gotten a nerf: Doing 29 Damage instead of 50 on hit, 75 Blast zone damage but a bit larger blast zone.
Auto Shotgun: Fixed the sound not playing when switching Ammo Types (mostly since I forgotten to change the sound effect which was a holdover from T2 Weapons in Doom)
Assault Rifle: Changed up the fire animation a little bit. Also, Now does 11 Damage (Alongside the Pistol)
Grenade Launcher: Buffed the Blast Zone and damage.
Quad Missile Launcher: Restored original ammo usage to 4 and max ammo to 24. (48 with backpack).
Minigun: Buffed the damage from 10 to 14. Also, I was going to make it so the voice clip would only play while using Heavy Weapons Guy, instead of any character, But I couldn't import it at the time of release, So it is disabled for now (The Hot-Fix release would include it)
Alien Weapon and Particle Accelerator's Pickup Model lights now animate.
Chronoscepter: The weapon has a pickup sound of it's own. Also, It's Trails are now more notable.
Added the Warthscepter, The only new weapon in V2.5. It is a lighting gun type weapon that shreds things in it's path, uses it's own ammo and can't be refilled. It spawns in Hexen instead of the Chronoscepter and Fusion Cannon (And also in Doom via a rare chance and in Zan via BFG10k placement). It also only appears in both the Main Mod and Zan Version: It does not appear in Legacy Edition.
 
Shotgun, Auto Shotgun, Minigun, Assault Rifle and Grenade Launcher now have a blank light black (Gray in GL and minigun's cases) texture instead of a refection texture, So they don't look too funky.
The Shell Casings now use sound effects from Turok 2 (Which is unused from that game).
Added Explosion Shell Casings (Which are just the casings colored in Red, again from Turok 2) when both Shotgun/Auto Shotgun use Explosion Shells (Originally the shells wouldn't fly out of the gun in the Original game and in the mod before V2.5).
Grenades now has bounce sounds (Taken from Rage Wars).
Pulse Rifle no longer spawns in the RL Spot.
Re-added Fire flashes to the bullet weapons.
Edited the Modeldef of all of the weapons to have the viewmodel placement be closer to the Original game's.

Items:

The Keys now has 3D Models in place of the original 2D Sprites. Also, the key actors are now in their own file instead of being part of items.txt file.

Misc:

Restored the Help Screens.
Coverted all the sprites that were still in Doom's Pic type into a PNG, Mostly so they remain looking just right in the other games other than Doom.
Cleaned up some text files.
Added Chronoscepter pieces, but they are unused in the base mod itself, but used for the Chrono Pieces Addon.


Also, The Zan Version of this mod has been released. Due to the changes the mod menu brought, This meant the main mod can't be loaded up in this update, So my fix is just make a Zan Version for it. While keeping most of the changes from the Original Version, It has differences to fit the limitations of Zan and my coding skills: N64 Sounds only, Fusion Cannon is a sprite, and no mod menu.

New Addons has been released to go along with this update: Which is Amiga Music Pack (Credits to TBM for it), Toned down effects, Chronoscepter Pieces and Castlevania music pack (Which is entirely SOTN).

The Legacy Edition has also been updated, having most of the changes from the current version. Of course, Only the main mod has Heretic/Hexen Support, while the Zan and Legacy Editions remain Doom only (For now).

Download: https://www.mediafire.com/folder/60i94zzv30f1f/Turok_1_Guns_in_Doom
Posted by: Dinosoide
« on: April 12, 2025, 06:52:32 PM »

Greetings! I fixed the issue using ZDL, which is necessary for running multiple mods and organizing them. But I did have an issue executing the "Turok1GunsInDoomAddon_EnemyMod"


I finished the first episode on Ultra-Violence and encountered no issues. The weapons handled exceptionally well, and the visual effects, especially those of the Pulse Rifle, were stunning. Overall, it's a fantastic add-on.  :long-hunter:
Posted by: Dinosoide
« on: April 11, 2025, 02:11:36 PM »

Greetings! Could you guide me on how to run additional add-ons? I’m particularly eager to try the Alpha and Beta weaponry. Although I attempted to load the base add-on along with the Alpha weapons simultaneously, the game still defaults to the base mod.  :campaigner:
Posted by: Raffine52
« on: September 12, 2024, 02:43:13 AM »

V2.4 Has been released! AKA The Refinement update. After getting the 3D Model Update out as early as possible, There are some rough edges I was going to fix, But I decided to take a long break from it before after releasing it. Now it's the time to smooth these rough edges out with this mini-update.

Main Mod:

Added Animated Texture support for models that were made for them that lacked them originally, So they are no longer stuck in just one texture.

Characters:

For James Bond 007, He now has his PP7 instead of starting with T1's Pistol. It works the same as the Pistol, With the only change being the model and sound.

Weapons:

Knife: Fixed the berserk state still calling for sprites that were removed that causes the Model to Disappear.
Assault Rifle: Buffed the damage a little bit.
Quad Missile Launcher: Moved the Viewmodel to be closer to the Original Game.
Particle Accelerator: The Shots now have Blast Damage, Based off of how Cow's T1 Weapon Port for T2 did. Also, the Lights on the Weapon continue to animate even when it's charging up, and it charges up much faster.

Made the moving parts on the Minigun's Barrels/Auto Shotgun's Drum move again.
For Weapons that have Two Ammo Types, they can now be switched instead of having both be usable at the same time.

Items:

Made the Large Cell and Fusion Charge Pickups Larger.
Added a Ammo Pickup for the Chronoscepter.

Also, I made a new addon: Zan Patch, Which makes some small changes (Shockwave having it's viewmodel be closer, and the Fusion Cannon being removed)

Download: https://www.mediafire.com/folder/60i94zzv30f1f/Turok_1_Guns_in_Doom

EDIT: For these who want the sprites, The Legacy Version has been released! Back when V2.3 was released, The sprites were replaced by 3D Models, Which made it widescreen friendly, alongside other improvements. But what if you still want the sprites for the following reasons: Either you are playing on software, are playing on a low end PC, or are playing on the Phone? Well, There's a perfect answer for all of these: The Legacy Edition! What this Edition is that It is based off of V2.2 (Before the 3D Model Update), But it includes the improvements from later versions after V2.2, and even keeps some of the things that were dropped from the Main Version, like the Akimbo Pistols. But other than that, It's the same mod gameplay wise, So wanna blast some demons on the go or are on a budget? Legacy Edition has you covered. Also, Some addons that were made with Sprites in mind also work with the Legacy Version (Which is why I moved them to that folder). The Download can be found on the same link as the Main Version is hosted in.

For the Features of LE, This Edition uses V2.2 as a base, But the following things from later versions were included:

- Fire Rate Changes.

- Bullet Puffs has GL Light Support.

- Bow's Arrows Having Tracer Effects.

- Particle Accelerator's Blast Damage.

- Ammo Type Switching.

- Bug Fixes (Like Big Tek Arrows Pickup not being in any of the spawners)

- Improved Effects.

- James Bond having the PP7.
Posted by: Raffine52
« on: December 13, 2023, 02:29:27 AM »

V2.3 has been released! AKA The 3D Model Update. The Last of the 3D Model Overhauls for the Turok Weapon Project (For now) comes early instead of next year, As this mod now gets the 3D Model treatment that Turok 2/3 Weapons has gotten. Since I wanna get it out as early as possible, It does not have a Trailer, and nearly all the Items remain in sprite form for now.

Main Mod:
Like the two last Turok Weapon mods that came before it, The Mod now has 3D Model Support, But partly. Most of the Items remain in sprite form for now.
Tal-Set and Campaigner now have 3D Models, But others remain in sprite form for now. Later, I will make The Alien Infantry be in 3D and bring back some characters that were removed before.
Added brightmap support.

Weapons:

Bullet Puffs now has GL Light Support. Still no GL Lights for the Particle Accelerator, Fusion Cannon and Chronoscepter, Though (These will be saved for a later update, just not this one).

Bow: The Arrows now have a Tracer Effect, to make them easier to spot.
Pistol: Akimbo Pistols was removed.
Shotgun/Auto Shotgun: Explosion Shells now explode like they do in T2 Weapons in Doom.

The Assault Rifle and Shotgun now has a faster fire rate.

Items:
Fixed a long-standing mistake of the Big Tek Arrows Pickup not being in any of the spawners.
Posted by: Axer
« on: May 22, 2022, 05:34:35 AM »

Thanks for the awesome mod. Appreciate your hard work on this   :)

Tried it out on the wad / map pack "uplink" . It's a 3 level sci-fi pack, not too hard, features some custom content but loading the mod after in ZDL resulted in no issues.

I also tried every character a bit.. But other than the alien infantry starting with alien weapon and heavy weapons guy starting with minigun, i didn't really notice any differences. Doomguy for example seemed 100% the same as Tal-set, even down to their sounds (tal set didn't seem to have unique sounds). While the other characters had some unique sounds but mostly seemed the same. Jame bond i expected to have some weapons from goldeneye, but had all the same turok arsenal.
Can you explain the differences in the character classes?

Only minor bug i encountered is the ultra health first encountered on this map (if you want to test, its available in the first 60 seconds of the first level and not hidden), had the yellow ultra health graphic, but couldn't be picked up until I Was under 100 health, thus acting as the Red full health. Later levels ultra health worked as expected.

Suggestion: Please consider updating the weapons sprites to support widescreen. I'm not sure why you cut them off at 4:3, doesn't look great.. Since they are 3D models and support widescreen fine in the nightdive remaster... And actually even the N64 original if you use a gameshark code or patch to force widescreen, they display correctly. I suppose maybe you took them from the N64 version to get the retro pixelated look that matches doom better, which is cool, you did a great job in terms of animations matching up.. But even your own videos are in widescreen, so would be cool if you could add widescreen support.
Here is a video of the n64 version patched in widescreen, not the best vid can you can at least see the weapons viewmodel doesn't get cut off:
Posted by: Raffine52
« on: March 10, 2022, 01:31:11 PM »

After about Two Years of no updates, Turok 1 Guns in Doom finally returns with a V2.2 update! A long awaited update with many needed changes.

"You wedge the pickaxe under a corner of the lid and push hard. It lurches open with a groan,
and a blast of dank air howls out of the opening. Slate steps lead down into a dark void below.

Descending into the blackness, you light a lamp and see that the walls are encrusted with carvings,
fossils, and bones. As the last rays of light from the entrance recede behind you, a stone floor appears
and the passage widens. You are now standing in a chasm filled with the skeletons of long-dead creatures.

You reach down and pick up a human skull. Its surface is riddled with lacerations that look like tooth marks.

Something growls behind you."

Added a Intermission picture and music. In Turok 1's case, I used the old Winning picture for it.
Enemies now draw blood upon being hit by Bow's Arrows.
After many years of being left out of the mod since V1.9, The Particle Accelerator finally makes a return. It can now charge correctly instead of being just for show, and it is no longer a Alien Weapon clone.
The Alien Rifle has been renamed to Alien Weapon. The Actor name for it is still called 'TK1AilenRifle', but that's to make it closer to the remaster.
Eriko has been removed from the roster. In her place is James Bond 007.
Improved Weapon Effects.
Added GL Light Support. However, The Particle Accelerator, Fusion Cannon and Chronoscepter are still missing GL Lights, but I will add these in a later update.
Removed some old files from years ago.
Nerfed the Knife as it did way too much damage.
Buffed the Fusion Cannon, And the Player can no longer damage themselves with it.
Changed up the way the Pulse Rifle's Projectiles look.
Scaled down some items.
Bow's Arrows now fly slower.
The 'Select Class' screen now says 'Select your Character'.
The Character Icons are now smaller.
Removed one of the remains of the old sprite set from the Quad Missile Launcher.
Doomguy has been added, replacing Pur-Lin by default.
Moved down the logo so you can see the whole thing.
You can now Akimbo Pistols for double the firepower.
Moved the Shell Actors to the Effects Text File.
Bullet Impacts and Blood Effects are replaced with the ones based off of Turok 1.
Added in the Console Background.
The Mod's name is now shown while GZDoom/Zan is loading up.

The Alpha Guns Addon has also gotten a big update of it's own, too.

Included all of the improvements and changes V2.2 brings (Improved Weapon Effects, GL Light Support, and some Weapon/Item Changes).
Nerfed the Alpha Knife as it did way too much damage.
Alpha Bow's Arrows now fly slower.
Renamed some sprites so it does not show the wrong sprites for the new added in things from the base mod.
The Prototype Pulse Rifle has been changed completely: Instead of working the same as the Pulse Rifle, It Is now a Sniper Rifle Type Weapon that fires Fast Projectiles with a Tracer behind them. It also has it's own firing sound as well.
The Lighting Gun has been overhauled: Instead of firing fast Projectiles, It instead fires lighting that has limited range.
Done some unlisted changes on the Beta Fusion Cannon, I did however listed two of the changes I remembered: It now only has one Firing mode, And removed parts of the background on the firing sprites.

Trailer:


Download: https://www.mediafire.com/folder/60i94zzv30f1f/Turok_1_Guns_in_Doom
Posted by: Nutshot
« on: October 04, 2020, 04:56:07 PM »

Perfect, thanks for the reply :feather:

Your welcome (if that what meant to me). :)
Posted by: thebestmlTBM
« on: October 03, 2020, 10:06:15 AM »

There is. it's called "Brutal Doom Monsters Only"
Posted by: Nutshot
« on: October 02, 2020, 07:03:50 PM »

Script error, "Turok1GunsInDoomAddon_AlphaWeapons_EditedBuild.pk3:actors/weapons/tk1betabow.txt" line 91:
Parent type 'TK1Arrow' not found in TK1BetaArrowSlow
Attempt to get invalid state PickupAmmo from actor TK1BetaDeathMachine.
Script error, "Turok1GunsInDoomAddon_AlphaWeapons_EditedBuild.pk3:actors/items/randomspawners.txt" line 35:
Replaced type 'Minigun' not found for TK1MinigunSpawn
Script error, "Turok1GunsInDoomAddon_AlphaWeapons_EditedBuild.pk3:actors/items/randomspawners.txt" line 50:
Replaced type 'Grenadelauncher' not found for TK1GrenadeLauncherSpawn
Script error, "Turok1GunsInDoomAddon_AlphaWeapons_EditedBuild.pk3:actors/items/randomspawners.txt" line 66:
Replaced type 'Railgun' not found for TK1RailgunSpawn
Script error, "Turok1GunsInDoomAddon_AlphaWeapons_EditedBuild.pk3:actors/items/randomspawners.txt" line 80:
Replaced type 'BFG10K' not found for TK1BFG10KSpawn

Probably better to use the Bolognese Mod instead of Brutal Doom itself.
https://www.moddb.com/mods/brutal-doom/downloads/bolognese-gore-mod-v20
It´s the official Gore Mod from Brutal Doom, and is stated to be compatible with any weapon mod.
I didn´t tried it out yet.
Posted by: Raffine52
« on: October 02, 2020, 05:56:19 PM »

Any specific version? Can you provide me with a link for the beta weaponry?

Any Version works.

And the download link in the first page has a folder which contains the beta weaponry addon.
Posted by: Dinobot
« on: October 02, 2020, 05:35:35 PM »

Any specific version? Can you provide me with a link for the beta weaponry?
Posted by: Raffine52
« on: October 02, 2020, 05:29:00 PM »

Is it possible to play it with Project Brutality?

Yeah, you can.
SimplePortal 2.3.6 © 2008-2014, SimplePortal