Topic Summary
Posted by: Raffine52
« on: April 23, 2025, 03:34:37 AM »
Took me three months just to release a hot-fix update for Custom Weapons Addon for T3 Weapons in Doom. Blame my IRL Stuff/Busyness for that.
Weapons:
Shotgun: Fixed the 3D Model disappearing for a few seconds when switching ammo while un-upgraded. Silenced Pistol: Magnum Rounds now do 5 more damage. Grenade Launcher: Fixed the Upgrade's Alt Fire not using any ammo, and the Cluster Grenades now have their own sprites. RPG: Fixed a oversight of the loaded 3rd rocket firing too high from the barrel. Icespread: The weapon now uses it's SP Model instead of the MP One. AUG: The Weapon can zoom in now. Coach Gun: The pickup weapon model no longer spins.
Misc:
The MASTEROFUPGRADES (The one that gives all upgrades) Cheat now works (It was left unfinished when I released it). It also no longer gives you God Mode (If it isn't listed then don't give it).
Posted by: Raffine52
« on: January 30, 2025, 12:25:14 PM »
Finally, After about two years since It first started development, The Custom Weapons Addon for T3 Weapons in Doom has finally been released! Turok 3's Weapon Roster was good, although a downgrade from Turok 2's. But what if the weapon roster was extended upon with new weapons and a real weapon upgrade system? Unlike the T2 Custom Weapon Addon, This one does not replace the Default Weapons, But rather extends upon them, while adding in some new toys to play with. Since this is the first release, Some Weapons and Upgrades are missing, and some touch ups have yet to be imported, but what is there feels good enough for me to release it. I also decided to release V2.7 early, With a huge hotfix update coming later. And the HD Textures Addon has also been updated to support the Custom Weapons Addon. https://www.mediafire.com/folder/e0hitvvp1s0oq/Turok_3_Guns_in_Doom
Posted by: thebestmlTBM
« on: January 03, 2025, 09:46:29 PM »
T3 Guns in Doom V2.6 Edited Patch Version is finished with the listings -New Sounds Added Cerebral Bore's New Firing Sound Napalm Cannon's New Mode Change Sound Napalm Ball Impact Sound PSG Completed Key Needed -DamageTypes Added Razor Wind - Saw (Brutal Doom) Fireswarm - Fire Shredder - Plasma (Brutal Doom) Grenade Launcher - Explosive (Brutal Doom) Napalm Cannon - Explosive (Brutal Doom) RPG - Explosive (Brutal Doom) PSG - PlasmaDisint (AeOD) -Spawners Moved Chainsaw - Tomahawk, Vampire Gun, Blade, Razor Wind, Energy Grapple Pistol - Bow Shotgun - Pistol, Silenced Pistol, Mag 60, Storm Bow, Shotgun, Speargun Super Shotgun - Shotgun, Fireswarm, Shredder Chaingun - Assault Rifle, Firestorm Cannon Rocket Launcher - Tek Bow, Grenade Launcher, RPG, Napalm Cannon Plasma Rifle - Sniper Rifle, Plasma Rifle BFG 9000 - Cerebral Bore, Cerebral Burst, Cerebral Possesor, Golden Arrow Removed the MP Variants of the Powerups Moved the PSG Parts to the BlurSphere Spawn Placement -Weapon Changed Pistol and Silenced Pistol Firing Speed is slightly faster Cerebral Burst now costs 5 Bore and Cerebral Possesor costs 10 Bores Download https://www.mediafire.com/file/6zc0ewp8j92pb2y/Turok3GunsinDoomEditedBuild%252BExtraHands.rar/file
Posted by: thebestmlTBM
« on: January 03, 2025, 10:45:22 AM »
TUROK 3 Guns in Doom by Raffine52 Current Version: 2.6
Turok 3: Shadow of Oblivion Guns in Doom is a Doom Mod that he started on November 12, 2017, But No Work was done on it Until November 18, 2017 Is where he started Working on it. Free from a Game where you can beat it in 3 Hours and full of Bugs, The TK3 Guns comes to Doom, Where they can Enjoy Kicking Ass without the Glitches Ruining their Fun. The Reason why he started it is because Turok 3: SOO Had the 2nd Best Choice of Weapons, Only Behind Turok 2: SOE, But he was upset when he couldn't find any Doom Mods that has Turok 3 Weapons Ported in, Because The Game Was so Short that he Beaten it in Three Hours While he was having fun with The RPG, Fireswarm and Others, And Because Turok 3's MP looked like crap in terms of graphics since the Weapons Keep their Low-Res Models even in Single Player Mode with Bots (Which had no excuse when even Turok: Rage Wars didn't do this And even with 2-4 Players Playing, The Weapons keep their High-Res Models but with Simple Animations and No Hands). So That's why he is planning to Fix that and Port over Almost all of Turok 3's Arsenal into Doom, Of course! The Goal of this Mod is to Port over much Of Turok 3: Shadow of Oblivion into Doom, Which Includes Weapons, Items and Health Packs. However, Just like Turok 2 MP Guns in Doom Mod that he is still working on, A few Weapons will not be like the Original in terms of it's Firing Modes. Unlike that Mod, There will be some Weapons that would not be added into the Mod, So The Razor Wind and PSG Will not be added. The Sniper Rifle will also use it's own Ammo due to how powerful it was in TK3 (Uses AR Ammo, and If you make your Shots count, You can destroy pretty much any Enemy in the Game), But However he will release a Addon that Changes it back to Use Rifle Ammo Again. Joseph and Danielle's Gameplay from Turok 3 Will not be ported over, So Joshua Fireseed's Gameplay Will be used. So the Player Sounds will be like: Also Unlike Turok 2 MP Guns to Doom Mod, he will Release The Mod With Half of the Weapons Missing, And In the Later Updates, The Missing Weapons will be Re-added back in. Here's the Think List. TrailerDownloadhttps://app.mediafire.com/e0hitvvp1s0oq(Including Zan Version) Edited Build Version (Extra Hands Add-ons Included)https://www.mediafire.com/file/6zc0ewp8j92pb2y/Turok3GunsinDoomEditedBuild%252BExtraHands.rar/fileDoom Hands Simpson Hands (For Ultimate Simpsons Doom) =Add-ons Included=Intro (GZDoom Exclusive) MP Weapons Music Pack Pistol Start HD Icons HD Textures HD Danielle Hands HD Joseph Hands HD Raptor Hands
Posted by: Raffine52
« on: January 02, 2025, 08:12:45 PM »
V2.6 has been released! You know the drill: Balance changes for nearly every weapon, with some added content within.
Characters:
Added Death Guard's Reaper and Maw Skins from Rage Wars.
Weapons:
Tomahawk: Now does two extra damage. Knife: It now swings a little bit faster. Spear: Now hits two times instead of one and swings faster as well. Normal Arrows, Golden Arrow (Bow), Storm Arrows (Storm Bow) and Tek Arrows (Tek Bow) now fly like a arrow should. No more arrows that fly like a bullet! Bow: Full Pulled Arrows now do a little bit more damage for real this time. Tek Bow: Fixed the Non-Fully pulled Tek Arrows being fired instead of the Fully Pulled Tek Arrows if not pulled all the way through. Also, the Blast Zone/damage is buffed. Toned down Pistol and Silenced Pistol's fire rates. Boosted the fire rate of Shotgun to make it more in line with it's upgrades. Fireswarm: Now uses three shells, like the Shredder does. Also fixed a bug where it can still be fired even with just one shell left. Assault Rifle: Shell Cases now come out of the gun's side instead of it's heatshield, and Fixed the hole in the weapon First Person's Model. Firestorm Cannon: Buffed the Main Fire mode's damage a little bit. Grenade Launcher: Buffed the Blast Zone and damage as well. RPG: Same as GL. Cerebral Possessor: Hopefully Fixed that bug where even after the target that was controlled by the bore dies, The Bore will deattach from it's dead target and fly around the map forever making that bore noise for real this time. PSG: It now needs to be found in all five parts to be usable, just like in the Original game. Spear Gun: While the Spears are now affected by gravity if on land, Underwater Spears are not. This makes it so it's more useful underwater like it should. Also, Imported the Underwater code, since I have forgotten it before (Whoops). Also, the Spears after being fired now use the Retail Arrow Sound effect for pick up. Added the Grapple Hook, After missing out a few versions ago. It works just like it does from Agent_Ash's Grappling Hook Mini-Mod, But as a weapon. It also has recharging ammo. Since it uses ZScript, This makes this weapon GZDoom only.
Idle Animations are now a little bit more likely to play. The Shotguns and Rifles swapped Slots, to be more like the original game.
Items:
Added a Box of Tek Arrows Pickup that gives you 10 Tek Arrows. Added Firestorm Ammo Belts, That gives you 150 Rounds for the Firestorm Cannon. Updated the Storm Quiver and Tek Quiver's Textures (And included the HD Textures for the HD Textures Addon, which I have forgotten before). Updated the Napalm Cannon and RPG Pickup textures to make the back of the box clearly tell what is it instead of saying 'Upgrade'. The Golden Arrow no longer spawns in the Cell Pack spot, and instead spawns in the BFG9000 Spot, on top of Ammo Packs no longer giving a free Golden Arrow. To make up for this, you can now hold two Golden Arrows at a time when getting a Ammo Pack. Made New Sprites for the Keycards when using Alt HUD (They were still using old sprites from back in the Sprite Era, So it does not refect how they look in-game) A overhaul of the Spawners. I will list the highlights:
- Bores no longer spawn in the BFG9000 Spot, With both Bore and Bore Burst spawning in the RL Spot and Possessor spawning in the Plasma Rifle spot. - Bore Ammo and PSG Ammo Pickups are less likely to spawn. - PSG Pieces now spawn in the Cell Pack Spots. BFG10K Spots still give off the PSG though.
I also updated the hand addons to support the new weapon, As well as the music Pack to include tracks from the Remaster. Although, I am still working on the rest of the addons, Including one that has been in my backlog for some time. (Custom Weapons Addon).
Posted by: Raffine52
« on: September 20, 2024, 04:04:41 AM »
V2.5 has been released! AKA 'I can rip N64 Models without having to use a emulator from years ago' Edition. This update brings in some content that was cut from later builds of the Original game into the main mod, like the Spear Gun and Plasma Rifle. This was originally going to be a hot-fix update, But since it adds in a lot of new stuff, It is turned into something different. I also made SD Hand Addons to go along with the SD Textures, too. Weapons: Storm Bow: Buffed the damage of the Arrows from 15 to 18. Assault Rifle: Fixed a hole that was there in the model. Firestorm Cannon: Redid the barrel spinning animation on the model. Added the Plasma Rifle and Spear Gun, Both Weapons that were cut from Turok 3. I brought both weapons back in the past as a addon for the Sprite Version, Although the latter uses the T2 Appearance and The former uses the appearance from Rage Wars in one of the screenshots. Here, Thanks to the May 8 Prototype, The Spear Gun now has it's own appearance, although the Plasma Rifle still reuses it's RW Appearance, and they are now part of the base mod, and in 3D Models to boot (Even if animations had to be redone, Although the animations are currently placeholders and will be refined later, And the Pickup Model/HUD Icon for the Spear Gun uses the Harpoon Gun as a placeholder). Spear Gun: It works the same as the Harpoon Gun from Turok 2: Although It does a little bit more damage than it. Plasma Rifle: The model now has T3 Hands instead of Joshua's, Although it's unchanged combat wise as the firing modes are the same as Rage Wars (It was only shown in preview screenshots and none of the builds leaked has it unless it is found left-over in the files). The Effects were also improved from it's appearance from Rage Wars. Slot 8, Instead of housing the Razor Wind, now houses the Spear Gun and Plasma Rifle while the Razor Wind is moved to Slot 9 and PSG is now on Slot 0. Changed up the weapon offsets on most of the weapons. Items: Ammo Box, All Arrow Pickups and Small Grenade Pickups now use their pick up sounds from the Early Turok 3 Betas. The Crystal Keys now use a different sound effect upon being picked up. Night Vision, Golden Arrow, All Map, Anti Radiation, and Unlimited Ammo now use their own pick up sound effects (With the first two being from the edited build while the rest use the Power up sound from the Early Turok 3 Betas), And if playing as Joseph, He will say 'Cool! Night Vision Goggles!' upon picking them up. Toned down how many Napalm Bombs you get in the bigger ammo pickup to 5. Fixed the Yellow/Red Crystal Keys using the wrong HUD Sprites. Made a SD Texture for the Firestorm's Ammo Pickup (I forgot about it before in past versions, So it was in HD, even without the HD Textures Addon installed). Made the Bullets on the Sniper Rifle's Pickup SD Texture be black and white instead of being colored. With the Plasma Rifle now in, The Cell/Cell Pack Spawners no longer spawn Grenade Ammo (And Bore Ammo in the case for Cell Pack Spawners). Misc: Brought over most of the sounds from the Edited Build. Addons: Most Hand Addons: Updated them to support the Plasma Rifle's Hands. Download: https://www.mediafire.com/folder/e0hitvvp1s0oq/Turok_3_Guns_in_DoomEDIT: The Zan Version of V2.5 has been released! Pretty much, It includes all the added content and improvements from V2.5 into Zan. Download: https://www.mediafire.com/file/r829x1k9sbn0b47/Turok3GunsinDoomV2.5Zan.pk3/file
Posted by: Raffine52
« on: June 09, 2024, 03:06:28 AM »
After about 6 Months of me dealing with the IRL Stuff and set-backs, V2.4 has been released! Same deal as T2 Weapons in Doom: Mostly balance changes, But adding in some new content. This also marks the debut of Danielle and Raptor to the mod, Which were not included back in V2.2's release. 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: Added Raptor and Low-Res Versions of Danielle (Which is her only model that does not suffer from Heavy Texture Glitches) and Joseph. Credits goes to 'a cow that likes cookies' for the latter two models. Joseph now has his Death and one of the hurt sounds brought over. Weapons: Bow: Full Pulled Arrows now do one more damage. Tek Bow: Fixed the Almost Pulled/Pulled Tek Arrows having their impact damage swapped. Shredder: Thanks to able to do Animated Textures now, The Weapon no longer has a placeholder texture on the screen. Firestorm Cannon: This weapon saw a huge overhaul in this update: Thanks to Brainstorming, I decided to give it a Alt Fire Mode to pair with the main firing mode, which fires bullets pinpoint and does not need spin-up time, But It does less damage (Which is how it was like in the Original game). It's alt fire mode, however, Fires bullets very fast that does more damage than it's main fire mode and shreds enemies faster, But however It has a huge spread and needs spin-up time to balance out it's big killing power. This idea was based off of how Unreal/UT99 Minigun's Firing modes worked. And Thanks to my Blender Training via Tutorials on keyframes, The Barrels finally spin. Also, The main fire mode now fires two bullets per press instead of one. And lastly, Because the Texture Glitch on the Firestorm's Barrels would be very hard to fix within my skills, I decided to just replace it with a new texture while still fitting the original texture's theme. Napalm Cannon: Fixed a bug where Time Bombs, After sticking to enemies, Would do the same damage as the Mine Bombs, Making it overpowered. Cerebral Possessor: Fixed a bug where even after the target that was controlled by the bore dies, The Bore will deattach from it's dead target and fly around the map forever making that bore noise. PSG: The Lights now animate on the weapon, Which means the fire rate is toned down until it's full recharged (Which is faster than the Original game to suit Doom's Gameplay style). Raptor Claws: Thanks to the Raptor being added, The Raptor Claws was added. Originally, The Raptor Weapons System was going to be included alongside it, but the mess of trying to work it within T3 Weapons In Doom is pretty much tough, So It will be saved for a later update. The Firing Flashes now come out of the Gun Barrels almost all the time. Added the Rifle Fire Flash for the Assault Rifle, Firestorm Cannon, Shotgun, Fireswarm and Shredder, Replacing the Pistol Fire Flash for them. The Bore Trail Colors for both the Normal and Burst Bores are now correct. I also updated the Zan Version, Pistol Only (Made for Zan in mind) and the MP Weapons Addon, And I even made a Zan Version of the MP Weapons Addon (So a Addon of a Addon). Download: https://app.mediafire.com/e0hitvvp1s0oq
Posted by: thebestmlTBM
« on: March 05, 2024, 07:58:15 AM »
by Raffine52 Current Version: 2.3
Turok 3: Shadow of Oblivion Guns in Doom is a Doom Mod that he started on November 12, 2017, But No Work was done on it Until November 18, 2017 Is where he started Working on it. Free from a Game where you can beat it in 3 Hours and full of Bugs, The TK3 Guns comes to Doom, Where they can Enjoy Kicking Ass without the Glitches Ruining their Fun. The Reason why he started it is because Turok 3: SOO Had the 2nd Best Choice of Weapons, Only Behind Turok 2: SOE, But he was upset when he couldn't find any Doom Mods that has Turok 3 Weapons Ported in, Because The Game Was so Short that he Beaten it in Three Hours While he was having fun with The RPG, Fireswarm and Others, And Because Turok 3's MP looked like crap in terms of graphics since the Weapons Keep their Low-Res Models even in Single Player Mode with Bots (Which had no excuse when even Turok: Rage Wars didn't do this And even with 2-4 Players Playing, The Weapons keep their High-Res Models but with Simple Animations and No Hands). So That's why he is planning to Fix that and Port over Almost all of Turok 3's Arsenal into Doom, Of course! The Goal of this Mod is to Port over much Of Turok 3: Shadow of Oblivion into Doom, Which Includes Weapons, Items and Health Packs. However, Just like Turok 2 MP Guns in Doom Mod that he is still working on, A few Weapons will not be like the Original in terms of it's Firing Modes. Unlike that Mod, There will be some Weapons that would not be added into the Mod, So The Razor Wind and PSG Will not be added. The Sniper Rifle will also use it's own Ammo due to how powerful it was in TK3 (Uses AR Ammo, and If you make your Shots count, You can destroy pretty much any Enemy in the Game), But However he will release a Addon that Changes it back to Use Rifle Ammo Again. Joseph and Danielle's Gameplay from Turok 3 Will not be ported over, So Joshua Fireseed's Gameplay Will be used. So the Player Sounds will be like: Also Unlike Turok 2 MP Guns to Doom Mod, he will Release The Mod With Half of the Weapons Missing, And In the Later Updates, The Missing Weapons will be Re-added back in. Here's the Think List. TrailerDownloadhttps://app.mediafire.com/e0hitvvp1s0oq(Including Zan Version) Edited Build Version (Extra Hands Add-ons Included)https://www.mediafire.com/file/6zc0ewp8j92pb2y/Turok3GunsinDoomV2.3B%252BExtraHands.rar/fileDoom Hands Simpson Hands (For Ultimate Simpsons Doom) =Add-ons Included=Intro (GZDoom Exclusive) MP Weapons Music Pack Pistol Start HD Icons HD Textures HD Danielle Hands HD Joseph Hands HD Raptor Hands
Posted by: Raffine52
« on: January 20, 2024, 12:30:26 AM »
V2.3 has been released! Some balance changes and new things (Although Mostly adding in a ton of new items) which I was originally going to add in V2.2, But held them back until this release. Alongside this update, The HD Texture and MP Weapon Addons also got updated as well. The HD Texture Addon got new textures to support the new items added in the update, While the MP Weapon Addon has gotten a huge update of it's own, With two new weapons, 3D Models, And a ton of changes.
Main Mod:
Weapons:
Storm Bow: The Weapon now uses it's own ammo. Tek Bow: The Arrows from this was nerfed sightly. The Weapon now uses it's own ammo. The Tek Arrows use a shorten Explosion Sound. Fireswarm: It now uses Two Shells per shot, Like the Shredder. Having it use 5 Ammo was just too silly originally. Napalm Cannon: The Weapon was buffed since It was too weak before. For the Mine Mode, The Napalm Bombs do more damage. The Time Bomb Mode was added, Where It fires a Napalm that sticks to enemies, and explodes after a few seconds. It is like the Tek Arrows from Turok 2, But with a shorter fuse time. It is chosen by default since before in Deathmatch, Bots will fire the bombs and have them all over the map since they can't use Alt Fires due to limitations. The only drawback is that it does less damage compared to the Mine mode. Razor Wind: The Threw Razor Wind now has a 3D Model instead of remaining a sprite. However it looks funny for now: It will look right in a upcoming hot-fix.
Items:
Finding PSG Ammo Pickups was just too easy, So I made it no longer spawn in the Cell Spawners. On top of that, It only gives you two ammo, instead of three. Added in more MP Ammo Pickups. Fixed the RPG Ammo Pickups giving you three rockets even know the pickup message shows you got two. The original one was kept as a MP Ammo Pickup, though. Added the Original Textures of the new Ammo Pickups/Items that were added in the mod and Powerups, With the HD Ones being moved to the HD Textures Addon instead. Added the MP Versions of Berserk, Shield, Ultra Health, Unlimited Ammo and Map Revealer Powerups, As well as the Placeholder Cube Versions of Berserk, Cloak and Assault Rifle Ammo. Brought back the Cloak Powerup that was removed in V2.2. Added Crystal Keys, Replacing the Skull Keys. The Spawners now randomize most of the Powerups, Either be the SP Version, The MP Version, or in Blur Sphere's case, Unlimited Ammo or Cloak Powerups (The Cube Versions are rare). The Sniper Ammo Box no longer spawns and the Sniper Rounds Pickup now spawns in the Shell Box Spot instead.
Others:
Removed the Old Weapons Folder.
Posted by: Raffine52
« on: December 10, 2023, 02:04:41 AM »
Finally, After about three years of no updates, Turok 3 Weapons in Doom finally makes a return with a vengeance with V2.2! 3D Model Support has been added, and thanks to the Remaster, using the Remaster files to boot. "Pain... Suffering... Chaos... Oblivion is at hand!" Main Mod: The Mod's name is now shown upon boot up. As the main focus of this update, most of the mod now use 3D Models, From the Weapons, to the Items, to even the Projectiles. Characters: Added nearly the rest of the Multiplayer Cast from Turok 3. Only Danielle and Raptor are left out, due to a texture glitch on her face for the former that I couldn't fix (For now), And the latter because I wanna save him for later. Thanks to 3D Model Support, All of the Turok Characters now have their own appearances instead of using the Doom Marine Sprite Placeholders. Just like with T2 Weapons in Doom, All Characters hold just one weapon in their hands, But different for each character. Replaced some of the Rage Wars Characters with ones from Turok 2, But still using the Rage Wars Sounds (The ones that fit T3 theme) for all but Turok. Weapons: The Weapon sprites has been redone, But This time as I said before, using 3D Models instead. This makes them widescreen friendly as a result. Added Idle Animations. Much of the weapon roster has been overhauled, But luckily, Unlike Turok 2 Weapons in Doom, There isn't too many weapons to change up gameplay wise: Tomahawk: One of the Swing Animations has been restored. The Swing Boost Bonus under the effects of Berserk was removed. Blade: The Swing Boost Bonus under the effects of Berserk was removed. Spear: It now has a Put Away Animation when before It didn't, Now has the real pull out animation, And the unused 2nd Swing Animation has been added, replacing one of the animations. Vampire Gun: No Changes. Bow: The Pull Animation is shorten down, Allowing Arrows to be fired faster than before. The Arrows themselves now have a tracer effect, To make them easier to spot. Also, It now has a Alt Fire, which is the Golden Arrow, Which is a True One Hit Kill, But the cost is that you can only hold one at a time. Storm Bow: The Arrows from this now have a Tracer effect too. Scope has been added. The Arrows from it now have their own model. Tek Bow: Same changes as the Bow. The Arrows from it now have their own model. Pistol: Boosted the Fire Rate. Mag 60: Boosted the Fire Rate. Slienced Pistol: Boosted the Fire Rate. Shotgun: Boosted the Fire Rate. Shells now fly out of the gun, Like it does in the remaster. Fireswarm: Same changes as the Shotgun. Shredder: Same changes as the Shotgun, But The Beams now have a bouncing sound effect. The weapon now uses Two Shells instead. Assault Rifle: Shells now fly out of the gun. Firestorm Cannon: Same changes as the Assault Rifle. Sniper Rifle: Same changes as the Assault Rifle. Scope has been added. Grenade Launcher: No Changes. Rocket Propelled Grenade: It now has it's own Ammo. Napalm Cannon: Boosted the Fire Rate. It now has it's own Ammo. The Napalm flys slower. Cerebral Bore: It now works like the real thing. Cerebral Burst: Works just like the Normal Bore, But upon hitting the target, It explodes instantly. Cerebral Possessor: Any enemy that are hit by this will be on the player's side. But be warned, If you fire another one, The Previous one will explode, killing the enemy that was your side. Razor Wind: No Changes. Personal Singularity Generator: It now works like the T-64 Version. Which means I have to tone down how many ammo you can hold in that weapon. Explosion Effects and Weapon Effects were hugely improved, using the effects from T-64 Weapons Pack. No more overused explosion sprite (Or Not since the Razor Wind uses it still)! Nearly all weapons had their damage changed so they are more balanced. The Melee Weapons no longer spawn on the chainsaw spots, With each of the characters now having a different starting melee weapon (So for like, Warrior will have the Spear, Joshua starts with the Knife, Legionnaire starts with Tomahawk and so on). Only the Vampire Gun is unaffected. Updated the Kill Obituarys on almost all weapons. Added Three Round Sniper Ammo Pickup. The Shell Casings are now in 3D. Items: Added a Different Texture using Expansion Pak. Added the Unlimited Ammo and Night Vision Goggle Powerups. Splited the Keys into it's own file. Other: Added GL Light and Brightmap Support. Updated the Graphic Screens. Removed the Custom Help Screens. Replaced one of the MP3s with a OGG. Download: https://app.mediafire.com/e0hitvvp1s0oqEdit: For all you Zan players out there, The Zan Version of Turok 3 Weapons in Doom has been released! While a Zan Patch has been made before, There's so many changes made within the base mod that I had to make a Zan Version of it's own. Changes: - Bow and PSG's Effects were toned down. - Cerebral Possessor has been removed. To make the names clear, The Zan Version is for Zan, while the one without Zan in the title is for GZDoom.
Posted by: Raffine52
« on: April 03, 2020, 02:34:54 AM »
V2.1.1 has been released. A Mini Bug Fix release to fix some holes. Storm Bow now does more damage. Fixed the Infrared acting as a Inventory Item. Before, Once picked up, It Allows you to use it two times in a row. Not anymore. Fixed the Mag 60 playing the first idle animation after the 2nd Idle Animation has finished playing. Download: https://mega.nz/file/SM82XIiK#IvROKiuV4ocMcIrPZ-iqDDXvd-onCzHeXhF5SHQu55oDownload (MP Weapons): https://mega.nz/file/LNki1I6a#o1cTJqKfb_1quorSsf5GXBRxHeAE5pPM6xYFsZqVfM4
Posted by: thebestmlTBM
« on: February 22, 2020, 12:36:40 PM »
Posted by: Raffine52
« on: February 22, 2020, 03:09:18 AM »
V2.1 is finally Released. And here we are. Turok 3 Overhaul. The Full release. Although the Changes are not as Huge as Turok Rage Wars's Overhaul, It's still a lot. But let me tell you, It was not close to the original game state. In the Beta, The Randomized damage was taken out, resulting in the weapons dealing far less damage than it should be. This has been restored. Most of the weapons now have more idle animations added. The Bores and the PSG had their sprite-work redone. Both of them have the correct firing animations instead of just reusing the few frames of the deselect animation. Added in nearly the entire roster from Turok 3, as well as some characters from Rage Wars, and one from Turok 2. Pistol Casings are smaller, and now come out of the gun correctly. Bore Burst now has some changes: While it works the same, It now does more damage, but it flys slower to make up for it. Bore Possessor now fires two bores instead of one. PSG's Projectiles and Razor Wind can now rip through enemies correctly now. You now hold less PSG ammo. Smoke Effects are added for most of the weapons, including a few that didn't in the original. Updated the Kill Obituaries for some of the weapons. Cell Pack Spawn Spots now only spawn Grenade, PSG and Bore Ammo. Replaced much of the Powerups, With some of them being ported from Turok 2 Weapons in Doom (As Placeholders) Brought back the Keycards, since I got them working back in my T2 and TKRW Weapon Mods. I also added in the Book Openers, replacing the Skull Keys. Added in the Ammo Boxes, replacing the backpacks. They not only allow you to hold more ammo, But gives you Extra Pistol/Shotgun/Assault Rifle ammo. T3 Health and Key HUD Icons are added in. PSG now causes a screen flash upon firing it. The Sniper Rifle Clips are removed, replaced with Unreal 1's Rifle ammo pickups for the Sniper Rifle. Turok 3 Style Cheats are imported. Just like in the original game, there are animal icons in them, but unlike in the original game, you just type them in instead of just selecting the animal icons to input them. Did the GunLore for all of the weapons in the mod. It can be read once opened up with the SLADE Editor. New Title, Credit, Win and Lose Screens, Replacing the old ones. They look way better! Bots should now be less likely to kill themselves using Explosive Weapons. When you run out of Ammo, You should no longer switch to the Spear now, which leaves the Bots defenseless in deathmatches even know they still have ammo for the other weapons. Some Spawners have been changed. The KEYCONF Is also changed up as well. All Weapons are now tagged. The Taunt System has been removed. MP Weapon Addon: You should know this already. (Updated the Addon to support the V2.1 Overhaul). Grenade Launcher and Sniper Rifle now have their almost original fire rates. Fixed the Spear Sounds not playing when hitting something. Bore's Sprites has been redone, including the correct firing animation. New to this Version is the MP Friendly and Music Pack Addons. The Former Changes up the Damage/Spawner Rates to be just like Turok 3's Multiplayer while the Latter plays Tracks from the N64/GBC/ Music Samples (Acclaim Archives) Album. Download: https://mega.nz/#!LYkCxSYa!lRt1r0WiakwkHg8BFrCP-aY6hRppVVJVk0t4Us54G_8Download (MP Addon): https://mega.nz/#!DE9CiY5D!_brxWX3ZV8L9RnMCeIl1se-wuhiwYfio2k5zKfaIBcwDownload (MP Friendly, SP Weapons Addon): https://mega.nz/#!3RlmBCgI!DW6GR-XraJ181iYwniFtPvyZa_wfB2pKQ4afv-NKEdIDownload (MP Friendly, MP Weapons Addon): https://mega.nz/#!OF92UAIa!8ie1lAnyCQ72olHFa4CjVn-SFMAKoIZVoTufmITMJZ4Download (Music Pack Addon): https://mega.nz/#!WckiGSDY!h2xROiaTEKdLksEkn6hzpUaiMkZxUqnlapS3e2C0cb8
Posted by: Raffine52
« on: December 24, 2019, 10:49:01 PM »
The Beta Release of V2.1 has been released. Just in time because... You know. This is a Beta Release, so some things may change. - Melee Weapons swing faster, and now has a delay just like the Original game. - Most of the weapons has been nerfed or buffed, and the randomized damage has been taken out. - Some Kill obituaries has been updated. - Most of the Weapons now have Idle Animations. - Changed up some Spawners again. Download: https://mega.nz/#!mEFxiCoR!gDMazAp5vtgu4yP2ucROjL3QhPIZE6zBLYeutVEudWs
Posted by: FireSeraphim
« on: August 15, 2019, 10:07:37 PM »
I'm going to quote myself from the Turok 1 Weapons in doom thread since this is relevant and it's about common modder courtesy @Raffine52: Care to show some common courtesy, Raffine52? Because the fifth to ninth screenshots of your opening post on this very thread + the period between 0:25 and 2:48 of your Danielle trailer for your Turok 3 Weapons mod takes place in my in-hiatus "T-Style - Demons in the Mist" mod. Now I don't mind you using my levels to showcase your weapons mod but would it kill you to post a link to the ZDoom Forum thread for T-Style or even acknowledge that you used my mod to showcase your mod? I mean I cannot help to fear that you might try something as disingenuous as passing off my level design work in T-Style as your own when you fail to even link or acknowledge that you used my mod to showcase your mod. All I'm asking is that you demonstrate some integrity and link my work. I anticipate your reply.
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