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General Category => General User Mods, Maps, and Content => Topic started by: thebestmlTBM on January 04, 2018, 11:30:02 AM

Title: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] V2.7 UPDATE!
Post by: thebestmlTBM on January 04, 2018, 11:30:02 AM
(https://cdn.discordapp.com/attachments/359160011680645121/851523127220764772/TurokRageWarsDoomLogo.png)
by Raffine52
Current Version: 2.7

It seems that there is another Rage Wars Doom Mod and this was made by the same guy that made both Turok 2 Multiplayer Guns in Doom and Turok 3 Guns in Doom, Raffine52.

Ever wonder what it be like if Turok: Rage Wars is more than just an FPS Arena?' And so, he started working on it.

The Goal of this Mod is to Port over much Of Turok: Rage Wars into Doom as best as he could, And it will Include Sprites from The Planned Turok Doom: True Rage Wars Mod. However, A few Weapons will not be like the Original in terms of it's Firing Modes, And Alt Fires will not be included in the Release Version until Later. 'You must relive the challenge of your ancestors and survive The RAGE WARS... Again!'

Story:

Since time began, Turok has maintained the balance between good and evil with the Light Burden. A vessel that holds the power of creation. Now, fierce wars are fought for control. You must prove yourself worthy to wield the Light Burden. You must relive the challenge of your ancestors and survive The RAGE WARS... Again.

V2.1 FINISHED TRAILER


V2.7 UPDATE
Download Link
https://www.mediafire.com/folder/3bt9tmdxuudyf/Turok_Rage_Wars_Weapons_in_Doom

UPDATED 2.5.2
Edited Build Version
https://www.mediafire.com/file/0mshuen33t29kqj/TurokRageWarsGunsinDoomV2.5.2B.pk3/file
New Sound is added and it's clear.

Explosive (Brutal Doom) - Scorpion Launcher, Grenade Launcher, Napalm Gel, Big Boom Launcher (Extra)
Cut (Brutal Doom) - Boomerang
Plasma (Brutal Doom) - Emaciator, Plasma Arm Cannon (Extra), Nuke (Extra)
Ice - Freeze Gun
Fire - Flare Gun (Alt Fire), Lava Gun (Extra)
Poison - Chestburster



=The Add-ons=
The V1.0-V1.3 Damage Rates Addon
https://mega.nz/#!HNdH1IZJ!5uKQcHLjAwXOg7lmMEUm-cgeQ1SmYV2Abo80e6_ajMs

Disable Extra Weapons & SP Patch Add-ons (V2.2)
https://mega.nz/#!SNcR0CzA!ZohOGJNPv-fe_awOvFRS2EfO2rEM9Y_nBaAu1lsQeEk
SP Patch Add-on Edited Build
https://www.mediafire.com/file/5hefa8e0vov8ghi/TurokRageWarsGunsinDoomAddon_SPPatch_EditedBuild.pk3/file

Music Pack Addon
https://mega.nz/#!yc0CkI7Q!ZbKgxkPxXofEJmiqIwiBQ4ty43v8eT8rZwWo38b_gOc

Loadout Only Addon
by me
http://www.mediafire.com/file/ld4091p4qhfn4yn/TurokRageWarsGunsinDoomAddon_LoadoutOnly.pk3/file

Multiplayer Version Addon
https://mega.nz/#!iJdlESBJ!NoYTdriRRc-EmI5MQ5gUl9D18kLCdy1Fd-W_JpDAy7A
Edited Build Version
http://www.mediafire.com/file/5538wjfy93vjbuu/TurokRageWarsGunsinDoomAddon_MPWeapons_EditedBuild.rar/file

=Weapon Spawn Percentages=
Bullet Weapons
Explosive Weapons
Energy Weapons
Support Weapons
Super Weapons

Chainsaw Variants
PFM Mine 100%, Iron Claw 100%, Sentry Turret 100%, Cerebral Bore 50%,

Pistol Variants
Mag 60 255%

Shotgun Variants
Mag 60 255%, Shotgun 150%

Super Shotgun Variants
Shotgun 255%

Chaingun Variants
Assault Rifle 255%, Minigun 175%

Minigun Variants
Minigun 255%

Rocket Launcher Variants
Scorpion 255%, Grenades 200%, Napalm Gel 175%

Grenade Launcher Variants
Grenades 255%, Napalm Gel 200%

Plasma Gun Variants
Inflator 255%, Emaciator 255%, Freeze Gun 255%, Tek Crossbow 255%, Plasma Rifle 175%, Flare Gun 150%, Chestburster 50%

Railgun Variants
Plasma Rifle 255%, Flare Gun 180%, Chestburster 100%

BFG9000 Variants
Explosive Shotgun 255%, Big Boom Launcher 255%, Instagib Rifle 255%,  Nuke 1%

BFG10K Variants
Nuke 255%

Version 2.1 WIP Video Preview




Screenshot Preview
(https://cdn.discordapp.com/attachments/369600288111329280/636745062373654529/Screenshot_Doom_20191023_185723.png)
(https://cdn.discordapp.com/attachments/369600288111329280/636751492635688961/Screenshot_Doom_20191023_192220.png)
(https://cdn.discordapp.com/attachments/369600288111329280/636806511657746432/20191023225540_1.jpg)
Note that these screenshots are not finalized

Related Topic
https://www.turokforums.com/index.php?topic=542.0
Title: Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] (WIP)
Post by: thebestmlTBM on January 16, 2018, 02:46:39 PM
Here are some of the Update Screenshots of the progress that Raffine made so far.
(https://cdn.discordapp.com/attachments/369600288111329280/398623158397173760/20180104154545_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/399005859696607233/20180105170613_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/399005862321979393/20180105170626_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/399005864045969418/20180105170630_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/399739645921067008/20180107174130_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/399739646432641030/20180107174144_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/399739648940834826/20180107174150_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/400111454532927489/20180108181938_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/400118776152064000/20180108183133_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/400118780287647744/20180108183137_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/400118792807645185/20180108183155_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/400118793524871168/20180108184646_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/401240202640883713/20180111210106_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/401247335872593921/20180111213329_1.jpg)

He even includes the 4 Easter Egg Weapons but I can't put the shots there. Cause that would ruin the surprise. :P
Title: Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] (WIP)
Post by: Duke64 on January 16, 2018, 05:44:04 PM
Great job so far my favorite to see is the auto shotgun.
Title: Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] (WIP)
Post by: thebestmlTBM on January 19, 2018, 08:29:11 PM
Great job so far my favorite to see is the auto shotgun.
Thanks, and thanks Raffine for all that hard work he did. there's more where that came from.  ;)
Title: Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] (WIP)
Post by: thebestmlTBM on January 22, 2018, 11:21:18 PM
Raffine has done the ammo!
(https://cdn.discordapp.com/attachments/369600288111329280/405213435924578314/20180122201244_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/405213439879806976/20180122201248_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/405213444631953419/20180122201253_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/405213448037990400/20180122201257_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/405213448922857472/20180122201302_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/405213441427505162/20180122201252_1.jpg)
Title: Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] (WIP)
Post by: thebestmlTBM on January 23, 2018, 12:39:47 AM
Ammo Pick up has been added.
(https://cdn.discordapp.com/attachments/369600288111329280/405234021346443266/20180122213436_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/405234024022409217/20180122213440_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/405234024445902848/20180122213445_1.jpg)
Title: Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] (WIP)
Post by: thebestmlTBM on January 23, 2018, 01:04:03 AM
Weapon Pickup has been added
(https://cdn.discordapp.com/attachments/369600288111329280/405241031928578058/20180122220247_1.jpg)

Plus some update shots
(https://cdn.discordapp.com/attachments/369600288111329280/405245028928192512/20180122221829_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/405252976932945921/20180122224936_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/405252980938375169/20180122224944_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/405254508218679296/20180122225611_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/405256663134896138/20180122230503_1.jpg)
Title: Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] (WIP)
Post by: thebestmlTBM on January 23, 2018, 02:14:59 AM
S'more Update Shots
(https://cdn.discordapp.com/attachments/369600288111329280/405258022072352769/20180122230949_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/405258024769552412/20180122230950_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/405258025499099137/20180122231026_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/405258027659427842/20180122231026_2.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/405258086161317888/20180122231009_1.jpg)
Title: Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] (WIP)
Post by: thebestmlTBM on January 24, 2018, 01:21:18 AM
Even more update shots are here.
(https://cdn.discordapp.com/attachments/369600288111329280/405565102960541696/20180123192940_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/405573091905896449/20180123200024_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/405578153512402945/20180123202215_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/405581681458675722/20180123203610_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/405581683056967680/20180123203613_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/405581683287392259/20180123203626_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/405581686978510848/20180123203630_1.jpg)
Title: Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] (WIP)
Post by: thebestmlTBM on January 24, 2018, 03:20:11 AM
The video preview is up be Raffine. Check it out in the beginning of this topic.
Title: Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] (WIP)
Post by: thebestmlTBM on January 26, 2018, 02:52:50 AM

The second preview video by Raffine52 is here!
Title: Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] (WIP)
Post by: Reienkyo Mac Perpis on January 26, 2018, 05:56:54 AM
Looks amazing so far, i really want to use that weapons in the classic dooms!!!.
Title: Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] (WIP)
Post by: thebestmlTBM on January 26, 2018, 04:13:02 PM
The Napalm Gel is finished
(https://cdn.discordapp.com/attachments/369600288111329280/406555095149576193/20180126130150_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/406555098341310464/20180126130154_1.jpg)

Get ready to place some traps mofos!
Title: Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] (Released, V1.0)
Post by: Raffine52 on January 27, 2018, 10:38:55 PM
It's Released. Download this and relive the challenge of your ancestors and survive The RAGE WARS...



Download it here! https://mega.nz/#!KNlmHL4R!xrGjTiiYQADJh7kXuAy49ZEN7dAhCVnc5t5-mXdEm7s
Title: Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] V1.1
Post by: Raffine52 on January 28, 2018, 01:35:14 AM
V1.1 is Released.

Fixed a Small Issue where Getting the Backpack would give you 5 TK1 Grenades instead of 1.
Updated the TK1 And TK2 Ammo Icons in the HUD.

Download it here: https://mega.nz/#!uRtjTbRR!n1WdsDVp_1YdIIpUqsQzECuefLBLokOLrcNZj5l8PRA
Title: Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] V1.2 UPDATE!
Post by: Raffine52 on January 28, 2018, 03:09:16 AM
V1.2's Released.

Fixed an Issue with some Spawners where it never spawns the TK1 Weapons.

Download: https://mega.nz/#!XQU22JgI!wnePp4SWlhNuGFb48fav3qWZPuYrBM1fQiq7dKUfXdk
Title: Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] V1.1 UPDATE!
Post by: thebestmlTBM on January 28, 2018, 03:13:08 AM
The Edited Version V1.1B is Released.

=What has been edited=
Freeze Gun actually freezes targets.
Chestburster's primary poisons players.
Emaciator gives DamageType Electric.

http://www.mediafire.com/file/cdcyu1cjc80j18q/TurokRageWarsGunsinDoomV1.1B.pk3
Title: Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] V1.3 UPDATE!
Post by: Raffine52 on January 28, 2018, 01:39:56 PM
V1.3 Released.

Made the Warhammer undroppable, And you no longer spawn with the Warhammer in your Hands everytime.
Got rid of the Version Number in the Title Screen.
Bots can now use the Warhammer Correctly.

Download: https://mega.nz/#!KFN2DLJL!UQBwz0DqZ4OcSBsMHNQzglbqiyMKoJWabAoPVdTjDGQ
Title: Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] V1.4 UPDATE!
Post by: Raffine52 on January 28, 2018, 05:07:21 PM
V1.4's Released. Goodness, How many Versions I am going to make? At least it has changes:

Fixed an Issue where TK2 Grenade Ammo Pickups Can Disappear under the Floor.
Buffed the TK1 Grenade Launcher So it does more damage when the Grenades hit the Enemy.
Nerfed the Freeze Gun so it does 2 Less Damage. This was Done because the Freeze Gun
uses Three Less Ammo per Shot and having it do the same damage as the Other Energy Weapons really brings back the Nightmares of the Dart Rifle
from TK2 MP Guns in Doom.
Buffed the Minigun so it does More Damage to make up for using Two Ammo Per Shot.
Buffed the Shredder So it Does More Damage.
Buffed the Emaciator so It does more damage.
Nerfed the Flare Gun a little bit.
Moved the Slot 6 Weapons so it's now Low Damage to High Damage.

Download it here: https://mega.nz/#!fU0jULQI!R99GXKZ3zECW0Pu9oj9pL4k5GdAiavQOZH5357uLwlw

EDIT:

I Released the First Addon for this Weapon Mod: The V1.0-V1.3 Damage Rates.

This Addon Changes the Weapons (Rage Wars Weapons only)'s Damage Rates back into their V1.0-V1.3 themselves.

Download it here: https://mega.nz/#!HNdH1IZJ!5uKQcHLjAwXOg7lmMEUm-cgeQ1SmYV2Abo80e6_ajMs
Title: Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] V1.4 UPDATE!
Post by: thebestmlTBM on January 28, 2018, 09:20:50 PM
The Edited Build Version has been updated!
http://www.mediafire.com/file/iw1wcxbj47ckap8/TurokRageWarsGunsinDoomV1.4B.pk3
Title: Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] V1.5 UPDATE!
Post by: Raffine52 on January 29, 2018, 12:27:17 AM
V1.5 Released. Two Days Already and we are up to V1.5? Wow. Anyways:

Picking up the Plasma Rifle is now called by the Correct Name instead of the Assault Rifle's Name.

Download: https://mega.nz/#!3JNSQIJL!7adiPayt3yyVlPJuMvF_E-vX-DQNIjGf4-WiJ0IgePw

I also updated the V1.0-V1.3 Addon Damage Rates as well.

Updated the Addon to Refect the Plasma Rifle Pickup Name Bug Fix.

Download: https://mega.nz/#!vB03mBYS!XL5zlMpS7Dc-n0YJ2iigOGPq20M-kHOGzSMx58NgaBE
Title: Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] V1.5 UPDATE!
Post by: thebestmlTBM on February 02, 2018, 07:07:24 PM
So I was waiting for 1.6 along with the True Rage Wars Item Addons so I was like "meh..... why not."
http://www.mediafire.com/file/kjw33aym35oc5ki/TurokRageWarsGunsinDoomV1.5B.pk3
Title: Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] V1.5 UPDATE!
Post by: thebestmlTBM on February 17, 2018, 02:32:53 AM
New Item is added for V1.6

Alt Fire Modification Kit ("AFMK" for short)
(https://cdn.discordapp.com/attachments/359160011680645121/414317189676531744/unknown.png)

Before using the Alt Fires for all weapons, Find an AFMK before using it.
Title: Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] V1.5 UPDATE!
Post by: thebestmlTBM on May 13, 2018, 01:51:28 PM
New Weapon added to complete the weapon mod
(https://cdn.discordapp.com/attachments/369600288111329280/445069936851812392/20180512204845_1.jpg)
The Boomerang
Title: Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] V1.7
Post by: Raffine52 on May 18, 2018, 02:13:24 AM
After 5 Months of no Updates, Rage Wars comes back for V1.7!

Added Alt Fires for Nearly all of the Weapons for the TKRW Side. (Originally I was going to make it so you need Alt Fire Box to use them, But Because I am not good at coding them, I left it Unused for now)
You no longer start with the Mag 60 and AR.
Added the Boomerang.
Updated the Turok 1 and 2 Weapons into their Up-to-date Versions.
Added the T2MP Plasma and Charge Dart.
Replaced the Pistol and Shredder with Magnum Pistol and Firestorm.
T2 Shotgun is now given EXP Shells to use. Same goes with T1 Auto Shotgun.
Lose and Win Screens are added.
Small Ammo Pickups are added, But Unused.
Fastprojectile has been added for Nearly all of the TKRW Weapons Code.
Fixed the Chest Buster turning into Grenades upon Deselecting it.
Fixed the Title Screen Logo in the Menu being Large as Hell (Edited Version)
Grenades now make sound when they hit walls. (Edited Version)
Gel has been Buffed, and given a Sound when you Press Alt Fire. (Edited Version)

Download: https://mega.nz/#!zQcUDDTA!KphBOocs-wIf6ucMGWkd9D301bjwt49CGTLZS7rOg7s

Update:

V1.7 Hotfixes.

Fixed one Item in the Random Spawner that is causing Zan to Crash in MP.
Added the Taunt System. Since RW Reuses T2 Turok's Appearance, I ported his taunts from T2 Weapons in Doom.
Fixed the Shotgun Alt Fire not firing the First Shot, But now it uses 10 Ammo.
Title: Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] V1.7 UPDATE!
Post by: NuclearShield on May 21, 2018, 12:42:46 PM
Everything is coming together quite nicely.  Although there are some suggestions I have with this mod (admittedly, I've played just about all of your Doom Related mods that you've released to the public, as I do like them a lot.), as well an issue or two with some weapons.

- The TKRW Shotgun's Street-Sweeper mode altered so that when you activate the alternative mode, it allows you to hold on to that mode for as long as you have it out.  Also, I'd say speed up the process a small bit so it's as fast as how it is in the Nintendo 64 version ( I guess we can call it that now that this exists? heh eh.)

- The Chestburster and Inflator should have the same thing done with them where when you use the Alternative Fire mode, you should be able to hold on to them for as long as you have them out.

- In the case with the Mag 60, there are ways to use a light in Doom, so you could use that as a laser sight as opposed to having no laser sight.

- The Scorpion Missile Launcher is a bit of a different story.  There's Two functions for this weapon.  I'm sure you know of the Attract Marker Function, but there's also a Repulse Marker function as well.  Granted in the N64 days, you got access to it by holding the B Button and Pressing Z at the same time would mark the area with the Repulse Marker so I'm not sure how many people knew about that.  As far as I know from playing that game as much as I did in the past, it's the only weapon that had a tertiary function.  I've attached a picture of it to showcase what I mean regarding this.  With this weapon it brings an idea of perhaps looking into having a separate button function that could be written through scripting which would allow you to change between alternative-fire modes for all the weapons and regular fire modes.  Also, I'd say it could benefit from a very small rate of fire boost.  This implies you're going for a 1:1 Ratio replica of the weapons from this game.  If you're not, then let me know.

http://puu.sh/AqjrH/8e9917e2f5.png

- Warhammer's Alternative Fire mode being allowed to hold the charge with its Alternative Fire Mode.

- Possibilities of having your own starting bullet weapon via a menu selection as opposed to starting with only a warhammer.  Granted this will take scripting work, and I have no idea if you can do that.

- With the Napalm Gel, the weapon's projectile doesn't stick to an enemy.  I suggest allowing the projectiles to stick to an enemy so you can detonate the explosives and wipe out other targets in the area along with the enemy who was stuck with the projectile.  I also suggest a slight Rate of fire boost with this weapon as well.

- The Tek Crossbow and Plasma Rifle (TKRW Variant) could benefit from having the ability to zoom in.

- Increasing the Mag 60's Fire rate all across the board slightly.  From the three round burst to how long it takes before you can fire again.

- With the Minigun, I would suggest giving it a second ammunition counter of the Energy Weapon Ammunition, give it the shield function.  In the case of the shield, you could just use the Invulnerability Power Up, but shorten the amount of time to it just instantly wearing off as soon as you let go of the Alt-Fire button.  However, it would have to rapidly drain the energy ammunition.

- In regards to the visual effects, I'd recommend looking into other explosion effects so it makes each weapon that uses explosive ammo more unique, so that they don't all share the same visual explosion effect.

- With the plasma rifle (TKRW Variant), the Muzzleflash might be overwhelming when using the Alt-Fire Mode and you end up not seeing very with that muzzleflash in question.  I suggest reducing the Muzzleflash size down to something about half of its size.

Overall, the mod is getting better, keep up the good work.
Title: Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] V1.8 UPDATE!
Post by: Raffine52 on May 22, 2018, 12:55:39 AM
Everything is coming together quite nicely.  Although there are some suggestions I have with this mod (admittedly, I've played just about all of your Doom Related mods that you've released to the public, as I do like them a lot.), as well an issue or two with some weapons.

- The TKRW Shotgun's Street-Sweeper mode altered so that when you activate the alternative mode, it allows you to hold on to that mode for as long as you have it out.  Also, I'd say speed up the process a small bit so it's as fast as how it is in the Nintendo 64 version ( I guess we can call it that now that this exists? heh eh.)

- The Chestburster and Inflator should have the same thing done with them where when you use the Alternative Fire mode, you should be able to hold on to them for as long as you have them out.

- In the case with the Mag 60, there are ways to use a light in Doom, so you could use that as a laser sight as opposed to having no laser sight.

- The Scorpion Missile Launcher is a bit of a different story.  There's Two functions for this weapon.  I'm sure you know of the Attract Marker Function, but there's also a Repulse Marker function as well.  Granted in the N64 days, you got access to it by holding the B Button and Pressing Z at the same time would mark the area with the Repulse Marker so I'm not sure how many people knew about that.  As far as I know from playing that game as much as I did in the past, it's the only weapon that had a tertiary function.  I've attached a picture of it to showcase what I mean regarding this.  With this weapon it brings an idea of perhaps looking into having a separate button function that could be written through scripting which would allow you to change between alternative-fire modes for all the weapons and regular fire modes.  Also, I'd say it could benefit from a very small rate of fire boost.  This implies you're going for a 1:1 Ratio replica of the weapons from this game.  If you're not, then let me know.

http://puu.sh/AqjrH/8e9917e2f5.png

- Warhammer's Alternative Fire mode being allowed to hold the charge with its Alternative Fire Mode.

- Possibilities of having your own starting bullet weapon via a menu selection as opposed to starting with only a warhammer.  Granted this will take scripting work, and I have no idea if you can do that.

- With the Napalm Gel, the weapon's projectile doesn't stick to an enemy.  I suggest allowing the projectiles to stick to an enemy so you can detonate the explosives and wipe out other targets in the area along with the enemy who was stuck with the projectile.  I also suggest a slight Rate of fire boost with this weapon as well.

- The Tek Crossbow and Plasma Rifle (TKRW Variant) could benefit from having the ability to zoom in.

- Increasing the Mag 60's Fire rate all across the board slightly.  From the three round burst to how long it takes before you can fire again.

- With the Minigun, I would suggest giving it a second ammunition counter of the Energy Weapon Ammunition, give it the shield function.  In the case of the shield, you could just use the Invulnerability Power Up, but shorten the amount of time to it just instantly wearing off as soon as you let go of the Alt-Fire button.  However, it would have to rapidly drain the energy ammunition.

- In regards to the visual effects, I'd recommend looking into other explosion effects so it makes each weapon that uses explosive ammo more unique, so that they don't all share the same visual explosion effect.

- With the plasma rifle (TKRW Variant), the Muzzleflash might be overwhelming when using the Alt-Fire Mode and you end up not seeing very with that muzzleflash in question.  I suggest reducing the Muzzleflash size down to something about half of its size.

Overall, the mod is getting better, keep up the good work.

Thanks for the Feedback Stuff, I am not good with Coding Stuff like Menus But I could get these things done for V1.8's Release.

EDIT:

V1.8 Released. Just a Small Update.

Replaced the TBM Ammo Sprites with the Sprites from the Game itself.
Boomerang's Throw Sprite no longer Sucks now.
Made the T2MP Grenade Launcher's Pickup Sprite Smaller.
Nerfed the Minigun a little bit.

Download: https://mega.nz/#!LBlzHQbB!TmjZZKcbHsuvNXq_Gn_7Sh44vgNh4BMeJtR7m9vbWf4
Title: Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] V1.8 UPDATE!
Post by: thebestmlTBM on July 25, 2018, 08:43:49 PM
Turok Rage Wars Guns in Doom Edited Build Version 1.9B is here!

=Rage Wars v1.9B Hotfixes=
Gives Grenade Launcher Alt fire a GRENADETRAIL
Projectiles and Impact Sprites are in place. (Scorpion Missile, Chestburster Alt Impact, Emaciator Alt Impact)
Gives Chestburster a GRENADETRAIL to make it like a steam

http://www.mediafire.com/file/kjw33aym35oc5ki/TurokRageWarsGunsinDoomV1.9B.pk3/file
Title: Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] V1.8 UPDATE!
Post by: kalinus on July 26, 2018, 11:11:23 PM
Hey I'm glad to see the progress guys. Sorry that I have been gone for so long. Anyway, I feel like my project has kind of lost its place with yours out and in the state that it is in. I am going to be working on a project and have studied up on some new modding skills. If there is anything you'd like a hand with let me know. My project will be hush hush until I make some progress. Don't want to build hype and just disappear again. However I do plan on making a map or two with the Turok theme so don't think I've dropped everything.
Title: Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] V2.0 UPDATE!
Post by: Raffine52 on October 10, 2018, 04:10:45 PM
Rage Wars Returns with a V2.0 Update!

Some Alt Fire Sprites no longer move while they are playing.
Tek Crossbow now has it's Original Firing Rate for both Firing Modes.
More Touhou Sounds are added.
Freeze Gun has it's Original Fire Rate For the Alt Fire Mode.
Some Weapons now have new Kill Messages.
Inflator's Alt Shot Sprites are now Bigger.
Buffed the Emaciator's Alt Fire. Hopefully.
Weapon HUD Icons are added.
Emaciator and Inflator now have Growing Parts when they idle now.
Buffed the Assault Rifle's Alt Fire so it does Damage closer to the Original Fire Mode.
WarHammer's Pickup Sprite is Smaller.
Flare Gun's Alt No longer leave a Green Cycle when it hits.
Buffed the Mag 60's Alt Fire a little bit.
Added more Pickup Sounds from the Edited Version.

Download: https://mega.nz/#!CcFSDSRY!6RVdo1edeu0S-nskD7ef_cUazuXZ3v7htAnZ8HlW_s0
Title: Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] V2.0 UPDATE!
Post by: thebestmlTBM on October 25, 2019, 09:46:42 AM
Version 2.1 will be coming soon with more things coming.
in a meantime here are the previews of Version 2.1...

Title: Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] V2.0 UPDATE!
Post by: thebestmlTBM on October 27, 2019, 10:58:24 AM
Here's another WIP Video for Version 2.1
Title: Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] V2.1.2
Post by: Raffine52 on November 02, 2019, 04:41:20 PM
It's finally here. V2.1 is out. The Largest Overhaul Update for Turok: Rage Wars Weapons in Doom ever. There's a Reason for this: The Updates were in Development Hell for a while. It may also be my biggest update I have ever done in terms of me working on it, As it took me half a year in development, Hopefully it will have been worth the wait.

Sprites no longer get cutted off when playing in 4:3 Screen.
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 Warhammer now, which leaves the Bots defenseless in deathmatches even know they still have ammo for the other weapons.
Gibbed Sounds are added.
Weapon Damage Rates are changed up, so the mod is more suited for Deathmatch play. If you want to play SP with this Mod, there's a SP Addon for that.
Boomerang has been nerfed: It now deals less damage, and it has a longer reload speed.
Some Spawners have been changed. The KEYCONF Is also changed up as well.
The Weapons from Turok 1 and Turok 2 are removed. Sorry Kidos, If you are enjoying the Weapons from T1 and T2 in a TKRW Mod, That's no longer going to happen.
Support Weapons are finally added!
Added in nearly the entire roster from Turok: Rage Wars. Not just them, Turok 1 Tal-Set and Turok 2 Joshua Fireseed are included as bonus characters, And even the TF2 Cast join in as well.
Tons of Rage Wars Styled Pickups are added in to replace the Doom ones.
Warhammer's Lights now Animate. It was originally going to be done by V2.0, but I forgot about it. Now it's fixed.
The Mag 60's Alt Ready Sound now plays when the Animation finishes.
Shotgun's Firing Rate has been made more like the Original's. Hopefully it's useful now.
The Tek Crossbow, Chest Buster, Freeze Gun, Inflator, Plasma Rifle and Emaciator now has it's almost original like effects.
The Scorpion finally now has a Alt Fire Mode added where it fires Two Rockets at once.
Fixed the Scorpion's Missiles facing the wrong way when looked at Front-Side and Behind-Side Views.
Added in the Character Lore to learn more about the Characters. It can be viewed once opened up via SLADE.
Hopefully got rid of the random damage on some of the weapons.
Emaciator's Projectiles have the Bright Flag added into them, Where I forgot to do so since the Mod's Release.
Emaciator's Alt Projectile now has it's own sprite.
Emaciator's Firing Sprite is changed for it's new Projectile.
Tek Crossbow and Freeze Gun now have their own impact sounds.
New Menu Sounds are added.
Ammo Packs are added in. These Include: Normal Ammo Pack, Which Refills your ammo by half (Replaces Backpack), Bullet, Energy and Explosive Packs, Which Refill their ammo to full (To the Ammo Spawners), The Super Ammo Pack, Which allows you to hold more Ammo as well as filling it by half, And finally, The Super Ammo Pack but with a Nuke Included inside it, Which DOES Refill your Ammo by full.
Plasma Rifle's Alt Fire no longer causes a big cast of Explosions.
Inflator's Alt Fire now casts a Ring, Like the Original game does. It also has some added in effects.
Emaciator, Chest Buster, and Inflator's Projectiles now go slower.
Chest Buster's Firing Rate should be faster.
Flare Gun's Projectiles now has Bright Flag added into them as well. They also cast a Ring Effect, Which was missing before.
Boomerang's Lights now animate.
Crosshairs from Rage Wars are added.
I gone back and edited a few firing flashes for some of the weapons to get rid some of the gray coming out of the barrel.
Added in the Shields From the Game Boy Color Version of Turok: Rage Wars.
Included a little bit of the Manual from the Original Game.
Added in the Three Animal Characters from the game's Frag Tag Mode. They are meant as Joke Characters: They only start with the Raptor Claws, and just like in the Original, only have 10 Health. However, Unlike in Rage Wars, They can get their health to 100, and are able to pick up weapons.
Removed the black dot in one of the Mag 60 Frames.
To make up for the Removal of T1 and T2 Weapons, Some Extra, Fan-made Weapons are added, Sticking closer to Rage Wars Style in terms of sounds and animations.
Changed up the fire rate for some of the weapons.

Trailer: https://youtu.be/1t62vIe3VmM

UPDATE:

V2.1.1: And then comes a Hotfix Release that fixes some holes!

Fixed the Swing Power Not Find Error Message popping up when using the Claw weapons.
Hidden Room Found sounds are added.
Fixed a spelling grammar error in one of the help screens.
Fixed the Keys being too big.
Fixed the key found sound being missed, and the Doom sounds playing in the menu.

UPDATE2:

V2.1.2: Oh god, here comes another Hotfix release!

Fixed the big-ass keys when using the Fullscreen HUD.
Added another Crosshair.

https://mega.nz/#!XBsmXajI!dSL5lZAu-kM3XUy8VSPENy9sGQtcQsByspmukRQUafw

UPDATE3:

The First two Addons has been released: SP Patch and Disable Extra Weapons. SP Patch changes up the weapons to be suited more for SP play, While Disable Extra Weapons removes all of the Extra Weapons from Spawners (But using the Weapon giving cheats will still give them to you)

Download: https://mega.nz/#!Od11BIQS!QRQX2QiJV-Q3hKQhD0qEBISm-okupOLgzqlubU1z3QM
Title: Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] V2.0 UPDATE!
Post by: thebestmlTBM on November 02, 2019, 10:59:36 PM
V2.1 Edited Build has been released!
Download: http://www.mediafire.com/file/kjw33aym35oc5ki/TurokRageWarsGunsinDoomV2.1B.pk3/file
Title: Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] V2.1.2 UPDATE!
Post by: Raffine52 on November 03, 2019, 01:27:50 AM
Decided to update V2.1.2, Both Original and Edited, as well as the Addon Pack With one hotfix:

Fixed the PFM Mines still able to be used even when you have no ammo for them.

UPDATE: V2.2 is released, Both Original and Edited, And my Addon Pack got an update as well.

Base:

The Uzi now spawns in the Super Shotgun Spot, As I thought the Shotgun Spot was too early for it to appear for it's power.
Fixed the Blade Launcher being called 'Grenades' When picked up.
Renamed TK2PistolSpawn to TKRWPistolSpawn. (Leftover since V1.0)
Fixed the Blue Keycard unable to open up any Blue Doors.
The Map Revealer Core now has updated sprites.
Picking up a Berserk now has it's own sound.

SP Patch:

Buffed the Blade Launcher.
Inflator now uses less ammo.
Nerfed Lava Gun's Flamethrower mode's damage a little bit.

Download: https://mega.nz/#!nANBRIYJ!0yXXwvf7WiPJfq4m1Vaz2Gt00L4UMCAWuLdG5M5Yg3w
Download (Edited): https://mega.nz/#!KY8zHZwY!GEM3V6HkvmTeu_G6Vcg_Od2XOMrvtT4URaHHTp_Oe_0
Download (Addon Pack): https://mega.nz/#!SNcR0CzA!ZohOGJNPv-fe_awOvFRS2EfO2rEM9Y_nBaAu1lsQeEk

UPDATE2: The Music Pack Addon has been released! Now you can listen to the Music from the N64 and GBC Versions of RW while you play, And it can also be used standalone as well.

DOWNLOAD: https://mega.nz/#!yc0CkI7Q!ZbKgxkPxXofEJmiqIwiBQ4ty43v8eT8rZwWo38b_gOc
Title: Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] V2.2 UPDATE!
Post by: thebestmlTBM on November 04, 2019, 05:29:22 PM
The V2.2 Edited Build gets a hotfix.

and I even included the Edited Build Version of the Singleplayer Patch Add-on, as well as my first add-on for this mod called the "Loadout Only" Add-On. if if you really want a worthy challenge, then this add-on is for you

Singleplayer Patch Addon Edited Build
http://www.mediafire.com/file/mp0h8y6b2cikrnn/TurokRageWarsGunsinDoomAddon_SPPatch_EditedBuild.pk3/file

Loadout Only Add-On (made by me)
http://www.mediafire.com/file/ld4091p4qhfn4yn/TurokRageWarsGunsinDoomAddon_LoadoutOnly.pk3/file
Title: Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] V2.3.2 UPDATE!
Post by: Raffine52 on November 07, 2019, 10:52:12 PM
V2.3's now out. More Changes! Although not as huge as V2.1 was, It's also what V2.2 should have been. Also, Before I move on to Turok 3 Overhaul very soon.

Base:
The Lava Gun now uses three ammo per shot when using the flamethrower mode, As it was too OP and overshadowed nearly every weapon.
Fixed a long standing issue where the Minigun's spin stop sound can be stopped by jumping.
Symbiont and War Club are now enabled as playable characters.
Moved the Support Weapons from Slot 1 to Slot 9.
The Shotgun's Alt Fire Ready Animation should no longer be slow as fuck.
Added in Rage Wars Styled Zan Items.
Fixed the Miles Being voiceless.
Fixed the PFM Mines still able to be used even when you have no ammo for them for real this time.
Added the Plasma Cannon, Both Normal and Raptor Versions.

Disable Extra Weapons:
Using Weapon Giving Cheats no longer gives the Extra Weapons to the player. The Classes are changed to reflect this.

SP Patch:
Updated the addon to support the newest added in Plasma Cannon.

Loadout Addon:
Included in the Addon Pack, Just for the sake of it.

UPDATE: 2.3.1 is out. Although it only includes Two Changes, The Main Point for this update is the Addon update it brings, including the MP Weapon Sprites Addon.

Base:

Fixed the Mech Raptor having Doom's Voice.
The Plasma Cannon now has it's own kill messages.

SP Patch:

Updated the addon to support the newest added in Plasma Cannon.
Fixed the Shotgun's Alt Fire mode still having the No random damage code.

Disable Extra Weapons:

Using Weapon Giving Cheats no longer gives the Extra Weapons to the player. The Classes are changed to reflect this.
The Mech Raptor is now armed with the Flare Gun.

New to this Mod Addon List is the MP Weapons Addon Where it changes the Weapon appearances to that of their Multiplayer Counterparts. Includes both Normal and SP Versions, as well as the MP Styled Pickups as well. It also Disables the Extra Weapons.

UPDATE2: Geez, I just can't catch a break with these hotfixes. (V2.3.2 Released)

Fixed a bug where the Nuke disappears when you release the firing button without holding it.
The Drone Blasters are moved to the plasma rifle spot for the same reasons as the Uzi.
(One More) Fixed the Drone Blasters still spawning in the chaingun spot.

Download: https://mega.nz/#!2V0SiYBC!uuPzp0P-H95mpeQVAoypfiT82_TphPft87cUS7JpuAw
Download (Addons): https://mega.nz/#!CcEkEAJR!YcamcLDirhuwoVXQoMsQALRRc3Z3MpWpldd221HQncs

UPDATE3: Andddd One more hotfix, At least for the Addons.

MP Weapons:
Fixed the missing Chest Buster's Alt Fire Sprites.

Download (MP Addon): https://mega.nz/#!iJdlESBJ!NoYTdriRRc-EmI5MQ5gUl9D18kLCdy1Fd-W_JpDAy7A
Title: Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] V2.4
Post by: Raffine52 on January 02, 2020, 03:10:01 AM
Happy New Year. Here comes a new Hotfix Release for the mod itself and some of it's addons with some changes. (V2.3.3)

Plasma Rifle's Alt Fire was untouched after the overhaul update last year, making it where the randomized Damage can rip the crap out of the enemies faster than the main fire mode could. This has been fixed.
Miles Spit Shot now goes a little bit faster.
Buffed the Emaciator's Main firing Mode.
The Mech Raptor is now armed with Energy Rounds upon spawn.
Replaced one of the Help Screens now that the Plasma Cannon is in the mod.

MP Weapons:
Fixed the Inflator firing way too slow.

MP Weapons and Disable Extra Weapons:
The Mech Raptor is now armed with the Flare Gun and some Energy Rounds. In the last version, He was armed with nothing.

EDIT:

V2.4 has been released. Some more content has been added and some changes, As a holdover for the Turok 3 Weapons in Doom Overhaul that is still being worked on.

The First Three Ammo types (Bullet, Energy and Explosion) all have new ammo pickup types with Different Looks and Ammo given upon pick up, giving in more eye candy in terms of appearances.
Removed the leftover Turok 1/Turok 2 Ammo Types.
The Ammo Packs now has some changes:

- Normal Ammo Pack: You now get 100 Energy Rounds instead of 50.
- Super Ammo Pack: Picking it up now refills your Bullet, Energy and Explosion Ammo to full, just like the 'With a Nuke' Version.
- The Biggest change though, is that the Bullet, Energy and Explosion Ammo Packs are now Items. Once you pick one up, It will be in your Inventory. When the time comes to refill your ammo, Just select it, use it, and that ammo type will be refilled to full. You can only hold one of these at a time (So you can't hold like 10 Bullet Ammo Packs), But it's good when you are running low on ammo for that ammo type. Because of this, The Ammo Packs of the Ammo Types now spawn at rare chances. This was done to fix the problem of one picking up an Ammo Pack of that Ammo type when you are full on ammo, basically wasting it.
- The text like this: (Your ammo has been refilled by half) has been removed.

Turok 1 Tal-Set and Turok 2 Joshua Fireseed now start with their melee weapons from their games (Knife for Turok 1, and Talon for Turok 2) instead of the Warhammer as it was in V2.1. If they die while holding these, they will drop the Warhammer instead.
All Weapons are tagged, so the names are now 'Weapon Name' instead of 'TKRW Weapon Name'.
Fixed the Claw Weapons playing the Doom Pickup Sound upon picking them up.
Buffed the Boomerang a little bit.

Download: https://mega.nz/#!bUNiXCLA!0-aafClHW6D6LsfbWkxqy6kYAcxhlK87w76WhCIWbVA
Download (Addons): https://mega.nz/#!LVViGIha!Z4B8V3mKg_dU0o9vGT_2fSfWTO0YJWeOYN45rdr-oJU
Download (MP): https://mega.nz/#!mNECBKyb!qZTaCXp312z7Eah8dKRb_eoqZnEe86PS9akscHx5Kk0
Title: Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] V2.5.2
Post by: Raffine52 on February 26, 2020, 07:09:42 PM
V2.5 has been released. A Bug Fix release, to fix some annoying issues, But also adds in some things too.

Fixed the War Club and Symbiont having Doom's Voice. The Former also starts with the Shotgun, to boot.
Splited the Characters from one actor file to their own files, so that way addons only has to touch a little bit of the base mod's files and to make things easier.
The Boomerang, for the longest time, was a monster in Deathmatch as due to the randomized damage, it can one-shot kill a player almost all the time. It was so powerful that when you have it, it makes all the other energy weapons completely obsolete once you master it. the randomized damage was taken out and the damage was nerfed, taking the weapon out of it's game breaking state.
Engineer, Pyro, Medic and Spy are now enabled as selectable characters. All of the TF2 Cast should be in!
Scout now starts with just one Mag 60 instead of Two.
Removed more leftover Turok 1/Turok 2 Weapon SFX.
The Game Weenie is now a selectable character.
Nearly all the melee weapons is given their randomized damage back.
When playing as Joshua Fireseed (Turok 2), Picking up the Berserk Pack will now give you the War Blade.
Fixed the Swing Power Not Find Error Message popping up when using T1's Knife.

A new addon has been released for the Addon Pack. It is called 'Turok Characters only'

This Addon makes it so only Characters that come from the Turok Series can be selected. It also removes the Three Frag Tag Characters when this Addon is used.

EDIT: 2.5.1 has to be released to fix one issue:

Fixed the Map Revealer Core being overwriten by the War Blade sprites.

EDIT2: V2.5.2 is released. While you are all waiting for a Turok 1 Alpha Weapons Add-on Update, Here's a quick update. It's been a while, Haven't it?

The War Blade is now tagged.
Fixed one of the Energy Round Pickup Actors being overwriten.
Removed the Alt Fire from the Akimbo Mag 60s.

Download: https://mega.nz/file/SRdFGSRA#23VMJ5SsCJatRHN97tHy_R5eeF9nKpr5iAREdfF6t3E
Download (Addons): https://mega.nz/file/XFdhyaqK#DPOPlpCjxjaxEvMSCv-RELidBkuUqFj5TIe-Yp9cfCE
Download (MP Addon): https://mega.nz/#!qdNwQQTY!tmcDnx7YXurDB4j338eSSymyOpWjetq_pRNadMLfwdE
Title: Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] V2.6 UPDATE!
Post by: Raffine52 on July 25, 2021, 02:41:25 AM
After a One Year wait, V2.6 Finally sees it's long-awaited release! This Version brings in some guest characters, and some changes with them. It's not just them, too: Some changes to the base mod itself are also made.

The Hyperdimension Neptunia, Castlevania (Both of Which are unused for a while anyway) and Fairy Fencer F Characters has been removed. (Fun Fact: The Persona 1 and Castlevania Characters were added during Development for V2.6, but they are removed before the Final Release due to my Interest in these series drying out at the time).
Fixed the Emaciator's bobbing being screwed up.
Added a Intermission picture and music. In Turok Rage Wars's case, It's the same music and picture as before.
The Mod's name is now shown while GZDoom/Zan is loading up.
The Console now has a custom background.
Turok 1 Tal-Set and Turok 2 Joshua Fireseed now start with their Pistols from their games instead of starting with the Mag 60. If they die while holding these, They will drop a Mag 60 instead.
Knife, Talon and War Blade now use the updated sprites.
The Mod now has a new Logo. This, however, only changes the 'M_DOOM' Graphic, As the title and Console Background will still show the old logo.
Added Prisoner 849 and UT Soldier to the roster.
If Any Character outside of Rage Wars/TF2 grab the Ammo Packs and use them, They will be given a Special weapon for it. Just like with the Pistols, If they die while holding these weapons, They will drop a weapon that is based off of that weapon type they are holding. But yeah, The Easter Egg weapons make a return, although limited to only one class.
Although nothing to do with the mod itself, the 'Easter Egg Weapon Found' lines in the 'Sndinfo' file has been removed.
Updated the Character Lore.
You can no longer give yourself weapons outside of Rage Wars and the custom weapons based off of that game via using 'IDFA', 'IDKFA', 'give weapons' or 'give all'. Typing in 'give everything' will still grant you these weapons, though (This is due to Engine Limitations).
All Items are tagged, so the names are now 'Name' instead of 'TKRWName'.
All of the Weapon Icons has been updated.
The Mech Raptor's Plasma Arm Cannon now has unlimited ammo.
Updated the Credits screen.
The Super Ammo Pack With a Nuke inside it's text has been changed so it says 'Super Weapon' instead of 'Nuke'. On top of that, It's more likely to spawn. Due to this change, The Nuke no longer spawns by itself, Due to the Guest Character's own Super weapons.
The Frag Tag Characters are now made unselectable (Due to the fact that when using Random select, there's a chance you might end up as one of them, which can leave you a easy target). They are still in the mod, though.
When Turok 2 Joshua dies while holding the War Blade, He will drop the Warhammer instead of dropping nothing.
Nerfed the Flare Gun's Alt Fire by making it's damage non-randomized.
Added the Weapon Lore, but it is unfinished.

I also updated the addons to reflect the V2.6 Changes, and I also made a new addon for players who want only the weapons from Rage Wars and it's custom weapons called 'Disable Guest Character Weapons'.

Download: https://www.mediafire.com/folder/3bt9tmdxuudyf/Turok_Rage_Wars_Weapons_in_Doom
Title: Re: Turok Rage Wars Guns in Doom by Raffine52 [Doom Mod] V2.7 UPDATE!
Post by: Raffine52 on November 07, 2021, 03:21:54 PM
V2.7 has been released. More Content Improvements on the Guest Characters and a few base mod changes. Originally this was going to be a update that finally goes back to focusing on the base mod itself, but I decided to push it for later. But hey, At least it wasn't stuck in Development Hell!

Akimbo Mag 60s are now part of the Mag 60 weapon instead of being a standalone weapon now. When picking up another Starting Pistol (That looks like a Mag 60), You can switch between a Single and Two Mag 60s at any time. While holding two of them, You can't use the Alt Fire: You have to make sure you are holding just one for the Alt Fire to be usable. Turok 1/Turok 2/UT also gets Akimbo Versions of their starting pistols, while Unreal 1 gets just Bullet Rounds, since he can't akimbo at all.
When I updated Turok 2's Weapons into their up-to-date versions, I pretty much forgot to update the Talon and War Blade, which not only they are still using the outdated sprites, but they also felt really slow to use. Pretty much a Big Oopsie from me! This has been fixed. Now they use the current updated sprites and are much faster to swing.
Buffed the Minigun again so it does 8 damage per shot, because having 6 damage per shot was just too weak and was suited for a slower-paced game like Rage Wars.
The Claw Weapons has been removed from the spawners.
Talon's Damage Boost under the effects of Berserk has been given to the War Blade.
The Instagib Plasma Rifle has been changed to High-Powered Plasma Rifle. It does 500 Damage if you can score a hit instead of being a 'I win' weapon.
Moved all of the weapon actors into their own folders to make development for upcoming updates much easier.
Uzis can no longer spawn in spots where the pistol would spawn.
Custom Weapon Bobbing has been added for some weapons to prevent sprite cut-off when playing in 4:3 Ratio... almost.
Changed up and added in a few sound effects, some of which are unused sounds left in the ROM.
Updated the Character Lore.