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Messages - Raffine52

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81
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

82
Turok 2 Seeds of Evil Modding/Mapping / Re: Co-Op Mod v0.9
« on: September 14, 2018, 11:41:45 PM »
Well Done. Now I can Play Turok 2 With my Friends!

83
It's Released now.



Download: https://mega.nz/#!WM1VHCzI!dqlLIGdyCDjulM4JdxNm1UUNLHCSoqvlJpJUkFv5MJk

EDIT: GE007 Style Enemy Replacement Addon has been released. Just like the Weapon Mod itself, The Release Version is missing many of the Enemies, So I used AR33 Guards for them as a Placeholder Until Later Versions.

Download: https://mega.nz/#!2cEABKBQ!RXD6JP4qxwYtCJ-Z9WGE1rANRUlhh8YiIVjsXHVQYuI

EDIT2: Version V1.1 Has been released.

Fixed the Gold PP7 And Golden Gun Not One Shotting Any Enemy.
Restored The Grenade Launcher, Rocket Launcher And Military Laser as Usable.
Ported Over Some of Goldeneye 007 TC's Coding and their Sprites.
Shells now come out of Guns.
Phantom now Fires Faster.
Menu Sounds are added.
Rocket Launcher, Rocket Ammo and Rocket Box Spawners now Spawn Grenade Launchers, Rocket Launchers and their Ammo instead of Spawning Rifles and their Ammo.
Added Small Rocket and Grenade Ammo Boxes.
Military Laser now spawns in the BFG Spawner, But it's Very Rare with a Very Low Chance of it showing up.

EDIT3: Have to Release a Hotfixed Version Shortly After.

Fixed an Issue where the RL Can't fire it's Last Shot.

EDIT4: GE007 Style Enemy Replacement Add-on Has been Updated to V1.1.

ZMG Soldiers now Spawn In the Nazi Spawner instead of the AR33 Guards.
Guards with Rocket Launcher, D5K And Automatic Shotgun, Soldiers with Shotguns as well as Armored Guards with AR33 and Automatic Shotgun Are added.
Shells now come out of The Guard's Guns.
Nerfed Most of the Guards. They (Mostly with the AR33 And Klobb) Deal the most Damage to the Player,
So I nerfed them so they can no longer Kill the Player in a Few shots.

Download: https://mega.nz/#!idVUSYzb!Vuefl9P4SXQWcs-m92EhnFUiNbHTDevFy1_7L2PZOuA

EDIT5: Hotfix for V1.1:

Fixed a Game-Breaking Glitch where Weapons that Spent Shells upon firing use Two Ammo in their Clip while Firing them.
Forgot The Sniper Rifle and AR33 still having the 'use Two Ammo in their Clip' Glitch, so I fixed it.

Download: https://mega.nz/#!LdkQQYoI!ETOFaA5eODXT-EJKvnY18pXYj5TP5nnewGtzO1KVJKw

EDIT6: Goldeneye 007 TC Levels Only Addon has been Released. Goldeneye 007 TC For Skulltag Had Good DM Levels. So, Like I did with TurokDoom, I decided to make the Levels Standalone, So that means Only The Content That are in the Levels will be kept, Everything else is removed.

Even know this Addon is made with GE007 Weapon Mod in Mind, Any Weapon Mod you Throw at It will work just fine.

Download: https://mega.nz/#!ud9R0BRC!WkwalI27dT77bZ9gpwK_u7wl2IDVzo2k93wkC8Uu_Jw

84
Cool guys! Maybe even final version files of your mods could be hosted on Turok Sanctum. I don't think Sixty would mind that. Then you could have easier/better DL links over mega or mediafire.

Thanks! Even know It's Finished I will still Support it over time by giving it Updates and Addons.

Anyways, 2nd Hot Fixed Version of V1.1 is Released and Updated one of my Addons.

V1.1 Hotfixes:

Fixed T2's Charge Dart Rifle's Alt Fire not using any Ammo.
Fixed T1's Box of Explosion Shells Ammo Pickup playing the Doom Sound.
Fixed T2's Nuke Shot turning into a Harpoon upon hitting something.
Picking up the Backpack no longer Fills up Almost all of your Ammo.
Fixed a Pink Spot in Nuke's Ready Animation.

https://mega.nz/#!uE9TgZRI!1U8wpJ7lmtCPzF55QQtuoTmiqEwXkgGwwF6o-s6ybxY

Normal Weapon Pickups Addon:

Some Weapons had their Spawn Rates Changed.
Fixed the Minigun and Grenade Launcher Spawners not spawning Turok 1's Weapons.
The Super Weapons are now less likely to spawn.

https://mega.nz/#!Lc11wbzJ!Pv2RXivoaDc9ud-SpvsmGOfmzrfRwBESfBb0IHZzWSM

EDIT:

V1.2, One of the Addons, and TCTX Addon has been released.

Base:
Fixed the Title Logo having Bits of Turok 3's Logo in the Sprite.
Win and Lose Screens, Along with their Music, Are Added. (I Originally used GMOD Screenshots as Placeholders until TBM Made new ones).
Exp Shells, Plasma Snipe Shots, Tek Crossbow's Alt Fire and Other Such Shots now go much faster.
Muted Doom Player's Sounds for Good.
Fixed a Long Standing Issue where the Sounds wouldn't play after Playing like a Few times in a Row.

Download: https://mega.nz/#!7R0R0TjL!uLHcXWmzFLMNyDqqILCkd2ALOW4ARizV6tmE1-_SMak

Normal Weapon Pickups Addon:

Turok 2's Scorpion Launcher Is now less likely to spawn.

Download: https://mega.nz/#!aI9BDJiR!e4YQk64lnB4853DLvyx2qcJE-lKCZL7H-ob0l7u__m8

TCTX:

Added the Unreal 1 Class, Becoming the First Class to be Ported into the Mod without me Creating the Weapons (But not the RTNP Guns).
Stinger, Flak Ammo, Razor Blades and GES Bio Rifle Ammo are Added into the Ammo Pool.
Weapon Type Pickups now Refect the New Classes.
Renamed Unreal 1's Muzzle Flash Sprites to Allow AEOD To play nice with it.
You can Hold more Sniper and Rifle Rounds.
Added the UT99 Class, Who Uses U1 Beta Sounds on some of his Weapons.
Fixed some of Missing Unreal 1 Sounds.
UT99 Class No longer Touches some of Unreal 1 Class's Data.
TCT Sound Banks now Refect the New Class Sounds.

And then a Hotfix: Given UT99 his Own Voice.

I also Released the TCTX Version of the Normal Weapon Pickups as well.

EDIT2: TCTX Has been updated into V1.1.

The Addon no longer loads up the Base Files Twice.
Fixed some Ammo Errors on the Unreal 1 Side.
Some Kill Messages now show up Correctly for the New Classes.
Fixed Unreal 1's Flak Cannon Alt Fire Using UT99's Explosion.
Fixed UT99's Bio Rifle Using the Enforcer's Pickup Sprite.
UT99 Starts with the Enforcer In-hand.
Fixed Unreal 1 Class Playing the Doom Sound when dying via XDeath.
Buffed Impact Hammer's Alt Fire.
Added a New Class: Turok Debug. He was Originally going to Appear in Base TCT, But he was Cut. Now he appears in TCTX, With Doom Sounds (Only Hurt and Death Sounds), And he starts with the
Turok 1's Knife and Bow, Turok 2's Flame Gun and Rage Wars's Mag 60 (Who starts with in hand). He shares the same Class Type as Rage Wars. He's also the First in the Class selection, So You don't have to deal with Bots playing the Turok 1 Class All the time.

EDIT3: TCTX V1.2 is Released.

Added the Quake 1 Class, Based off of his SKMEGA X Version Which is based on his Classic Rivalry Version. He's been Fixed and Now has a Voice.
Added Nails into the Ammo Pool.
Unlimited Ammo now works for Some of Unreal 1 and UT99's Weapons.
Fixed Unreal 1's Bio Rifle's Blobs looking like Paper.

And Updated the TCTX Normal Pickups Addon:

Updated the Addon So the Quake 1 Weapons and Ammo Spawn.

EDIT4: V1.2 Hotfixes has been Released, And TCTX V1.3 is Released.

Base:

Updated the Dehacked File.
Fixed Turok 2's Shotgun Alt Fire Still having a 1 Second Before it can hit.
Turok 3's Weapon Type Pickups are now in a Different Order.

Download: https://mega.nz/#!WI9mRIxZ!G39mQGUQXyOKhvJNK5UZDI4jsIMO0v-ODrUoj9wgGKU

TCTX:

Added some Alt Fires to some of Quake 1's Weapons so He isn't underpowered:
Shotgun and Super Shotgun can now use Explosion Shells.
Super Nailgun can Fire Bullets Using Minigun Ammo, Should It Run out of Nails.

Buffed Quake 1's Explosion a Little bit.
Updated the Addon to support the V1.2 Hotfixes.
Unreal 1 now has Nepgear as a Selectable Voice.
UT99 now has B-Sha as a Selectable Voice.
Fixed The Unreal 1 Class Getting Turok 3's Tek Bow upon picking up one of the Weapon Types.
Fixed Unreal 1's Automag Cutting off the Firing Sound while having less Bullets in Clip.
Fixed UT99 Not getting any Enforcer Ammo upon Picking up Weapon Type 2 Pickups.
Some of Quake 1 Weapons's Kill Messages now show up Correctly.
Turok Debug Class can now Taunt.

EDIT5: TCTX V1.4 Has been Released And the Addon has been Updated.

Base:

Fixed Turok 3's Weapon Order Not having the Pistol and Silenced Pistol.
Fixed UT99's Pulse Gun Firing Different Shots when using AEOD.
Fixed UT99's War Head Launcher Not working Correctly when using AEOD.
Quake 1's Weapons are now called Q1 in their Names instead of their Full Title.
Added the Quake 2 Class.
Changed some Spawners around.
Rail Slugs and Shock Cores are added to the Ammo Pool (And ASMD And Shock Rifle now use the Latter)
U1's Shock Rifle Alt Fire Shot no longer Reflect Shots for no reason.

Download: https://mega.nz/#!OR9XSIYQ!kVPVFF0EnaS0lBxnlkzakJQV0CtTPZ3yAwuSLQK7fIg

TCTX Normal Pickups Addon:

Updated the Addon So the Quake 2 Weapons and Ammo Spawn.
Dispersion Pistol Powerups Now appear.

Download: https://mega.nz/#!OR03lSCA!DD6wBQPTBVFrW9GhGapidnfsC0TQ4s24WKu2Fp-n0uA

EDIT6: Sorry for the lack of Updates, But here it is.

TCT:
Updated the Dehacked File.
Fixed Turok 2's Shotgun Alt Fire Still having a 1 Second Before it can hit.
Turok 3's Weapon Type Pickups are now in a Different Order.
Weapon Type 2s Now give Turok 2 MP Some Weapons, So Things can become Fair for him.
Fixed a Bug where Turok 2's Pistol sometimes does not play the Firing Sound.

Download: https://mega.nz/#!TVcGBChL!uX-6ke5BrOzf5jjW8vpseeXksI461HDblP5EVGAFWJg

TCTX V1.4 Hotfixes:
Fixed the Quake 2 Class Jumping Sound Stopping the Firing Sounds.
Some of Quake 2 Sprites no longer look like Paper.
Fixed Quake 2's Chaingun Sounds.
Quake 2's BFG10K now uses Super Weapon Ammo.
Nerfed Quake 2's GL A little bit.
Updated the Addon to Support the V1.3 Hotfix Changes.
Fixed Rail Slugs Ammo going from 50 to 400 Upon getting the Backpack.
Fixed the Quake 2 Class Sometimes not playing the death Sound upon dying.

Download: https://mega.nz/#!TUNCEYxa!ygCc1pKJNmtWw55bGsD-CUNtYZIlnl67_mFiY_RcuK0

EDIT7: The Size of the Tower.

Two New Addons are Released: The Start with More Weapons and 'Choose which Class Bots start as' Addons. For the Former Addon, It makes it so All Classes spawn with more Weapons and Ammo.
For the Latter, It makes it so When you load up one of the Files, The Bots will Spawn as Which Game you choose instead of spawning as Turok 1 (Normal) and Turok Debug (TCTX) All the time.
Works only for Zan as the Bots don't choose their Classes upon spawning, So this is the Hotfix for that.

To use:
Unzip all but the Changelog File, and select one of the Files to load up so the Bots will choose that Class.

Start with More Weapons: https://mega.nz/#!SBFEkCAY!cqbWzG3oSF3rHFbFipzjeBxI0qHRK7iApzjUDLJTEOc

'Choose which Class Bots start as': https://mega.nz/#!3VkW2SRZ!TV6aOFnNc_IIr7hmNLgk29uCOSCgbnTmsFG1uWpNPdM

85
V1.1 Has been Updated with a Hotfix:

Really Fixed the Doom Sound playing upon picking up Turok 2's Items.

Download: https://mega.nz/#!iQ8DBBzb!rRIIijDsBVK4W_nitu-qE_onB1-anTKLfHsTYc3YmEk

86
Version 1.7 from Raffine is done
https://mega.nz/#!DZcizYZb!P6E8-HzNLqRwib7A19F9Qd9jTcCnFd4uhxmzHFrQiXE

v1.7:
Added In 2 New Grunt Sounds, 5 New Death Sounds (Two are the same as the Original ones), 13 New Hurt Sounds (Four are the Same as the Original Ones), And 11 New Taunts, All Ripped from Turok 2's Kiosk ROM.
Fixed The Charge Dart Rifle not having The Impact Sound.
Fixed the Shells having the Gravity of Outer Space.
Added New Shell Sounds, Also Ripped from Turok 2's Kiosk ROM.
Removed the Pink in One of The Talon's Third Swing Animations.

and so does my Edited Build V1.7B
http://www.mediafire.com/file/qfloyhjwo77tv3w/Turok2SPGunsinDoomV1.7B.pk3/file

And I also Updated my Adon Voices Addon.

Updated the Addon to Refect the V1.7 Changes.

Download: https://mega.nz/#!DZcizYZb!P6E8-HzNLqRwib7A19F9Qd9jTcCnFd4uhxmzHFrQiXE


87
V1.0's Out.

Fixed Turok 2's Torpedo Launcher putting itself away when you attempt to fire the weapon.
Fixed Turok 2's Charge Dart Rifle not having Firing and Impact Sounds.
Fixed the Shells having the Gravity of Outer Space.
Bullet and Shell Weapons that Did not Spawn Shell Cases now Spawn them.
Turok 1's Weapons now use Turok 2 Shell Code instead.
Added in Fire and Plasma Shell Cases for Turok 3's Shotguns.
Flame Gun's Alt Fire now works.
Muted Doom's Oof Sound.
Turok 2 MP's Firestorm fires Correct Shots.

Edit:

V1.0 Hotfix Released.

Really Fixed Turok 2 MP's Firestorm firing SP Shots.
Disabled Sniper's Shell Casing.
Disabled RW's Mag 60 Alt Fire Shell Casing.
Rage Wars Class now starts with a Mag 60 in-hand.
Warhammer now has a Sound upon being Picked up instead of the Doom One.
Fixed Turok 1's Missing Weapon Pickup Sprites.
Restored the Taunt System.

https://mega.nz/#!zIkzSLYT!SzZkarAEF7g4MKf3HxZD-AtCTDfOEHJ_y0i2-syr6ak

Expanded Shell Case Remover Addon Has been Released.

This Addon Disables the Shell Case Changes from TCT, And Changes them back into the Originals.

https://mega.nz/#!yUdkhY6L!-D5b5FqVsbLJWKp3o9rUyRwghXaKhiBYcSlXPoVpcjY

Normal Weapon Pickups Addon has been Released.

This Addon Removes the Weapon Type Pickups and Replaces them with Weapon Pickups from The Five Selectable Classes in the Mod.

https://mega.nz/#!CBdX1SoK!LqwOKSw1R_E6NaSqMwVYdPjrxj98-y_jOLUGa2tw1zA

Edit2:

V1.1 Released and Updated one of my Addons.

Base:

Turok 2 MP's Rockets now has Smoke coming out of it.
Added In 2 New Grunt Sounds, 5 New Death Sounds (Two are the same as the Original ones),
13 New Hurt Sounds (Four are the Same as the Original Ones) For Turok 2, All Ripped from Turok 2's Kiosk ROM.
Replaced the Rage Wars's Death Sounds with the Versions without the Fragged Sounds playing over them.
Fixed the RW Shotgun's Firing Animation.
Changed up some Kill Messages For the Rage Wars's Weapons.
Changed up some Weapon Firing Flashes For the Rage Wars's Weapons.
Rage Wars's Warhammer can now use Berserk Packs.
Fixed the Inflator's Alt Charging Sound playing Forever if the Player dies while Using Alt Fire but not firing the Weapon.
Turok 3's PSG Now uses Ammo.
Rage Wars now has Adon and Tal-Set as Selectable Voices.
Turok 1 now has Campaigner as a Selectable Voice.
Turok 2 MP Now has Purr-Pinn And Flesh Eater as Selectable Voices.
Turok 3 Now has the SWAT and Lost One as Selectable Voices.
Added New Taunts from Adon, Campaigner, SWAT (Male One), RW Tal-Set (Boss UT99) and Turok 2's Kiosk Version.
Fixed the Title Logo being Big as hell.
Fixed the Doom Sound playing upon picking up Turok 2's Items.
T2 MP's Harpoon Gun's Spears now Disappear upon Hitting Something.
Removed the Pink in One of The Talon's Third Swing Animations.
Fixed the War Blade going to parts of the Ready Animation while having the Berserk Pack.
Added New Shell Sounds, Also Ripped from Turok 2's Kiosk ROM.

Download: https://mega.nz/#!3cVAgKaD!FbPDhYgD1hMqZ2DrAvgrC_NWJ5921MdXsFiLeVbAFP4

Expanded Shell Case Remover Addon:

V1.2:
Updated the Addon to Support the V1.1 Changes.

Download: https://mega.nz/#!mR1mnIhJ!nssDWKCb4ofY6YVjLkVYKJBvelUtl0QV-fXAhm4J-NI

88


This Music Pack replaces all of the Music with MIDI Tracks from Touhou 2: Story of Eastern Wonderland, With Three Songs from Final Fantasy VII For some reason. I been using this for a long time in alot of my Videos: I am uploading it for everyone to use if they like to.

Make sure to backup your N64 Music Folder before applying this Music Pack.

Download: https://mega.nz/#!qcMX2CSJ!xZzc_X2S8iG_4ZyCOYNT-w6qjugO82DahPYc0JtjoI8

89

by Raffine52
Current Version: V1.6

Unreal Weapons: Raffine52 Edition is a Weapon Mod that ports Weapons from Unreal. It is based off of Gezzdt's Prisoner849 Mod, but the main goal of it is continuing development on it, fixing bugs, adding in new content and fixing the rough spots that the original mod had.

Important Note: I do not intend to have this mod be competition for Doomreal. We have two different goals. Doomreal intends to focus on restoring as much beta content for gameplay, showcase usage and what not, while the intention of my mod is just focusing on the Final Version of the game with some little Beta content in (Like the Quadshot) as well as having two versions, one is the Sprite Version, which supports both GZDoom/Zan, While the 3D Model Version only supports GZDoom (Because Zan lacks UE1 Model Support). Meanwhile, Doomreal only supports GZDoom due to using ZScript, But the accuracy is really close to the Original Game.

TRAILER


Download Link
http://www.mediafire.com/folder/1qj9ehpdvu1dk/Unreal_Weapons_-_Raffine52_Edition

Add-Ons Included
Enemy Mod
Old Sounds
UT Weapons

Edited Build Version
Coming Soon


90
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

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