Turok: Dinosaur Hunter Forums!

General Category => General User Mods, Maps, and Content => Topic started by: thebestmlTBM on February 08, 2018, 01:42:11 AM

Title: Turok 1 Guns In Doom by Raffine52 [Doom Mod] V2.3 UPDATED
Post by: thebestmlTBM on February 08, 2018, 01:42:11 AM
:treasure:(https://cdn.discordapp.com/attachments/359160011680645121/411055144256667649/Turok1GunsinDoom.png)     :treasure:
by Raffine52
Current Version: 2.3 (3D Model Update)
Looks like Raffine is making yet another Turok Weapon Mod for Doom and this time is from the first game "Turok: Dinosaur Hunter"

So you all saw it coming, Huh? Because he got Burn Wounds from 1997, And Because he want to see D64 VS TK1, And Because Other TK1 Guns needed some love, Here it is.

Turok 1 Guns in Doom is a Doom Mod that he Started on February 7 2018, And it is a Work in Progress.

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

The Goal of this Mod is to Port over much Of Turok: Dinosaur Hunter into Doom as best as he could. A few Weapons will not be like the Original in terms of it's Firing Modes. And Since Doom has MP, You can have a Deathmatch Match with the TK1 Guns.

TRAILER
Coming Soon

V2.3 UPDATED
Download Link
https://www.mediafire.com/folder/60i94zzv30f1f/Turok_1_Guns_in_Doom

Add-Ons Included
N64 Sound
Auto Taunts (GZDoom only)
Music Pack
Enemy Mod
Intro (GZDoom Exclusive)
Doritos

TBM's Add-On
Remastered Sound
http://www.mediafire.com/file/ggl1o4gnosn8g79/Turok1GunsInDoomRemasteredSounds.pk3

Alpha Weapons in Doom Add-on Edited Build
(https://cdn.discordapp.com/attachments/359160011680645121/700806703758704730/Screenshot_Doom_20200417_163514.png)
https://www.mediafire.com/file/fi3u1xq99mv3nib/Turok1GunsInDoomAddon_AlphaWeapons_EditedBuild.pk3/file
Edited Build Version 2.2B is needed
https://www.mediafire.com/file/ordvy34hdshteg9/Turok1GunsInDoomV2.2B.pk3/file

Video Preview


Screenshot Preview
(https://cdn.discordapp.com/attachments/1147090802418389062/1184386531813765140/20231212224905_1.jpg)
(https://cdn.discordapp.com/attachments/1147090802418389062/1184366339905835018/20231212212806_1.jpg)
(https://cdn.discordapp.com/attachments/1147090802418389062/1184383024725512232/20231212223427_1.jpg)
Note that these screenshots are from the 3D Model Update
Title: Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] WIP
Post by: thebestmlTBM on February 10, 2018, 02:07:12 AM
3 new screenshots has been added from Raffine52.
Title: Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] WIP
Post by: Dinosoid on February 10, 2018, 10:40:15 PM
.
Title: Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] WIP
Post by: thebestmlTBM on February 11, 2018, 05:02:52 PM
New Screenshots Updates are here
(https://cdn.discordapp.com/attachments/369600288111329280/412170575813935106/20180211005834_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/412333202875744266/20180211111751_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/411982879837650945/20180210123222_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/412296470256156673/20180211091710_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/412366640504897538/20180211135435_2.jpg)
Title: Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] WIP
Post by: thebestmlTBM on February 11, 2018, 06:57:28 PM
The Preview Video has been added.
Title: Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] WIP
Post by: thebestmlTBM on February 12, 2018, 07:16:38 AM
Another Shots Updates from Raffine are here...
(https://cdn.discordapp.com/attachments/369600288111329280/412444076663767060/20180211190327_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/412444084578287619/20180211190340_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/412444087535403038/20180211190344_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/412444088764203010/20180211190348_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/412445489301028875/20180211191039_1.jpg)

Secondary Ammo added...
(https://cdn.discordapp.com/attachments/369600288111329280/412451256238473216/20180211193328_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/412464968898707456/20180211202620_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/412464971063230464/20180211202623_1.jpg)

Pick up sprites...
(https://cdn.discordapp.com/attachments/369600288111329280/412499047426031617/20180211224218_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/412499050248536064/20180211224221_1.jpg)
(https://cdn.discordapp.com/attachments/369600288111329280/412499051507089408/20180211224234_1.jpg)
Title: Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] Released, V1.0
Post by: Raffine52 on February 13, 2018, 02:04:46 AM
It's Released Now. Make demons extinct. Again!



Download: https://mega.nz/#!vMUxmDCb!n7JM9A4DxIx2G0eDhZEWaSYIxY4jPI7y_WFR0TkTGyg
Title: Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] V1.0 RELEASED
Post by: thebestmlTBM on February 13, 2018, 11:18:09 AM
Edited Build Version is here!
Including the N64/Remastered Sound Placement
http://www.mediafire.com/file/g3cbqwv942iasw7/Turok1GunsInDoomV1.0B.pk3
Title: Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] V1.1 RELEASED
Post by: Raffine52 on February 13, 2018, 11:17:12 PM
V1.1's Released. And Boy there's a lot of things Changed!

Fixed a Bug where when running out of Ammo or Dying while Firing the Minigun, The Sound Keeps on playing forever.
Buffed the Particle Accelerator so it does a little bit more damage and not an Ailen Rifle Clone.
When you don't have enough Cell Ammo to fire the Particle Accelerator and the Alien Rifle, You can't Fire them.
Buffed the Fusion Cannon and ChronoSecpter So they do more damage. Thanks to thebestmlTBM For Reporting this and the Looping Minigun Sound Bugs.
Replaced the Placeholder Knife, Bow and ChronoSecpter Pick up Sprites with the Pickup Sprites that thebestmlTBM Sended me.
Removed the Placeholder TEMP Folder.
Fixed the Old Tek Bow's Pull Animation being weird when using Tek Arrows.
Made the Explosion Shells's Explosion Sprites Larger.
Added Campaigner's Voice when choosing 'Female' in the Player Setup Menu.
Added Turok 2's Voice when choosing 'Other' in the Player Setup Menu.
Added the Items.
Fixed a Bug where the Knife and Tek Bow goes through it's Away and Pull Up Animation after firing.
Chainsaw now spawns Mortal Wound in it's Place.
Make the ChronoSecpter More likely to spawn in the BFG9000 Spot.
Some Weapons no longer go to parts of the Ready Animation after firing.
Made the Tek Bow spawn in the Pistol Spot.
The Knife can no longer be dropped, and It is a Melee Weapon for the bots to use.

https://mega.nz/#!TFtHnZxC!fvOSg9VfqNwrx9KNInYpoX2qXs8aL9vgL5N1gqJvRvM
Title: Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] V1.1 UPDATED
Post by: Raffine52 on February 13, 2018, 11:43:20 PM
Released the First Addon for this Mod: The N64 Version Sound Replacement.

This Addon Changes all of the Weapons and Menu Sounds into their N64 Versions. If you are a Fan of the N64 Version of Turok 1's SFX, This is for you.

Download: https://mega.nz/#!mZc3nKrC!8oMOCvSAd7m6LNc1Lth_agsKEBsQcXhl95k-M6lHt8o
Title: Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] V1.2 UPDATED
Post by: Raffine52 on February 13, 2018, 11:58:59 PM
V1.2's Released. Just one Fix.

Fixed the Knife Popping up an Error everytime you use it in Zan.

Download: https://mega.nz/#!LYFTFCSI!EiVivn7NsxTrl1dNZNPzJzH4VYdg87w53ZynvEVyIuE
Title: Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] V1.3 UPDATED
Post by: Raffine52 on February 14, 2018, 12:33:24 AM
V1.3 Released. Yet Another Version with One Fix!

Fixed the Assault Rifle firing More Bullets than it should.

Download: https://mega.nz/#!7JdFURRQ!L-tgP0ZexFqoFpl0AvezKJpp7mV3HoaiNWcgdilIAoI
Title: Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] V1.4 UPDATED
Post by: Raffine52 on February 14, 2018, 01:09:27 AM
And then V1.4 is out. At least it has Changes and not just one Bug Fix...

Fixed the Knife Popping up an Error everytime you use it in Zan while having the Mortal Wound.
Increased Grenade Launcher's Range.
Made the Shotgun and Auto Shotgun's Spread Close to the Original.
Removed the Spread when Using Explosion Shells.

Download: https://mega.nz/#!rVV2VRYJ!P6j38RUiE1TnvKJmomMMmQWVkHEjg13Zqo6PFeXcGYc
Title: Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] V1.1 UPDATED
Post by: thebestmlTBM on February 14, 2018, 06:33:25 AM
Edited Build Version 1.1B and the Remastered Sound Replacement are added

http://www.mediafire.com/file/covrmzpg3r9sva6/Turok1GunsInDoomV1.1B.pk3
http://www.mediafire.com/file/ggl1o4gnosn8g79/Turok1GunsInDoomRemasteredSounds.pk3

Also Dinomite do have a point. I've seen stuff like this happening in the Mugen Forums.
I know you're trying to fix some stuff but spamming the forum reply is no good.
Title: Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] V1.5 UPDATED
Post by: thebestmlTBM on February 21, 2018, 05:06:19 AM
V1.5 from Raffine52 is released!

Picking up the Pulse Rifle is now called by the Correct Name instead of 'Pulse Gun'.
Reworked The Particle Accelerator. The Weapon has a Alt Fire Now and can be held, And Once the Alt Fire's Released,
It fires a Powerful Shot that does a Lot of Damage, And the Main Fire Mode has been nerfed so it does Less damage.
Fixed the Minigun Stop Firing Sound playing Four Times at once.
In Zan, The Win and Lose Themes are now Replaced by the Hub Theme.
The Auto Shotgun is now less likely to spawn.

and V1.5B is released!

Check them out at the beginning of this topic.
Title: Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] V1.7
Post by: Raffine52 on April 25, 2018, 08:53:25 PM
V1.6 Released.

Buffed the Fusion Cannon, Because it was a little Weak.
The Knife Now has More Swing Animations instead of just one.
Assault Rifle and Pistol no longer Always do Pin-Point Shots When Continuing to firing them After their First Shots.
Particle Accelerator no longer has Auto Firing Upon holding the Attack Button, and The Alt Fire Animation goes by a Little Faster.
Added Fastprojectile Code to some Weapons For Improved Aiming.

Download: https://mega.nz/#!rQEDyAKQ!rUJNbR2s_BiWgDHrdqpdzfRTz4__l7ErI7IGj-Jlmes

EDIT:

Beta and Removed Stuff Addon has been Released.

This Addon Adds in a Beta Title Screen, BETA Versions of AR, GL Along With the HWG (With their Own Ammo Pool).

EDIT2:

Beta and Removed Stuff Addon has been Updated.

Fixed a Bug where Zan Crashes upon starting in Deathmatch Mode due to a Missing Item.
HWG Does 15 Damage Now.

Download: https://mega.nz/#!GBMUXJAT!AvqEPCyRF0d1CD6eDLr_gd7kFV9e2Omez2XiCyFGkJA

EDIT3:

Hot Fix time:

Ailen Rifle's Shot Texture is in PNG. (That way, When the Colors in the Engine Gets Changed, The Texture won't look Wrong)

Download: https://mega.nz/#!iMdlGaQb!YMWto5GJV75HzVHBD0SoRhmbGArGUR3GKPthNl9XESg

EDIT4:

V1.7's Released!

Main:
The Knife now attacks faster.
Pulse Gun's Shot Sprite no longer looks like Shit.
The Auto Shotgun no longer spawns in the Shotgun Spawner, And in the SSG Spawner it's a 19% Chance to Spawn now.

Download: https://mega.nz/#!LM1kiSob!JT1f3B5XmVnrEwvXEPpsliphq1TFI0YYmFXhHzaNLwI

Beta Stuff:

Updated the Addon to Support the V1.7 Changes.

Download: https://mega.nz/#!WYl00YYb!I1iftQBHolFMET7p_wtY6Y1z4i7k1D8RTCEQ2V0LvsE

EDIT5:

Hot Fix Release!

The Fusion Cannon and ChronoSecpter's Shot Explosion Sounds can now be heard from a Far.
Fixed the Shells having the Gravity of Outer Space.
Unlimited Ammo Now works for the Few Weapons.

Download: https://mega.nz/#!nF1R1QyC!VgR7Tc4183DQT2jv0YXQaehh51ZeNthMn591VnVBkLc
Title: Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] V1.7 UPDATED
Post by: thebestmlTBM on July 27, 2018, 03:49:50 PM
Edited Build Version 1.7B is here!
http://www.mediafire.com/file/5jslnrtuuviq8wn/Turok1GunsInDoomV1.7B.pk3
Title: Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] V1.8
Post by: Raffine52 on March 28, 2019, 06:05:54 PM
V1.8 Has been released.

And don't worry: I am still working on a Update to the Beta Addon.

Changes:
You can now Fire the Bow without needing a Full Pull, Allowing The Rapid Firing Trick of the Original Games to be Usable again. However the Arrows go by their half the Normal Speed if you do this.
Tek Arrows gotten a Buff, As they now deal More damage.
Buffed Shotgun and Auto Shotgun's Normal Shells.
Explosion Shells now work like the Original Game, And can now Gib Enemies.
The Minigun fires out less Bullets now, Allowing less Ammo to be wasted.
Fixed Particle Accelerator not able to Fire.
Buffed ChronoScepter's Damage.
Buffed Particle Accelerator's Damage a little bit.
Pistol and Assault Rifle's Damage has been buffed a little bit.
Fixed the Sprites for 4:3 Res.

Download: https://mega.nz/#!GJ81gQyY!K5Sr5eB74cLs202ySbOLR6vNY-wBOMiuRGfbmco-Gb8
Title: Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] V1.7 UPDATED
Post by: thebestmlTBM on March 31, 2019, 02:21:33 AM
Edited Build Version 1.8B is here!
http://www.mediafire.com/file/5jslnrtuuviq8wn/Turok1GunsInDoomV1.8B.pk3/file



Also a Logo I made for the Majorly Updated Beta Add-on
(https://cdn.discordapp.com/attachments/359160011680645121/561658068941799509/Turok1BetaGunsinDoom.png)
Title: Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] V1.8 UPDATED
Post by: Raffine52 on August 03, 2019, 02:27:52 PM
Took me a While, But the Demo Version of Turok 1 Alpha Weapons Add-on has been released. Time flies by, Huh?

This Demo only has the Assault Rifle, Shotgun and Auto Shotgun, With more coming later.

Download it here: https://mega.nz/#!bFEnhK6C!vUBqj2xiYMyeMRelyA73XiNNMnpJf1Kaohf16z5tKbI
Title: Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] V1.8 UPDATED
Post by: FireSeraphim on August 15, 2019, 10:05:47 PM
@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.
Title: Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] V1.9
Post by: Raffine52 on April 01, 2020, 02:44:28 AM
Finally, It's back. The V1.9 Overhaul is finally released. After being left in the dust for a really long time while other Turok Weapon Port Projects (Like Turok 2, Rage Wars and 3) get updates week by week while Turok 1 is left on the wayside, It's back with an overhaul update of it's own, and not a shitty one. Make demons extinct. Once Again!

Sadly, due to lack of ideas for the Trailer, I have to delay it until I get enough ideas for it. Anyways, Here are the changes:

The Biggest change of them all is that almost all sprites (mostly the weapons) has been redone, to get rid of the odd lighting and other problems. This allows more weapon animation frames and some weapon details to be seen in this version, Like the Drum cycling to the next shell on the Auto Shotgun, Flashes for some of the weapons that didn't have originally, Spinning barrels on the Minigun, and much more, which the last Versions didn't have.
A few new Playable Characters are added, Like the Alien Infantry, Pur-Lin, Campaigner and Longhunter. If you don't wanna play as the Dinosaur Hunter himself, These Characters are for you. Oh, yeah, and I added in a bonus character you might already know from my Rage Wars Weapon Mod, and you know who it is.
Corrected Chronoscepter's name from 'ChronoScepter' to 'Chronoscepter'. It also now has the correct put away animation, Instead of playing the pulling out animation backwards.
The Knife has some little changes: When Berserk is picked up, It no longer has the old Double Swing Animation as it's only animation as it did in the old versions, and it attacks a little bit faster.
Auto Shotgun's Shells now fly out of the Drum instead of the front of the gun's barrel.
Minigun now has the Faster fire rate and now only uses one ammo per shot. Also, when you pull it out, Sometimes you will hear what reminds you of...
Alien Rifle now has a Idle Animation, And while the shots before they go boom does less damage, the explosion itself now deals more damage.
Quad Missile Launcher's Rockets now make smoke once they are fired.
The Particle Accelerator has been disabled as I am unable to get a cleaner recording of the weapon at the time, And because the weapon still fires just like the Alien Rifle even with the buffs it had. However, The weapon will be added back at some point.
Fusion Cannon has a longer idle animation, and the time it takes before it fires is made longer. To make up for it, It now does more damage.
Changed A_Playsound (From 'Weapon') to A_PlayWeaponSound on all of the weapons. I will try to see if it goes.
Added in the T1 Styled Items, Replacing the Doom ones.
Chainsaw Spots no longer spawn Mortal Wounds, Instead they spawn Tek Bows.
Added in the missing land voice sound when playing as Tal-Set.
Added in Alt Look Ammo Pickups for the Box of both Normal and Explosion Shells.
New Title, Credit, Win and Lose Screens, Replacing the old ones.
When in Deathmatch, When getting to the Results Screen after a match, The Underwater theme will now play, Instead of the HUB Theme as it was in the old versions.
Cell Spawner Spots now only spawn Small Cell Pickups.
The Taunt System has been removed.
Replaced the big ammo HUD Icons with the Smaller ones from the Edited Version.
Fixed the Small Cell and Large Cell Pickups using the wrong sprites.
While playing, You can press F1 to bring up the Manual from the N64 Version. You can read about the stuff, weapons, and even a comic in it!
Turok 1 Style Cheats are imported.

Download: https://mega.nz/#!rMlDULIQ!Ts972aHUj6D9e2MCMGc6mSti_p6K7ObF0nz_VXtbhk8

I also updated my N64 Sounds Addon with a few changes:

The Title Screen is now N64 Style.
The Music is now the N64 Version of the HUB Theme.

Download: https://mega.nz/#!rJkzGZQD!hU6fTIcY26RnrONT5uCaVmBX534mgzR9RKyvKyFQH5Q
Title: Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] V1.9 UPDATED
Post by: thebestmlTBM on April 01, 2020, 06:46:20 AM
And the Edited Build Version is done as well.
http://www.mediafire.com/file/vklmhknw2eqskma/Turok1GunsInDoomV1.9.pk3/file
http://www.mediafire.com/file/5jslnrtuuviq8wn/Turok1GunsInDoomN64Sounds.pk3/file

So.. yeah the thread is still alive, he's just been working on weapon mods and stuff.

Though the Alpha Guns Add-On will be coming soon.
Title: Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] V1.9 UPDATED
Post by: Nutshot on April 01, 2020, 07:45:32 AM
What means "edited"?
Title: Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] V1.9 UPDATED
Post by: thebestmlTBM on April 02, 2020, 03:00:17 AM
What means "edited"?
It means made more like the actual game in comparison.
Also added in the compatibility for other mods like Brutal Doom and Beautiful Doom.
Title: Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] V2.0
Post by: Raffine52 on April 06, 2020, 03:56:33 AM
Version V2.0 has been released. How you are all enjoying the Overhaul? Good? Yeah, Because here comes a new Version release that fixes some issues and adds in more things on top of that. Originally V1.9.1, This was turned into the next version release as it is little more than just being a hotfix release.

Fixed the Ultra Health Pickups unable to be picked up.
Buffed the Tek Arrows. I also brought over the Extra 5 Damage when the Bow is fully pulled thing from my T3 Weapons in Doom Mod.
Buffed the Explosion Shells a little bit.
Added in the missing sound effect when picking up some weapons/items.
Renamed TF2Heavy to TK1Heavy so it can play nice with AEOD.
Fixed the Alien Infantry having Tal-Set's Voice.
A New Warrior Has Entered the Ring: And it's Eriko from Persona 1!
The Longhunter is removed in this version, but at least there's a Addon that adds him back to the roster.
Shortened the help screens.
Changed up the weapon order around.
Pulse Rifles can now spawn in the Chaingun spots.

I also finished the Auto-Taunts and Music Pack Addons as well. The Former adds in the Taunts for both Camp, Heavy and Tal-Set (No Eriko for now), while the Latter plays tracks from Turok 1 in the levels (Includes N64/PC/GB Versions)

Sadly, No new update for the Removed and Leftover Stuff (AKA Alpha Guns) Addon yet, But it will come soon, hopefully.

Download: https://mega.nz/file/OYdQkKoD#VFk8pvkEyQfjkbkt-vtcTViaSLZ9viwifHvpZgzu7yw
Download (Edited): https://mega.nz/file/LJlnFApa#oZO5z8m9LiJxsKaxW15wMDeilrpBu6issVUfTWsMMtY

Auto Taunts: https://mega.nz/file/iM8XFYiI#GYGC6iWjBez_STQ_R1zCuReQLYI3UcJ1MAst0OBNGnI
Music Pack: https://mega.nz/file/bRtBUQba#qhDjVbAfBNxMhpaKax5Y9cIP13YoTgCEK99vDQGIvk0
Restore Longhunter: https://mega.nz/file/Cc0DUKYK#C-IGLN-25F8a3pyONBqhyf0o0dfa9K00DU49kY3BnDA

EDIT: Have to update the Main Version to include the Pulse Rifle spawning in Chaingun spot thing. Just a very small hotfix, I guess.
Title: Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] V2.0 UPDATED
Post by: thebestmlTBM on April 06, 2020, 01:40:55 PM
http://www.mediafire.com/file/vklmhknw2eqskma/Turok1GunsInDoomV2.0B.pk3/file
Title: Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] V2.0 UPDATED
Post by: Raffine52 on April 17, 2020, 03:48:01 PM
The Alpha Weapon Addon has been updated: Now all of the weapons are there, But however because I want to get it out ASAP, I decided to make nearly all of the weapons use the same Ammo types as they did in the E3 1996 Beta.

Enjoy, I guess.

Download: https://mega.nz/file/HFk3UDAT#wqYnS4CI1q2RaxqPkPPW-dyE5VzBWIg34fdPjMaBHFk
Title: Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] V2.0 UPDATED
Post by: thebestmlTBM on April 17, 2020, 05:43:03 PM
Edited Build verision is here
http://www.mediafire.com/file/3ezz0tdcrwzq7qk/Turok1GunsInDoomAddon_AlphaWeapons_EditedBuild.pk3/file
Title: Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] V2.0 UPDATED
Post by: Badger on April 19, 2020, 04:42:57 PM
Thanks so much! Neat how Turok was turning out back then, they seemed to have very few changes in-between the beta to the release, besides aesthetic differences and that purlin attack.
Title: Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] V2.0.1 UPDATED
Post by: Raffine52 on April 22, 2020, 04:35:47 AM
Version V2.0.1 Released. Just a simple Bug Fix release: But the main point of this update is the Addons, which one of them got huge changes of their own.

Base:

Fixed Eriko's Voice clips not playing when she gets hurt or dies.
Reverted the Pulse Rifle spawning in chaingun spots back. I am going to test it and see if it spawns on the RL spots instead.


For the Addons, Two of them got updates. For the Music Pack:

Fixed one of the tracks cutting short before it gets to the end.


For the Alpha Weapons Pack, It was no shock that when I released it, It had some issues and missing content all around. This caused me to work on it more, and after a few days, I released a new update, AKA The 'What if I didn't Rushed it' Edition. This Update is to fix up the issues and add in some stuff that was missing back in it's original release.

This Version now uses the Edited Build as a base, making it the first mod to do so.
Fixed the 'Unused as for yet' Alpha Items overwriting the Key HUD Sprites.
Updated the Kill Messages for most of the weapons.
The Tomahawk can now be thrown.
The Prototype Minigun can now be upgraded to the Death Machine.
The Prototype Quad Missile Launcher can now be upgraded to the Homing Quad Missile Launcher.
The Prototype Fusion Cannon now has a alt fire.
For some weapons, you no longer get full ammo upon picking them up.
All of the Alpha Weapons now use the Alpha Pistol Pickup sound.
The Prototype Rifle now has the correct Pickup Sprite.


EDIT: The Alpha Weapons Pack has been updated.

Fixed the Homing Prototype Quad Missile Launcher playing the put away animation on a loop if you try to switch weapons.
Updated the HPQML Upgrade Kit Pickup sprite.
Ammo Pickups are added back.
Due to the Ammo Pickups being added back, Picking up Alpha Weapons no longer gives you full ammo.
Fixed the Alpha Shotguns able to use Fire Shells unlimitedly.

And I made a new Addon, Called 'Alpha Guns only'.

What this Addon does is that the Spawners only spawn Prototype Weapons/Ammo.

Starting with this post, Download links will now lead to the Folder of the following mod where I store all of the latest releases and updates. This allows me to update the files without having to repost the links everytime.

EDIT 2: The Enemy mod has been released. For now, All it does is to make the Doom Enemies use weapons from Turok 1, But it does include the T1 death sounds for the Zombieman and Shotgun Guy.

Download: https://mega.nz/folder/PQ1kCI4A#gR1dDf2Gf8sAHxHHmwBDAw
Title: Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] V2.1 UPDATED
Post by: Raffine52 on September 16, 2020, 03:50:57 AM
V2.1 And the Alpha Guns Addon Update has been released! While you are all waiting for the Turok 2 Weapons in Doom Overhaul, Here's a quick update to fix some annoyances.

Main:
Fixed Eriko's Voice clips not playing when she gets hurt or dies.
Reverted the Pulse Rifle spawning in chaingun spots back. I am going to test it and see if it spawns on the RL spots instead.
Since V1.9, The Minigun was buffed so it only uses one bullet per shot, and with the ammo pickups for it still giving you tons of ammo for it, It was too good of a buff indeed. It was nerfed a little bit to go back to using four ammo per shot.
The 'I am Heavy Weapons Guy' Line upon selecting the Minigun is now louder a little bit.
The Shotgun now fires faster.
The Alien Rifle now pulls out a little bit faster.
The Quad Missile Launcher is now a little bit faster on selecting and firing.

Alpha Guns:
Fixed the Tomahawk turning into the Knife upon using the main firing mode while having the Berserk Pack.
The Alpha Pistol no longer fires two bullets at once.
The Alpha Pulse Rifle can now only fire Pulse Projectiles. It can no longer fire bullets. It no longer fires two of them with one pull of the main firing mode button, too.
The Alpha Minigun uses 3 Ammo per shot now. It however now has the 'I am Heavy Weapons Guy' Line upon selecting it, though.
Fixed the Alpha Alien Rifle reseting to parts of the ready animation when idling for a few seconds. It now uses 5 Ammo per shot just like it's final counterpart does.
Toned down the Max Ammo Holding Rate for the Minigun and Alien Rifle as having so much ammo for them would be a overkill.
The Alpha Quad Missile Launcher, In it's homing upgraded form, now uses different sound effects instead of reusing the unupgraded ones, and now has a fire rate boost.
The Lighting Gun's Shots now fly slower, and now has impact effects (Although it reuses the Impact effects from the Pulse Rifle as a placeholder for now).
Moved the offsets of all of the weapons so they are hopefully not cutted off in 4:3 screen.
Fixed the Alpha Fusion Cannon using no ammo for it's alt fire mode, and does not reset to the select animation after firing it.
For the 'Alpha Guns only' Addon, The Pur-Lin now starts with one piece of ammo for the Tomahawk so he can throw it from the start.
Title: Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] V2.1 UPDATED
Post by: Dinobot on October 02, 2020, 08:24:54 AM
Is it possible to play it with Project Brutality?
Title: Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] V2.1 UPDATED
Post by: Raffine52 on October 02, 2020, 05:29:00 PM
Is it possible to play it with Project Brutality?

Yeah, you can.
Title: Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] V2.1 UPDATED
Post by: Dinobot on October 02, 2020, 05:35:35 PM
Any specific version? Can you provide me with a link for the beta weaponry?
Title: Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] V2.1 UPDATED
Post by: Raffine52 on October 02, 2020, 05:56:19 PM
Any specific version? Can you provide me with a link for the beta weaponry?

Any Version works.

And the download link in the first page has a folder which contains the beta weaponry addon.
Title: Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] V2.1 UPDATED
Post by: Nutshot on October 02, 2020, 07:03:50 PM
Script error, "Turok1GunsInDoomAddon_AlphaWeapons_EditedBuild.pk3:actors/weapons/tk1betabow.txt" line 91:
Parent type 'TK1Arrow' not found in TK1BetaArrowSlow
Attempt to get invalid state PickupAmmo from actor TK1BetaDeathMachine.
Script error, "Turok1GunsInDoomAddon_AlphaWeapons_EditedBuild.pk3:actors/items/randomspawners.txt" line 35:
Replaced type 'Minigun' not found for TK1MinigunSpawn
Script error, "Turok1GunsInDoomAddon_AlphaWeapons_EditedBuild.pk3:actors/items/randomspawners.txt" line 50:
Replaced type 'Grenadelauncher' not found for TK1GrenadeLauncherSpawn
Script error, "Turok1GunsInDoomAddon_AlphaWeapons_EditedBuild.pk3:actors/items/randomspawners.txt" line 66:
Replaced type 'Railgun' not found for TK1RailgunSpawn
Script error, "Turok1GunsInDoomAddon_AlphaWeapons_EditedBuild.pk3:actors/items/randomspawners.txt" line 80:
Replaced type 'BFG10K' not found for TK1BFG10KSpawn

Probably better to use the Bolognese Mod instead of Brutal Doom itself.
https://www.moddb.com/mods/brutal-doom/downloads/bolognese-gore-mod-v20
It´s the official Gore Mod from Brutal Doom, and is stated to be compatible with any weapon mod.
I didn´t tried it out yet.
Title: Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] V2.1 UPDATED
Post by: thebestmlTBM on October 03, 2020, 10:06:15 AM
There is. it's called "Brutal Doom Monsters Only"
Title: Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] V2.1 UPDATED
Post by: Nutshot on October 04, 2020, 04:56:07 PM
Perfect, thanks for the reply :feather:

Your welcome (if that what meant to me). :)
Title: Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] V2.2
Post by: Raffine52 on March 10, 2022, 01:31:11 PM
After about Two Years of no updates, Turok 1 Guns in Doom finally returns with a V2.2 update! A long awaited update with many needed changes.

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

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

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

Something growls behind you."

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

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

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

Trailer:


Download: https://www.mediafire.com/folder/60i94zzv30f1f/Turok_1_Guns_in_Doom
Title: Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] V2.2 UPDATED
Post by: Axer on May 22, 2022, 05:34:35 AM
Thanks for the awesome mod. Appreciate your hard work on this   :)

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

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

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

Suggestion: Please consider updating the weapons sprites to support widescreen. I'm not sure why you cut them off at 4:3, doesn't look great.. Since they are 3D models and support widescreen fine in the nightdive remaster... And actually even the N64 original if you use a gameshark code or patch to force widescreen, they display correctly. I suppose maybe you took them from the N64 version to get the retro pixelated look that matches doom better, which is cool, you did a great job in terms of animations matching up.. But even your own videos are in widescreen, so would be cool if you could add widescreen support.
Here is a video of the n64 version patched in widescreen, not the best vid can you can at least see the weapons viewmodel doesn't get cut off:
Title: Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] V2.3
Post by: Raffine52 on December 13, 2023, 02:29:27 AM
V2.3 has been released! AKA The 3D Model Update. The Last of the 3D Model Overhauls for the Turok Weapon Project (For now) comes early instead of next year, As this mod now gets the 3D Model treatment that Turok 2/3 Weapons has gotten. Since I wanna get it out as early as possible, It does not have a Trailer, and nearly all the Items remain in sprite form for now.

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

Weapons:

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

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

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

Items:
Fixed a long-standing mistake of the Big Tek Arrows Pickup not being in any of the spawners.