Author Topic: Turok 2 Guns (+Enemies) in DooM by Raffine52 [Doom Mod] (UPDATE; OVERHAUL V1.3)  (Read 29962 times)

Offline Raffine52

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Re: Turok 2 Singleplayer Guns in DooM by Raffine52 [Doom Mod] (UPDATE V2.2)
« Reply #20 on: November 16, 2019, 01:43:08 AM »
Released the Music Addon. Just like Rage Wars, It plays the tracks from the N64, PC and GBC Versions of the game.

Download: https://mega.nz/#!XAVmDKLK!Xq_y2hQ_D2uBrReFe_e5VCFk52Esc7BauSUqGxC2YMc
« Last Edit: November 16, 2019, 01:43:41 AM by Raffine52 »

Offline Nutshot

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Re: Turok 2 Guns in DooM by Raffine52 [Doom Mod] (UPDATE; OVERHAUL V1.0)
« Reply #21 on: November 01, 2020, 05:03:22 PM »
@Raffine52
Hi.
I just remembered something. Did you ever thought about making a Gun Mod from the South Park 64 Game?
I´m talking about this here:
https://en.wikipedia.org/wiki/South_Park_(video_game)
I think it uses the same Engine as Turok 1 or 2 and was also made by Acclaim.
While i don´t know how hard the process at making this Weapon Packs (i bet they are much work), i believe that when the Game is in the same Engine as the other Turoks for which you already worked on, makes this a little "easier".
What do you think about it?

Edit:
What are your thoughts about it yet?
« Last Edit: November 14, 2020, 04:31:56 AM by Nutshot »

Offline Raffine52

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Re: Turok 2 Guns in DooM by Raffine52 [Doom Mod] (UPDATE; OVERHAUL V1.0)
« Reply #22 on: November 17, 2020, 06:36:30 PM »
@Raffine52
Hi.
I just remembered something. Did you ever thought about making a Gun Mod from the South Park 64 Game?
I´m talking about this here:
https://en.wikipedia.org/wiki/South_Park_(video_game)
I think it uses the same Engine as Turok 1 or 2 and was also made by Acclaim.
While i don´t know how hard the process at making this Weapon Packs (i bet they are much work), i believe that when the Game is in the same Engine as the other Turoks for which you already worked on, makes this a little "easier".
What do you think about it?

Edit:
What are your thoughts about it yet?

I would think about porting Weapons from South Park FPS, So it's very likely.

Offline jankespro12

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Re: Turok 2 Guns in DooM by Raffine52 [Doom Mod] (UPDATE; OVERHAUL V1.0)
« Reply #23 on: November 19, 2020, 03:51:05 PM »
Hello!

Offline Raffine52

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Re: Turok 2 Guns in DooM by Raffine52 [Doom Mod] (UPDATE; OVERHAUL V1.1)
« Reply #24 on: March 10, 2021, 11:45:07 PM »
Finally, After about 6 Months of Development Hell, V1.1 has FINALLY been released! The Journey into the new lost Lands begins. The Single Player content has been brought back, and is better than ever. Originally this was going to be a simple update to fix some holes, but thanks to me taking a long time to release it, It was turned into something different.

The MP Assault Rifle no longer has the sucky firing flashes.
Fixed the MP AR firing bullets even when the firing flashes don't appear.
The Fireborn should now be unable to be hurt by any fire/lava attacks just like in the original game.
Fixed the MP Bore playing the Put Away animation upon firing it.
The biggest change is that all of the Single Player weapons are back, and all of their sprites has been redone. Although the lighting can still change on some sprites, at least it's not as bad as it was before.
Added in the Console Background.
Almost all of the SP weapons got a fire rate boost to make them closer to the Original game.
Just like with the Particle Accelerator, The Charge Dart Rifle has been disabled for the time being, though for a different reason: The mod has been delayed enough as it is and trying to code in the weapon will pump up the development time even more as I already spent tons of months working on and off on it. I do however redid the sprites, so when the time comes for me to include it, I will use them. Note that this only applies to the Single Player Version of the weapon: The Multiplayer Version will still remain useable and will spawn in the SP Weapon Set for now.
Ammo pickups for the Flare Gun has been added.
Tek Bow's Tek Arrows can FINALLY stick to enemies now.
The MP Charge Dart Rifle's shots now make sound when they bounce.
The Flame Thrower is no longer a cheap bootleg version of itself.
The Bore (Both SP and MP) now works just like the real thing instead of being a cheap bootleg version of itself.
The Nuke's blades dealing damage has been removed.
The Nuke, Razor Wind and Torpedo Launcher now animate when they are idle.
Improved the Plasma Rifle Effects. I will plan to do the same to the other weapons in later Versions.
Added CJ from Grand Theft Auto: San Andreas as the first Guest Character in the mod.
Due to the SP Weapons being brought back, All the characters now have the SP Loadout again.
The MP Weapons now have 'MP' in their names.
Added more Turok 2 Cheats. All but one of them however don't do anything.
The Mod's name is now shown while GZDoom/Zan is loading up.

Download: https://www.mediafire.com/folder/e0lr31tzynrir/Turok_2_Weapons_In_Doom
« Last Edit: March 11, 2021, 01:43:20 PM by Raffine52 »

Offline Raffine52

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Re: Turok 2 Guns in DooM by Raffine52 [Doom Mod] (UPDATE; OVERHAUL V1.2)
« Reply #25 on: September 11, 2021, 10:48:21 PM »
V1.2 has been released! After about 6 Months in Development Hell, It's back with a new update! Why? I found my N64 Cart of Turok 2 after so many years. As a reward, you get a small update!

Shredder's Effects now go away faster, to try to fix problems with the FPS Drops and Deathmatch.
Fixed the War Blade turning into the MP Assault Rifle while using it with the Berserk Pack.
Smoke Effects has been re-added (I forgot to add it in V1.1 by mistake).
Although not touching the gameplay, the 'Old Stuff' folder has finally been removed.
Removed the old taunt code.
Added the Multiplayer Scorpion Launcher from the PC Version of the game. This marks the first time I imported a weapon done in a 640x480 Res, Which can help me later on when I do more sprites like that.
More work has been done on the Weapon Lore.
You can now akimbo Pistols and Magnum Pistols for double the fire power! Although if you don't like it, There's a Addon for that so you can choose if you want it or not.
Picking up the Ammo Expander no longer fills Flame Gun Ammo by 300.
Updated the Credits Screen.
Made the Assault Rifle's Firing sound louder.

I also done a few new addons as well: But I am too much of a rush to write some info for them.

Offline thebestmlTBM

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Re: Turok 2 Guns in DooM by Raffine52 [Doom Mod] (UPDATE; OVERHAUL V1.2)
« Reply #26 on: September 13, 2021, 08:11:44 PM »
Edited Build Released

Core Edited Build
===========
https://www.mediafire.com/file/th0b5d5o7sdhzhs/Turok2GunsinDoomV1.2B.pk3

-Weapon Bobbing added (Made it perfect for 4:3 Ratio to prevent sprite cut-off. ...sorta)
-Flamethrower Nerfed (Ammunition Consumption Reduced)
-Added the DamageType for some of the weapons for compatibilities
-Added "Dynamic Effects" for the AEoD Enemies Standalone Mod
-Weapon amd Ammo Pickup Size reduced to an Actual Size

(Singleplayer Version of MP Weapons Add-On Edited Build)
===========
https://www.mediafire.com/file/q0vqtjfle49rx7c/Turok2GunsinDoomAddon_SPWeaponsofMPVersion_EB.pk3

-Weapon Bobbing added (Made it perfect for 4:3 Ratio to prevent sprite cut-off. ...sorta)
-Crossbow now using SP Arrows and Tek Arrows
-Added the DamageType for Rocket Launcher for compatibilities
-Added "Dynamic Effects" for the AEoD Enemies Standalone Mod

Offline Raffine52

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Re: Turok 2 Guns in DooM by Raffine52 [Doom Mod] (UPDATE; OVERHAUL V1.2)
« Reply #27 on: February 10, 2022, 01:55:23 AM »
Hello, It's been a while! While the Base Mod hasn't been updated yet (I am still working hard on an update for Unreal Weapons: Raffine52 Edition as for now) I took some time to update two of the Addons for the mod, Plus I created a new addon:

Auto-Taunts:
Turok now only uses the Taunts from the Not For Resale Demo.
Purr-Lin, Fireborn/EndTrail and Iggy now has more taunts.
Fixed one of Fireborn/EndTrail taunts not playing.

Japanese Voices Addon:
The Shotgun's icon is changed into the one from the Japanese Version of the game when this addon is loaded.

Kub's Mod Experience:
If you don't know where the Custom Weapons came from, They come from Kub's Mod, where due to coding limitations, kubpica has to use models from the SP Weapons to make this possible. This Addon aims to recreate these Custom Weapons as close to the Original as possible.
« Last Edit: February 10, 2022, 01:57:06 AM by Raffine52 »

Offline thebestmlTBM

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Re: Turok 2 Guns in DooM by Raffine52 [Doom Mod] (UPDATE; OVERHAUL V1.2)
« Reply #28 on: November 19, 2023, 09:58:10 PM »
The new Teaser video is here, and it's getting a major update.
« Last Edit: November 19, 2023, 09:58:55 PM by thebestmlTBM »

Offline thebestmlTBM

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Re: Turok 2 Guns in DooM by Raffine52 [Doom Mod] (UPDATE; OVERHAUL V1.2)
« Reply #29 on: November 28, 2023, 12:27:31 PM »
 :primagen: Turok 2 Guns in Doom Version 1.3 has been released :primagen:


Edited Build version will be coming soon.

 

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