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Messages - Raffine52

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V1.3 has been released. Sorry if it took me a while to release it, But it's something, at least.

Buffed DY357 Magnum's damage. To make up for this, though, the Magnum ammo is now less likely to spawn.
Buffed the Tranquilizer's main firing mode: It now does more damage and now spawns in the Plasma Rifle Spot.
Buffed the Shotgun a little bit.
Rockets, Grenades and Crossbow Bolts should no longer have hitbox issues when trying to aim them.
Fixed a bug where when you duck while playing as the Simulant, he will have Doom's sprites for it, although glitched.
Fixed the Devastator going into one frame of the ready animation after firing it as well as reloading it. (While I was playtesting it, It had a worse version of that glitch where after you finished reloading it, GZDoom will freeze up, which happened to me two times in a row and resulted in lost of progress)
Fixed a bug where if the Simulant dies, he will use the wrong sprite when the animation finishes.
Added a Intermission picture and music. In Perfect Dark's case, It uses the same picture as winning a match in Zan, But it now uses the 'Mission Completed' theme, with the theme for winning a match in Zan now using the 'Multiplayer Completed' theme.
Fixed the Farsight using the Default Kill Message upon killing someone with it in deathmatch.
The Mod's name is now shown while GZDoom/Zan is loading up.
The Console now uses the wallpaper background from Perfect Dark's Website. I used the 'Bullets are a Girl's best friend.', as that looks cooler.


Cybermind's Jedi Knight Mod was great. It brings in a lot of Stuff from Jedi Knight: Dark Forces 2, But the problem lies is that
it reused Sprite Resources from Dark Forces 1 (Which has been done to death already) and some design choices can be lazy. So what I did to make
this good mod even better? take it and give it an update, adding in some things and fixing up some issues with the mod. This is Jedi Knight: Reborn.

This mod is in BETA, since I am releasing it so I can give feedback of how things can be improved.


- All Weapons now use Sprites taken from Dark Forces 2, And some fire rates has been changed up.
- The JK Fists and Bowcaster are added. The Former is because in the Original Mod, Doom's Fist is reused, which screams laziness right there.
So I decided to port over the JK Version of the Weapon. The latter is because no sprites were made for it, and it was left out as a result.
- All force powers are removed.
- Multiplayer Classes from MOTS are added.


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:
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?

What are your thoughts about it yet?

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

V1.2 has been released. Not much has changed, but some little bit of changes here and there.

Removed the RTNP Weapons since Marisa is going to make her own (And much better) take on the RTNP Weapons, But.... How long it will take?
Removed the U1 Player sounds so the Original Doomguy sounds can be restored.
Stinger, ASMD, Eightball, Razorjack, GES Bio Rifle and Minigun now use the weapon switch sound from Turok: Rage Wars.

Starting with this release, I will host the download files on Mediafire instead of MEGA.

EDIT: V1.3 has been released. Originally a V1.2.1 Update, This one has enough changes to make it a V1.3 Release.

Fixed almost all of the weapons lacking any Kill messages in Deathmatch.
Fixed the ASMD Alt Fire Orbs able to Reflect enemy projectiles.
All of the Weapon Actors now have Gezzdt's name before the weapon name, so when using War Trophies, They shouldn't have the same kills as the Doomreal Weapons of the same actor name.
Changed up some weapon spawner spots around.
You can now choose if you want to start with an Automag or without.
Fixed a bug with the Razorjack and Flak Cannon's Shots that if they bounce around, Anyone killed by them will result in them dying without a kill being awarded to the attacker if in Deathmatch, or the kill not counting in Single Player if War Trophies is used.
Dispersion Pistol Powerups no longer has the 'You got a pickup' message upon picking them up.
Brought the player sounds back.
Fixed most of the weapon sounds being cutted off just by jumping.
Buffed Bio Rifle's Alt Fire Damage.
Added 'FORCEXYBILLBOARD' to most of the effects so they don't look like paper.

I also released two new addons as well: Old Sounds and Enemy Pack. The Former changes the SFX to the ones from the Unpatched/Beta Versions, while the latter adds in custom enemies that use the same weapons the player does.

Starting with this release, The downloads will now lead you to the folder where you can download the mod itself and the addons.

The MP Low Detail Weapons Addon has been released.

I also added in the Info for the addons, As well. These are:

Auto-Taunts: Makes nearly all of the Characters taunt upon scoring Kills. Like always, This is for GZDoom only.

Disable L4D Voices: This Addon disables the L4D Character's Lines when picking up weapons and reloading, so that way when using 'IDFA', 'IDKFA' or 'give all' Cheats, You don't have to deal with suddenly having Ellis's Voice if you are not playing as him.

MP Low Detail Weapons: This Addon makes all of the Nintendo 64 Weapons use the Appearances from the Multiplayer Mode in their Low Detail glory (This means low poly models, no reloading animations and no hands). Note that only the N64 Weapons will spawn as the PS Weapons are disabled while using this addon.

N64 Weapons Only: This Addon makes it so only the weapons from the Nintendo 64 Version will spawn. All PS Weapons will be disabled.

PS Weapons Only: This Addon makes it so only the weapons from the PlayStation Version will spawn. All N64 Weapons will be disabled.

Prototype Weapons: This Addon makes all of the Nintendo 64 Weapons use the Appearances/sounds/models from the early development build of the game. This also changes up some of the sound effects as well. Note that only the N64 Weapons will spawn as the PS Weapons are disabled while using this addon.

I just tested the new Mod. Great work.  :D
I collected some infos from my experience if you need that for something:

1. The "Mustang 44" needs it Scope, same goes for "Deutsche M95", "Mustang MAR4", basically all weapons with a scope.
2. "Frinesi Shotgun" and "Frinesi Auto" needs a louder Shoot Sound.
3. "Meyer TMP (P5)" is just a not as good as it´s "Meyer TMP". Maybe it´s the sound, i don´t know.
4. "Koffler KSS" is just an overall bad experience, sound- and lookwise.
5. "MB POW90" doesn´t sound correct when shooting automatic, single sounds right.
6. "AR36 Sniper" Weapon Model seems to be not correctly ripped.
7. "RL 22" needs it´s correct Reloading Animation.
8. I don´t know why, but i expected when that the alternate Mode of the "Wolfram P2K" would be that it´s the silenced Version. Having the animation where the Character put the Silencer on it like in the Game would be cool.
9. I think the "Raptor Magnum" has a Laser as second Mode.
11. The "Impact Grenade" was actually the strongest weapon in "TWINE". It really needs it´s distinct Beeping Sound and have to explode when Enemies got near them, and not when throwing the Grenade. In case you don´t remember, i found a Video in
      which this Grenade get used:

By the way, i have all the Sounds in Wave Format from this Game. Someone uploaded that on the ZDoom Forums long ago. But in case you need it, here it is:

Please see this all as an feedback.  :have a nice day:

Thanks for the feedback. I will see what I can do by the next version.

EDIT: V1.6 Has been released. Not much, just some changes, one of which is big enough.

These hotfixes are from V1.5.1 which I released as a holdover for this Version:

Frinesi Shotgun and Frinesi Auto's firing sounds should now be louder.
Fixed the Frinesi Shotgun's Ammo Pickups using the wrong sprite.
Seamaster Speargun and Delta 900 Mag can now auto-fire again.

And for the real deal....

Koffler KSS no longer goes into parts of the put away animation after reloading it. hopefully it should be better.
Wolfram P2K can now finally be fitted with a silencer. This removes the need to have the silenced version as a standalone weapon.
Finally added the 'BRIGHT' flag to nearly all of the weapons.
Picking up The Frinesi Special 12 Speedloader Upgrade now gives you the gun itself if you haven't already. It's also more likely to spawn, too.
All three Grenades now have low throw range, and for the Flag and Cluster Grenades, are now more unlikely to bounce around like crazy.
Fixed most of the weapons's alt fires still using ammo even when Unlimited Ammo is on.
Wolfram P2K (PS) can now drop from the Shotgun Spawner.

And if you didn't know already, I got more addons up for download as well: Auto-Taunts, Music Pack, N64 Weapon Set Only, PS Weapon Set Only and Prototype Weapons.

V1.5 has been released.

Moved the offsets of all the weapons so you can see the whole body.
Added nearly all of the weapons from the PlayStation Version of the game.
Nearly all of the weapons from the Nintendo 64 Version now use the PlayStation Weapon up sound upon being pulled out.
Fixed nearly all of the N64 weapons going into one frame of the ready animation after firing and reloading for real this time.
Fixed a bug where you can reload the Golden Gun even with a full mag, wasting one bullet from it.
Fixed Ellis having Coach's Voice when picking up the Mustang 44.
Removed the outdated Taunt Button code.
Added a Intermission picture and music. In TWINE's case, It reuses the Multiplayer Win Screen.
The Placeholder Goldeneye 007 Body Armor Pickups has been replaced with the PS1 Armor Pickups.
Added the rest of the Left 4 Dead Cast.
Added two versions of James Bond 007: One where he starts with the N64 Loadout, and another where he starts with the PS Loadout.
Got rid of copies of 'ReloadStart' for the three L4D Characters in order to clean up the weapon code.
Doom and the L4D1 Survivors now start with the PS Loadout instead of the N64 Loadout.
Bots should now be less likely to kill themselves using Explosive Weapons.
Added Ammo Pickups for the Golden Gun.
Francis now has lines for picking up the GL 40, which fixes a bug in Zan where it reports a error everytime the weapon is picked up.
Nerfed the MB POW90, as it's damage rate was too damn high.
The Frag Grenade and Cluster Grenade no longer bounce around the room like crazy.
The Golden Gun's Ammo now has it's own HUD Icon.

I also updated two addons, Disable L4D Voices and Music Pack as well.

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.

Is it possible to play it with Project Brutality?

Yeah, you can.

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.

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.

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