Author Topic: Turok 1 Guns In Doom by Raffine52 [Doom Mod] V2.1 UPDATED  (Read 11000 times)

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Offline Raffine52

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Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] V2.0 UPDATED
« Reply #31 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

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« Last Edit: April 18, 2020, 03:17:36 AM by thebestmlTBM »

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Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] V2.0 UPDATED
« Reply #33 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.

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Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] V2.0.1 UPDATED
« Reply #34 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
« Last Edit: July 24, 2020, 01:21:01 AM by Raffine52 »

Offline Raffine52

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Re: Turok 1 Guns In Doom by Raffine52 [Doom Mod] V2.1 UPDATED
« Reply #35 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.

 

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