Author Topic: Unreal Weapons: Raffine52 Edition (Doom Mod, V1.3)  (Read 6073 times)

Offline Raffine52

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Unreal Weapons: Raffine52 Edition (Doom Mod, V1.3)
« on: June 01, 2018, 06:27:22 PM »
In 2016, A Mod that is based on Unreal 1's Weapons was released by Gezzdt. When I played it, It was a Pretty damn good Port of Unreal 1's Weapons into Doom, Even know Some areas in this Mod look rough (Bugs, No RTNP Weapons) and as Gezzdt said, "The weapons are not 100% accurate copies."

In 2017, SoundOfDarkness Released his own edition of U1 Weapons, Changing the weapons to fit in more with Doom's Gameplay.

In 2018, I then made my own edition of the U1 Weapons, with the main goal of continuing development, fixing bugs and adding in new content, and making some weapon changes to fix some rough spots with them.

And then in 2019, Marisa released Doomreal. It covers not only the base Unreal 1 arsenal, but also includes items, player models, and loads of dummied out content (Like Items and Weapons). This is enough to make Gezzdt's Unreal 1 Weapon Mod and all of the Edited Builds based off it obsolete as a result... At first. Gezzdt's Take on the U1 Weapons and all of the edited builds based off of it still remain lightweight in terms of content (As it works on Zan, and it is powered by Decorate and not ZScript), and as such it's still worth checking out.

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

Changelog:

V1.0:
Original Release.

V1.1:
Nerfed the Combat Assault Rifle's Alt Fire Mode. In the Original Version, It did so much Damage. Not anymore!
Nerfed the Grenade Launcher and Rocket Launcher a little bit.
Given the RTNP Weapons their own Kill Messages (And the Combat Assault Rifle no longer shares Minigun's Kill Message.
Picking up Some Weapons now gives you the same Ammo Count as the Original Game.
Changed up some Spawners.
Fixed the Flak Cannon Sounds stopping upon jumping (But not the Firing Sound).

V1.2:
Removed the RTNP Weapons since Marisa is going to make his 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.

V1.3: 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.

Credits:

Gezzdt: For the Original Mod
SoundOfDarkness: For the Buffs that he made
Raffine52: For Making some Changes and ripping
Epic Games: For making Unreal 1
« Last Edit: November 16, 2020, 07:28:34 PM by Raffine52 »

Offline Dinomite

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Re: Unreal Weapons: Raffine52 Edition (Doom Mod, V1.1)
« Reply #1 on: August 30, 2019, 05:52:29 AM »
 :graffiti:

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Offline Raffine52

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Re: Unreal Weapons: Raffine52 Edition (Doom Mod, V1.3)
« Reply #2 on: November 11, 2020, 02:42:40 AM »
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.
« Last Edit: November 14, 2020, 03:21:34 AM by Raffine52 »

 

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