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Topics - Raffine52

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General User Mods, Maps, and Content / TimeSplitters Guns in Doom (V1.1)
« on: February 27, 2022, 09:25:41 PM »

by Raffine52
Current Version: V1.1

"It's time to split!"

TimeSplitters Guns in Doom is a Doom Mod that aims to port weapons from the 2000 PlayStation 2 Game, TimeSplitters. While Doom Mods that add in content from TimeSplitters has been done before (Like DoomSplitters), Most of them are not finished or are not released yet, This mod is pretty much not only the first Weapon Port of GZDoom/Zan that is finished that focuses on TimeSplitters, But also adds in the Rest of the Weapons from the 1st Game.

It is the first mod that is done in Widescreen (Not Counting Unreal Weapons: Raffine52 Edition), Which means it is 16:9 Friendly. It is also the First PS2 Weapon Rip that is done by me, Which is a break from the N64 Rips I been doing for years, and also my first Weapon Mod to be done in 2022, after 2021 went through without any new Weapon Mods being done.

While the mod includes all of the weapons from TimeSplitters, It has two new weapons not found in the Original Game: The Golden Gun, Based off of the James Bond 007 Videogames having that sort of weapon, And the Sci-Fi Beam Rifle, A Weapon that fires beams that can rip through enemies, does a lot of damage, and can shred enemy squads in only a few well-placed shots.

NOTE: Due to the motion blur getting in the way of rips, Some Workarounds had to be done. All Weapons use Custom Animations, and the Weapon Pickup Sprites look a little bit messy (thebestmlTBM tried his best at fixing them). That is, Until a way is found to disable it, then I can improve these two things.



Download Link

Add-Ons Included
Auto Taunts (GZDoom only)
Zandronum Patch
Music Pack
Special Guest Add-On
Humorous Weapons Noises

Edited Build Version

Screenshot Preview

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.


Turok Dinosaur Hunter Modding/Mapping / Different Music in Credits
« on: September 07, 2020, 01:51:30 AM »
This Mod makes the Credits play a Different Track instead of continuing the Final Boss music. By default, It's the 'Underwater' Theme, But you can replace it with any track if you want.

Credits goes to Smoke39 for helping me with the script that changes the music when the credits start (I am not good at scripting, lol).


This Topic contains some Announcer packs I made for Zandronum.

Super Smash Bros. Ultimate Announcer

This Announcer pack adds in the Announcer from Super Smash Bros. 4/Ultimate.


Credits goes to ( ) which I used to make many lines that he didn't said in the Original game, and Nintendo/Xander Mobus for making SSBU.

Grand Theft Auto: San Andreas, voted Best Action Adventure Game in 2004. GZDoom/Zandronum, two of the ongoing Doom Source Ports. What would happened if you were to merge both of these?

Simple, you would have a mod with Doom's gameplay with GTA SA's weapons and hence, GTA SA Weapons in Doom is born.

Very Basic Story:

CJ: Ah shit, here we go again. Worst place in the world. Hell. I ain't represented Grove Street in five years, but the Demons won't give a shit.




This Music Pack for Turok 1 replaces the PC Soundtrack With Music from Akumajou Dracula X: Gekka no Yasoukyoku/Castlevania: Symphony of the Night. Not only it has Music from the Original Game, It also has tracks from MIDI Power Pro 6 ~Akumajo Dracula X Gekka no Nocturne~ (1998) Album, and in one track, Super Smash Bros. Ultimate.

How To install

Just copy the 'pc' Folder to your music folder. Make sure you make a backup before you do this, just in case you wanna go back to the Original Soundtrack.



This Music Pack for Turok 2 replaces the N64 and PC Soundtracks, So the former will have tracks from Castlevania: Rondo of Blood and Castlevania: Dracula X Chronicles, while the latter has the Castlevania: Dracula X Music. Compared to my last version, All Tracks should loop, some SOTN Music Placeholders has been replaced, and it now sounds Louder than before.

Make sure to backup your N64 and PC Music Folders before applying this Music Pack.



This Music Pack replaces all of the Music with MIDI Tracks from Touhou 2: Story of Eastern Wonderland, With Three Songs from Final Fantasy VII For some reason. I been using this for a long time in alot of my Videos: I am uploading it for everyone to use if they like to.

Make sure to backup your N64 Music Folder before applying this Music Pack.



Unreal Weapons: Raffine52 Edition is a Weapon Mod that ports Weapons from Unreal. It is based off of Gezzdt's Prisoner849 Mod, but the main goal of it is continuing development on it, fixing bugs, adding in new content and fixing the rough spots that the original mod had.

Important Note: I do not intend to have this mod be competition for Doomreal, even know it has stopped development. We have two different goals. Doomreal intends to focus on restoring beta content and what not, while the intention of my release is just focusing on the Final Version of the game with some little Beta content in (Like the Quadshot) as well as supporting both GZDoom/Zan (While Doomreal only supported GZDoom due to using ZScript).




Scotty: For the Laser-Guided Rocket Code that is reused for the Razorjack's Alt Fire

Sinael: For ripping the Weapon Sprites for all of the weapons from Unreal, But not the RTNP Weapons for some reason (They continue to be the Butt Monkey to this day)

Gezzdt: For some of the work done on the Original Prisoner849 Mod, which I used as a base for this Edition

Raffine52: For this Edition, making some changes and continuing where the Original Mod left off

Epic Megagames: For making Unreal

Perfect Dark Weapons is a Doom Mod that was made by KaelDragon. This Mod Has nearly all of the PD Weapons and some Items, And heck, Even the Maps!

So I thought to myself: Why not Update it? So, This is where Unfinished Business comes in.

This Update adds in the Missing Weapons from the Original Mod, So that means the Classic Weapons are Included!

Download (Original):!PJsjxKQR!c8S2GPj8uFdgBcGhm99xca2imvsZULcLT1blWhjp55s

Download: (Updated):

Download: (Levels Only):!DVNBkabA!d0RMCqf6QLSuqMoM-c_jrt7lBsZr7BkwzZ2UDGpo7X4


N64 Music: Replaces all of the Music used in the Mod with the Original N64 Versions.



  *** KaelDragon: Project leader for the Original Mod, Doing Almost all of everything,  including sprites, sounds and codes.

  *** Awesomeamena: For the start map text, and for pushing Kael to finish this wad

  *** Arkanex.exe: some graffics of shield and Cloack device.
  *** Dosu: Ideas to improving this wad (laptopgun and mines in walls and floor).

  *** Raffine52: For Taking the Original Mod and Adding in New Stuff into it.

  *** Especial thanks to:
   Rare for Perfect Dark 64, the most awesome game.
   Id Software and SkullTag teams for his great work.

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