Author Topic: [Release] Turok+  (Read 102710 times)

Offline Smoke39

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Re: [Release] Turok+ v1.45
« Reply #40 on: June 01, 2017, 07:30:30 PM »
Small update today, but I wanted to get this out for y'all to play with: double-barrel shotgun upgrade for the pump-action. Tap to fire one barrel, or hold to fire both in sequence.

Also added a visible fire selector to the pulse rifle, so you can keep track of the current fire mode, revised the tracer effects, and added a couple of minor fixes.

Updated link in the OP.

Offline Jay Doomed

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Re: [Release] Turok+ v1.45
« Reply #41 on: June 02, 2017, 12:39:15 PM »
Updated on Turok Sanctum already last night. Now I will try this can't wait to see the T2 shotgun there. Thanks for sharing this already!
"Whatever it is, it doesn't belong in this world."

Offline Duke64

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Re: [Release] Turok+ v1.45
« Reply #42 on: July 18, 2017, 11:44:20 PM »
Small update today, but I wanted to get this out for y'all to play with: double-barrel shotgun upgrade for the pump-action. Tap to fire one barrel, or hold to fire both in sequence.

Also added a visible fire selector to the pulse rifle, so you can keep track of the current fire mode, revised the tracer effects, and added a couple of minor fixes.

Updated link in the OP.

I really love that great job!
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Offline Smoke39

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Re: [Release] Turok+ v1.45
« Reply #43 on: August 14, 2017, 01:40:27 AM »
New version is up, mostly with fixes and bits of polish. The biggest new "features" are skippable boss cutscenes, and the ability to skip bow/shockwave weapon/chronoscepter charging with the mode toggle key.

The double-barrel shotgun's also been moved to an addon, so make sure you install that if you've grown attached to it.

Offline Jay Doomed

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Re: [Release] Turok+ v1.5
« Reply #44 on: August 14, 2017, 03:08:44 PM »
I don't quite understand skipping weapon charges? Like you no longer have to charge them up to fire? I would try without asking... But I'm beyond busy :(
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Offline Smoke39

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Re: [Release] Turok+ v1.5
« Reply #45 on: August 14, 2017, 04:41:35 PM »
"Cancel" in the literal sense, not in the "skip to the end" sense.
1. Charge weapon
2. Whoops, I changed my mind
3. Press mode toggle
4. Can now release fire button without firing the weapon

edit: I wrote this thinking that you misconstrued my use of the word "cancel," but I just realized I myself said "skip" in my summary.  I was thinking of the update notes and change list, which use the more precise "cancel" wording.  Sorry if I came off as mildly condescending for my mistake. :b
« Last Edit: August 14, 2017, 06:05:26 PM by Smoke39 »

Offline Mon-Ark

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Re: [Release] Turok+ v1.5
« Reply #46 on: August 14, 2017, 05:46:55 PM »
Thats really cool, good job!

Offline Smoke39

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Re: [Release] Turok+ v1.5 (v1.6 WIP feedback requested)
« Reply #47 on: September 28, 2017, 04:19:37 PM »
I'm looking for some feedback on a couple of features I've been toying with: an under barrel grenade launcher for the assault rifle, and a scope for the bow.  Downloads and further info at the bottom of the first post.

Offline Mon-Ark

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Re: [Release] Turok+ v1.5 (v1.6 WIP feedback requested)
« Reply #48 on: September 28, 2017, 05:09:55 PM »
The underbarrel AR upgrade is a tougth one. Is it like the hand grenade toss or just like the grenade launcher?

Offline Smoke39

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Re: [Release] Turok+ v1.5 (v1.6 WIP feedback requested)
« Reply #49 on: September 28, 2017, 05:47:55 PM »
GL: 30 blast radius, 100 damage on direct hits, 50 if the fuse runs out
hand grenade: same as GL, minus direct hits and with extra gravity
ARGL: 20 radius, 50 damage, fast proj and explodes on contact with anything, longer cooldown than GL but can fire AR during

 

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