Author Topic: [Release] Turok+  (Read 101671 times)

Offline Rok

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Re: [Release] Turok+ v1.55
« Reply #70 on: November 14, 2017, 12:02:20 AM »
Real cool scope
Raptor Rok is metal.

Offline Smoke39

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Re: [Release] Turok+ v1.55
« Reply #71 on: November 16, 2017, 06:09:53 AM »
I think I might be done with this now.  Maybe.  I can't seem to stop tweaking the damn thing.


Offline Smoke39

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Re: [Release] Turok+ v1.6
« Reply #72 on: November 18, 2017, 06:10:12 PM »
New version is up in the OP.  The big new feature is of course the scope for the bow and pulse rifle.  It's only been a month between releases, but it feels like I've been working on this thing forever. XP  Hope you guys have fun snipin' fools! :)

Offline Badger

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Re: [Release] Turok+ v1.6
« Reply #73 on: November 18, 2017, 07:48:45 PM »
Don't mind the spamming shots, my wireless mouse wasn't holding down the arrows right.  :TT TT:
(and of course, the openworld/turok+ patch is updated)

« Last Edit: November 18, 2017, 07:51:16 PM by Badger »

Offline Smoke39

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Re: [Release] Turok+ v1.6
« Reply #74 on: December 07, 2017, 05:11:03 AM »
I've been thinking about scrapping the add-on packages in favor of a menu that displays when you start a new game, and which can be accessed again later from the hub.



On Steam, this would save you from having to select everything in the loader every time you launched the game, and would avoid issues with the loader randomly deciding to screw with the load order.  On Gog it'd just simplify installation and configuration a bit.

The downsides are that you'd have to configure your settings every time you started a new game (settings are tied to your save file, rather than global), and it'd be another thing mappers would need to deal with to make their maps fully Turok+ compatible (though I think I could probably encapsulate things such that this wouldn't be too difficult).

Any thoughts?  Good idea or bad?

Offline Badger

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Re: [Release] Turok+ v1.6
« Reply #75 on: December 07, 2017, 12:25:15 PM »
It would definitely streamline many of the features instead of addon packs.

I'll pm you and talk about map compatibility, and what can be done about it.

Offline Mon-Ark

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Re: [Release] Turok+ v1.6
« Reply #76 on: December 07, 2017, 10:35:50 PM »
I dont mind having to reconfigure those settings at all. As long as I dont have to rebind quick knife and grenade buttons im just fine.

Offline Smoke39

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Re: [Release] Turok+ v1.6
« Reply #77 on: December 08, 2017, 03:48:03 AM »
Okay, I think I have the menu code neatly encapsulated now.

You'd use something like this to trigger initial setup when starting a new game.  It'll handle everything automatically, including a GameVariable to prevent triggering again when re-entering the level.  Help boxes don't seem to display during cutscenes, so rather than doing this before the hub cutscene, I put this in script 0 for level 4 (the start of level 1).
Code: [Select]
ActorFactory.Spawn( "TurokPlusSetup", 0,0,0, 0 );
And I spawn an access point in the hub by adding this to script 0 for level 5.  Naturally, you'd change the location and rotation to whatever suits your map.
Code: [Select]
kVec3 v( -1575-50, 4995, 972.8 );
ActorFactory.Spawn( "TurokPlusTerminal", v.x, v.y, v.z, Math::Deg2Rad(180),
Player.Actor().GetSectorIndexAtLocation(v) );

The spawns will silently fail if Turok+ isn't installed, so you should be able to safely add these to maps and mods to add Turok+ support without needing separate Turok+ versions of maps or map scripts.

I think all that's left to do now is to tie the settings to your save file.

edit: simplified initial setup even further with an obvious change I just realized.
« Last Edit: December 08, 2017, 03:59:42 AM by Smoke39 »

Offline Rok

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Re: [Release] Turok+ v1.6
« Reply #78 on: December 08, 2017, 09:44:55 PM »
The menu looks cool and better of course.
Raptor Rok is metal.

Offline DoomMarine23

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Re: [Release] Turok+ v1.6
« Reply #79 on: December 09, 2017, 03:18:06 PM »
That is some seriously impressive stuff, my man. You and BP are really pushing what I keep expecting to be possible in Turok.

 

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