Author Topic: [Release] Turok+  (Read 102565 times)

Offline DoomMarine23

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Re: [Release] Turok+ v1.55
« Reply #60 on: October 16, 2017, 05:56:12 PM »
That is fine dude, don't really care about it. Was just happy to offer a contribution.

Offline Badger

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Re: [Release] Turok+ v1.55
« Reply #61 on: October 19, 2017, 02:00:24 PM »
http://steamcommunity.com/sharedfiles/filedetails/?id=1174095864

Openworld/Turok+ patch is here

Nothing too fancy like you'd find in vanilla, but it's there. I have grenades scattered around that you can use as well now.

Keep up the good work smoke!


Offline Smoke39

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Re: [Release] Turok+ v1.55
« Reply #62 on: October 31, 2017, 02:34:26 AM »
Been working on a reticle for the tek bow scope: https://imgur.com/a/CJYaW

Offline Smoke39

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Re: [Release] Turok+ v1.55
« Reply #63 on: November 01, 2017, 08:01:22 PM »
Realized I was accidentally spawning 2 scopes (implemented as particles) per frame instead of 1 (forgot to account for OnTick() getting called twice per tick for weapons).  Turns out doubling up on particles had been obscuring an issue where firing an arrow would eat one of the scope particles for a frame (the redundant particle was covering for the missing one).  This wasn't very noticeable with mostly opaque scope elements (only the filtered edges would flicker slightly), but once I started adding translucent bits it resulted in a really visible jump in opacity when firing.

So I decided to try using a model instead of a particle for the scope.  It took a while to get alpha blending to work, but after fiddling with material properties for a while I thought I finally had it working properly.

Then this happened: https://imgur.com/a/K0s0z

I hate everything.

Offline Badger

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Re: [Release] Turok+ v1.55
« Reply #64 on: November 05, 2017, 04:11:42 PM »
Sad  :TT TT:

Yeah, turok does not handle alpha images very well. Fuck my life, was looking forward to seeing it in action too. I'ma pm you sometime bro.

Offline Smoke39

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Re: [Release] Turok+ v1.55
« Reply #65 on: November 06, 2017, 02:12:51 AM »
Fuck my life, was looking forward to seeing it in action too.

I'm not planning to scrap it.  Like I said, the issue with the particle-based method is barely noticeable as long as I stick to mostly opaque elements, so I've been working around that limitation.

After messing with various ammo type and charge indicators, I've arrived at a charge bar that appears block by block when charging, and the appearance of "TEK" in the corner when tek arrows are equipped (no text otherwise).  I have one other idea to try for indicating when tek arrows are loaded, but I'm feeling pretty good about this version.  https://imgur.com/a/ilhhE

Next I needa come up with a way to indicate when the player's taking damage, since the normal screen flashes don't appear during the faux cutscene used to change the FOV.

Offline Smoke39

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Re: [Release] Turok+ v1.55
« Reply #66 on: November 09, 2017, 09:19:36 PM »
Been working on a scope for the pulse rifle:



Functionally it's the same as beam mode, but with a focused ball of energy with no trail.

Also got damage flash working when scoped.  Things are starting to come together.

Offline BehemothProgrammer

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Re: [Release] Turok+ v1.55
« Reply #67 on: November 10, 2017, 04:42:21 PM »
Looks great. I like the distance counter too.
Turok 2 Co-Op Mod

QTurok | Turok: Mountain of the Sun | WolfenTurok 3D | and more...

Offline Smoke39

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Re: [Release] Turok+ v1.55
« Reply #68 on: November 11, 2017, 01:46:24 AM »
Thanks.  It's actually an ammo counter.

Offline Smoke39

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Re: [Release] Turok+ v1.55
« Reply #69 on: November 12, 2017, 02:16:49 AM »
Still don't know why the scope particles don't spawn sometimes, but I have figured out when it happens, so I can actually work around it now.  That means translucent stuff is an option again.



I'll have to play with it some more to get a better feel for it.  I kinda got used to the old version.
edit: already rejiggered it (first version here)
« Last Edit: November 12, 2017, 02:49:45 AM by Smoke39 »

 

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