Author Topic: [Release] Turok+  (Read 101676 times)

Offline thebestmlTBM

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Re: [Release] Turok+ v1.85
« Reply #110 on: May 21, 2018, 09:34:44 AM »
Getting better as always. :D

Is it possible if you port in the Scorpion Launcher over the Quad Rocket Launcher or the Nuke over the Chronosceptor?
« Last Edit: May 21, 2018, 09:35:19 AM by thebestmlTBM »

Offline Smoke39

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Re: [Release] Turok+ v1.85
« Reply #111 on: May 21, 2018, 04:08:12 PM »
I actually just started working on a targeting system in preparation for the scorpion.  Still needs lots of polish, but the foundation seems pretty solid. :)

The nuke as a chronoscepter alternative is planned, but since you get so little chance to actually use it it's currently a lower priority than other weapons.

Offline Mon-Ark

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Re: [Release] Turok+ v1.85
« Reply #112 on: May 25, 2018, 01:40:03 PM »
Is it me or you added more enemies?

Or maybe this latest beta patch increased enemie's aggro range when you disable the fog

Offline Smoke39

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Re: [Release] Turok+ v1.85
« Reply #113 on: May 25, 2018, 03:43:17 PM »
The only thing I've changed in that regard is to make enemies faster by default on hard and hardcore, which has been in the mod at least since v1.

I haven't been playing with the beta patch, so I don't have any sense of any potential changes the AI or maybe how animation rates work yet.

Offline Smoke39

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Re: [Release] Turok+ v1.85
« Reply #114 on: July 06, 2018, 04:08:06 PM »
Just a heads-up, as of the 2.0 engine update, loading a non-Turok+ save in Turok+ seems to cause some major issues.  I'm looking into what changed to see if I can fix it now.

Edit: Did some more in-depth testing, and actually it's even worse than that! If you load a non-Turok+ save, then return to the title screen and try to start a new game, even that new game will inherit the problem from the save you tried to load.

I think I understand the problem now. Workin' on a fix.
« Last Edit: July 06, 2018, 05:56:36 PM by Smoke39 »

Offline Smoke39

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Re: [Release] Turok+ v1.851
« Reply #115 on: July 08, 2018, 08:06:31 PM »
New version is up that should fix the issues with loading non-Turok+ saves in v2.0 of the game.

I guess most people using the standalone version of Turok+ are using the gog version, which doesn't have the 2.0 update yet, but this shouldn't have any problems on the gog version, and you'll probably need it eventually, anyway.

Offline Smoke39

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Re: [Release] Turok+ v1.9
« Reply #116 on: September 18, 2018, 04:21:16 PM »
It's been a while, but a new version is finally up with T2 pistol, mag 60, shredder, and charge dart rifle, some fixes for bugs introduced in the 2.0 game update, and the usual assortment of other touchups.

Offline Duke64

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Re: [Release] Turok+ v1.9
« Reply #117 on: September 21, 2018, 10:58:54 PM »
This is great, pretty fun using those here in T1. Shredder is so cool.

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Offline thebestmlTBM

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Re: [Release] Turok+ v1.9
« Reply #118 on: September 25, 2018, 12:37:55 PM »
This is an amazing update!

Is there any way that you can put in some of the Rage Wars Weapons as the third style? It would be awesome if I saw one of those weapons in Turok+
« Last Edit: September 25, 2018, 02:18:30 PM by thebestmlTBM »

Offline Smoke39

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Re: [Release] Turok+ v1.9
« Reply #119 on: September 25, 2018, 05:15:30 PM »
I have plans for a number of RW and T3 weapons.  I've kinda been hoping Night Dive would remaster one of them before I finished (or got tired of :b) porting T2 weapons, so I could make clean conversions, but I'll look into ripping them via emulator if I have to.

 

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