Turok: Dinosaur Hunter Forums!

Turok Games => Turok Dinosaur Hunter => Turok Dinosaur Hunter Modding/Mapping => Topic started by: Snake Plissken on February 12, 2016, 12:28:04 AM

Title: Brutal Turok 0.3.1 (SteamWorkshop support)
Post by: Snake Plissken on February 12, 2016, 12:28:04 AM
UPDATE: 12/24/2016

    The latest version of Turok will be made available here. The Version available here will always be more up-to-date then the versions found elsewhere. for now, I repacked made a few changes, simple'd the logic behind a script or two, then packed it into a mod.kpf for compatibility with the Steam Workshop. When I find a safe and good way to host a file for hosting, ill then be able to provide a link here, its just a matter of time, and ill update this message when I do.

Here is a link to Brutal Turok 0.3.1 on the Steam Workshop

http://steamcommunity.com/sharedfiles/filedetails/?id=824977545


(http://i.imgur.com/UWP8jR4.png)
-------------------------------------------------


   


 



ZO4LA&index=3[/youtube]









ZO4LA



a download link to the latest update and more info soon....

Title: Re: Brutal Turok 0.3c
Post by: Rok on February 12, 2016, 01:31:50 AM
I love it i love i love it. Well very brutal stuff here. Something that really intrigues me is this pistol attachment. Most might not know but i know that must of took some work. You know it reminds of the pistol pick up upgrade in Turok Evolution except its an infrared beam this time. Anyways welcome :) and awesome work cant wait to try!
Title: Re: Brutal Turok 0.3c
Post by: Nfsfan83 on February 12, 2016, 08:35:06 AM
I just love all this new guns and blood effects :D But I just have one question : HOW DO YOU ADD NEW WEAPONS MODELS AND FIRE EFFECT?
Title: Re: Brutal Turok 0.3c
Post by: Snake Plissken on February 12, 2016, 09:48:07 AM
I just love all this new guns and blood effects :D But I just have one question : HOW DO YOU ADD NEW WEAPONS MODELS AND FIRE EFFECT?

The Fire from the flamethrower i borrowed for now from sprites and textures already in game. i do make custom KFX files ( kex FX effects ) to have these sprites and textures do new  things.
    We can add new animiated textures; and i plan on adding New burning Fire effects and animation loops. this would involve getting a animated image or video of flames and braking them up into many images. picture by picture frame by frame, and then making each frame a .png image and adding it to the game. but adding these frames to the game would involve makeing a base FX00.png and its FX00.txt and placing this into the sprites folder  wile the FX00.txt would point ad the frames in the new animation witch we would store in the textures folder.
    Adding new weapon files is bit more harder but in some cases less time consuming. We have to make our model in .obj format. then we have to make a new material file / or we can edit and add to a existing one if A: we are lazy or B: we want to barrow a texture set from a model that's already in game, in any case the model needs some data inside of it that will generate a .mtl on completion in the modeling software. and this .mtl needs to point just right at the .kmat file in the materials folder, on top of that everything needs to line up and match up just right between the models .mtl file and the models .kmat file in materials folder; otherwise when your done converting the model you'll get a 0 kb or 1 kb model.bin witch means the conversion failed because of miss matching configurations. the command console in game is a good friend : we can do exportobj or exportanimobj command to get a model out of a .bin container. and we can do convertobj to get a model into a .bin container.
    There is alot more to both making new animated textures like burning fires, aswell as getting a model into the game. i suppose this was just a ruff explanation. i know there are some good tutorials on this forum already, i believe duke64 has a good one or two about models, i will also find some time to make tutorials about all these things if it would help the community. ;)  :)
.
Title: Re: Brutal Turok 0.3c
Post by: Snake Plissken on February 12, 2016, 09:49:14 AM
I love it i love i love it. Well very brutal stuff here. Something that really intrigues me is this pistol attachment. Most might not know but i know that must of took some work. You know it reminds of the pistol pick up upgrade in Turok Evolution except its an infrared beam this time. Anyways welcome :) and awesome work cant wait to try!

thanks. means alot to me.
   
Title: Re: Brutal Turok 0.3c
Post by: Snake Plissken on February 12, 2016, 09:57:57 AM
big plans with this one. thanks for your comments to you guys, illl try to get this update ready and ill post a link to Brutal TuroK 0.4 right  here as soon as its ready :)
Title: Re: Brutal Turok 0.3c
Post by: Jay Doomed on February 12, 2016, 11:02:07 AM
Hey snake this is pretty nice work here. You already know I know Brutality. Forget police brutality lets talk Turok brutality :)
Title: Re: Brutal Turok 0.3c
Post by: Adon on February 12, 2016, 11:52:44 AM
Forget police brutality lets talk Turok brutality :)
LOL I love that it could be the slogan.

(i will update this post often. it will soon hold all info about brutal TuroK. for now im going to post some pictures, and as soon as i can ill drop a download link of the latest version coming out. thanks)


   


 



a download link to the latest update and more info soon....



Will 0.4 release today? Also, I am no modder and wouldn't have time to really learn any of that but will be glad to play this it looks cool. I saw 0.3 version video on dukes youtube a few weeks ago maybe since I can't comment on youtube I wanted to say very nice video Dukey the music I love on this one and it also shows a lot of the features of Brutal Turok. All the videos are good actually all of them show how awesome Turok is I think its that music that stands out to me :) Its very cool this is posted on the forums birthday though thanks for sharing i'm excited to give it a go. Plus maybe we can pitch ideas and feedback after playing. 
Title: Re: Brutal Turok 0.3c
Post by: Nfsfan83 on February 12, 2016, 12:37:49 PM
Snake Plissken you made amazing job, but is it possible to add some weapons like this:

(https://lh3.googleusercontent.com/-kb1CQBigTqU/VhLUuQCF0GI/AAAAAAAAFDE/o3286pevcT4/s720-Ic42/Turok%252520FarCry0022.jpg)

I mean real guns :)
Title: Re: Brutal Turok 0.3c
Post by: Snake Plissken on February 12, 2016, 12:49:45 PM
Snake Plissken you made amazing job, but is it possible to add some weapons like this:

(https://lh3.googleusercontent.com/-kb1CQBigTqU/VhLUuQCF0GI/AAAAAAAAFDE/o3286pevcT4/s720-Ic42/Turok%252520FarCry0022.jpg)

I mean real guns :)

Like it: yes, that one in perticular: im not sure but surly it can be done. tell me where this picture is from and if i can get my hands on the model data i can see what i can do. but only if you really wanna see something it game! ;) .  i actully have a m16 looks just like that on standby for porting to the game but i jus been bizzy with other departments of the game and im planing on getting to it but in time.
    The cool part about this great Turok remaster and its engine is that they accept .obj models only ( for now ) . but thiss .obj model is like the most universal model out there, most everyone makes a version of there model along with a version in .obj because its so easy to export to and its the most easy model format to convert to other model formats.
Title: Re: Brutal Turok 0.3c
Post by: Mon-Ark on February 12, 2016, 01:36:49 PM
Turok uses the m16 alot in the comics
Title: Re: Brutal Turok 0.3c
Post by: Snake Plissken on February 12, 2016, 02:38:16 PM
Hey snake this is pretty nice work here. You already know I know Brutality. Forget police brutality lets talk Turok brutality :)
right lol sounds good. turok will be something else by the time im done with it

  "There will be blood..."
     -Snake Plissken-

lol
Title: Re: Brutal Turok 0.3c
Post by: Snake Plissken on February 12, 2016, 02:40:45 PM
Forget police brutality lets talk Turok brutality :)
LOL I love that it could be the slogan.

(i will update this post often. it will soon hold all info about brutal TuroK. for now im going to post some pictures, and as soon as i can ill drop a download link of the latest version coming out. thanks)

thanks for your comments about the videos. i myself really REALLY like Duke64's video, that video was done really really well i thought. dose the mod justice to i think :)     well im sorry but i don't think there will be a update out today intime for turok forums birthday and im truly sorry about this but ill keep in mind that today is its birthday ( witch is pretty cool! 1 year! wewwho! nice job you guys) and ill see if i cant do SOMETHING for today. will see how things go.

   


 



a download link to the latest update and more info soon....



Will 0.4 release today? Also, I am no modder and wouldn't have time to really learn any of that but will be glad to play this it looks cool. I saw 0.3 version video on dukes youtube a few weeks ago maybe since I can't comment on youtube I wanted to say very nice video Dukey the music I love on this one and it also shows a lot of the features of Brutal Turok. All the videos are good actually all of them show how awesome Turok is I think its that music that stands out to me :) Its very cool this is posted on the forums birthday though thanks for sharing i'm excited to give it a go. Plus maybe we can pitch ideas and feedback after playing.


thanks for your comments about the videos. i myself really REALLY like Duke64's video, that video was done really really well i thought. dose the mod justice to i think :)     well im sorry but i don't think there will be a update out today intime for turok forums birthday and im truly sorry about this but ill keep in mind that today is its birthday ( witch is pretty cool! 1 year! wewwho! nice job you guys) and ill see if i cant do SOMETHING for today. will see how things go.
Title: Re: Brutal Turok 0.3c
Post by: Snake Plissken on February 12, 2016, 02:44:09 PM
Turok uses the m16 alot in the comics
your right and good point. i mean thats what i saw so thats why i worked on getting some m16's into the game, i have them sitting in my turok folder just been so bizzy with aspects of turok that i have not got to it yet :) should be cool tho i think. ill try to follow the lore of the comics when i can. i mean brutal tuork is about brutality but i will be adding some aspects that will blend well with brutality and have to fit with turok lore. anyways all the turok comics and even that movie i saw was pretty brutal ;) i think this theme goes well with turok. ill also be makeing things on the side that will involve following the lore. and ill try to get weapons from other turok games ( or fetures ) into this one, im sure brutal turok will not be my only production but its looking like it will surly be my main one.
Title: Re: Brutal Turok 0.3c
Post by: The_EyeofTurok on February 12, 2016, 03:52:27 PM
Yeah the comics have everything ever needed for any Turok idea cool mod so far dude.
Title: Re: Brutal Turok 0.3c
Post by: Duke64 on February 12, 2016, 07:35:26 PM
This one comes to my mind first for the m16 :)

(https://duke64nukem.files.wordpress.com/2016/02/turokdh33.jpg)
Title: Re: Brutal Turok 0.3c
Post by: Jay Doomed on February 12, 2016, 10:39:48 PM
I can picture him saying I AM TUROK in that picture haha
Title: Re: Brutal Turok 0.3c
Post by: Demon Turok on February 13, 2016, 12:57:13 AM
Holy Shit that awesome I can't wait to play that
Title: Re: Brutal Turok 0.3c
Post by: Nfsfan83 on February 13, 2016, 08:26:21 AM
Snake Plissken you made amazing job, but is it possible to add some weapons like this:

(https://lh3.googleusercontent.com/-kb1CQBigTqU/VhLUuQCF0GI/AAAAAAAAFDE/o3286pevcT4/s720-Ic42/Turok%252520FarCry0022.jpg)

I mean real guns :)

Like it: yes, that one in perticular: im not sure but surly it can be done. tell me where this picture is from and if i can get my hands on the model data i can see what i can do. but only if you really wanna see something it game! ;) .  i actully have a m16 looks just like that on standby for porting to the game but i jus been bizzy with other departments of the game and im planing on getting to it but in time.
    The cool part about this great Turok remaster and its engine is that they accept .obj models only ( for now ) . but thiss .obj model is like the most universal model out there, most everyone makes a version of there model along with a version in .obj because its so easy to export to and its the most easy model format to convert to other model formats.

So the picture of M16A2 with M203 gun model is from

(https://i.ytimg.com/vi/b3qvtnYBqOQ/maxresdefault.jpg)

but also nice model of this gun you can find in Battlefild 2

http://www.imfdb.org/wiki/Battlefield_2

(http://1.bp.blogspot.com/-JBFR83xs8MA/UbDII0qa-YI/AAAAAAAABbM/jgrgDketv1g/s1600/4.jpg)

It will be great if you can replace nice but low poly models with new one. Of course Desert Eagle for replace pistol it will be great too:

(https://i.ytimg.com/vi/Yn5QxZpE0Gg/maxresdefault.jpg)

Title: Re: Brutal Turok 0.3c
Post by: Snake Plissken on February 13, 2016, 08:31:28 AM
This one comes to my mind first for the m16 :)

(https://duke64nukem.files.wordpress.com/2016/02/turokdh33.jpg)
. Ah right. That's a great post to, the comics will influence a lot of my/our work. Between the TV premiers, movie(s) and comics we can really bring Turok to the next level. Next Tuesday I'm going to sit down and read and watch all of them. It's been a wile ;)
Title: Re: Brutal Turok 0.3c
Post by: Snake Plissken on February 13, 2016, 08:32:26 AM
I can picture him saying I AM TUROK in that picture haha
hmm wish we had a Turok voice actor in the community.
Title: Re: Brutal Turok 0.3c
Post by: Snake Plissken on February 13, 2016, 08:35:56 AM
Snake Plissken you made amazing job, but is it possible to add some weapons like this:

(https://lh3.googleusercontent.com/-kb1CQBigTqU/VhLUuQCF0GI/AAAAAAAAFDE/o3286pevcT4/s720-Ic42/Turok%252520FarCry0022.jpg)

I mean real guns :)

I'll keep these in mind thanks. Yeah I replaced guns at first but then we decided to keep the vanilla aspects and when it comes to guns we will just add new guns, more guns to the weapon wheel.mfor now anyways. So far the only thing replaced is a new tree/bush I added to brutal Turok that can be seen in the current version of brutal Turok

Like it: yes, that one in perticular: im not sure but surly it can be done. tell me where this picture is from and if i can get my hands on the model data i can see what i can do. but only if you really wanna see something it game! ;) .  i actully have a m16 looks just like that on standby for porting to the game but i jus been bizzy with other departments of the game and im planing on getting to it but in time.
    The cool part about this great Turok remaster and its engine is that they accept .obj models only ( for now ) . but thiss .obj model is like the most universal model out there, most everyone makes a version of there model along with a version in .obj because its so easy to export to and its the most easy model format to convert to other model formats.

So the picture of M16A2 with M203 gun model is from

(https://i.ytimg.com/vi/b3qvtnYBqOQ/maxresdefault.jpg)

but also nice model of this gun you can find in Battlefild 2

http://www.imfdb.org/wiki/Battlefield_2

(http://1.bp.blogspot.com/-JBFR83xs8MA/UbDII0qa-YI/AAAAAAAABbM/jgrgDketv1g/s1600/4.jpg)

It will be great if you can replace nice but low poly models with new one. Of course Desert Eagle for replace pistol it will be great too:

(https://i.ytimg.com/vi/Yn5QxZpE0Gg/maxresdefault.jpg)

perhaps it may be a good idea one day to make mid or high poly versions of all the models already in game, so we have the same old turok but looking  2.0 . i dont plan on this anytime soon though but its a good idea i think.

i think you will like this nice update, im working on a desert eagle model to, i may just take the one from DNF and bring it on over here ;) anyways it would good becuse that deagle is golden in DNF, and here in turok i am really makeing progress in a custom prog im working on . i can also make any gun or object or part of a model and not the rest: shinny like silver, steel, or even gold, the effect looks great...
Title: Re: Brutal Turok 0.3c
Post by: Snake Plissken on February 13, 2016, 01:57:27 PM
i will try to get more pictures and updates out soon, and very soon ill hopefully have Brutal Turok 0.4 Posted here for download in this main post. for now Brutal Turok 0.3's download link can be found on Turoks steam community hub forums

EDIT: its just i have big plans for this next Brutal Turok update so it may take a day or so, or three...


(http://images.akamai.steamusercontent.com/ugc/499141183385256599/A43F06F46ABE7CFED6CBDDDDC8254522748E5681/)

(http://images.akamai.steamusercontent.com/ugc/499141183385246819/B384C38E34AE39A9994340819A51080A678B5BC8/)

(http://images.akamai.steamusercontent.com/ugc/499141183385248286/8E149C7C2DE50BA250ACCB9741CC576B64B7E168/)

(http://images.akamai.steamusercontent.com/ugc/499141183385251012/68898FCA1DA50178D0B073ACB24C5F2AEE1E90BB/)
Title: Re: Brutal Turok 0.3c
Post by: Snake Plissken on February 13, 2016, 09:28:34 PM
ok so the following comment has very little to do with Brutal Turok but i think i feel like posting it just to keep things "lively":

the following was a quick export / conversion to player weapon of the tomahawk axe from the intro sequence that is thrown at the lizard during the opening logos.

(http://images.akamai.steamusercontent.com/ugc/499141183386424428/DC9FF90F2C454488379439AF6069694B37D082D5/)
(http://images.akamai.steamusercontent.com/ugc/499141183386427341/558E99A8A58294684DA8F9F3B82B671C907EA4EC/)
(http://images.akamai.steamusercontent.com/ugc/499141183386429523/E03FFB438F08A2C2660E161495DB9BE7DCC8BC83/)
(http://images.akamai.steamusercontent.com/ugc/499141183386431915/2AAB9AD75D684EFF99B581F8901810997329AD0C/)
(http://images.akamai.steamusercontent.com/ugc/499141183386418896/1FDA2C0E61C48CBACDC22B9661E93F4F8B8B5B93/)

i promise to you guys im working as fast as i can on this next brutal turok update and i will have it out hopefully very soon....
Title: Re: Brutal Turok 0.3c
Post by: operative lm on February 13, 2016, 10:16:53 PM
It's nice to see the tomahawk back in the game. :P  Quick though it might have been, good work!
Title: Re: Brutal Turok 0.3c
Post by: Snake Plissken on February 13, 2016, 10:48:08 PM
It's nice to see the tomahawk back in the game. :P  Quick though it might have been, good work!

yeah it can look better then whats in these pics, were working on it now even, and it will look better in the end final state. :) is kinda cool to have a beta weapon in game
Title: Re: Brutal Turok 0.3c
Post by: Duke64 on February 13, 2016, 11:18:57 PM
Love the tomahawk yeah really cool to see it in the game! really niice one here Snake some beta piece love it. Chainsaw is neat to seems very brutal I like to tear through some grunts hehe :)
Title: Re: Brutal Turok 0.3c
Post by: Snake Plissken on February 14, 2016, 10:57:50 AM

[/quote]
Really? If not sarcasm, than thanks!
I know that the weapon aint Photoshopped but its just so modern that it looks like a Photoshop. (An example is Nfsfan83's pics)
[/quote]

oh lol i juest read over my comment again i suppose it did come off sarcastically, no i really like the name.  i mean dolomite was cool, even if he wasnt cool the name dolomite alone is epic,

(a scene of dolomite in a movie : parental advisory wanring! )

&feature=youtu.be&t=3m43s

 and then the play on words, this is turok forums so dinomite, man thats brilliant. 

yeah im a odd one i come off strange to everyone i talk to. i tend to never mean what i say though ;) im also glad to be part of the forums here, and thanks for your comments dinomite on my post it means alot, even more so since i see you have made the most posts on these forum's .

it dose look a bit next gen but im sure i can work something out that everyone will like, i really try to take into account everyone's opinion, i know there is alot of old-school gamers that for some reson really dislike what i am doing to Turok, but theres nothing i can do about that: however i can try to keep things themed to turok 1. based on turok 1, lore friendly to turok 1, and try to make all of it fit and look well in game. will see how things go and i may end up making a few renditions of this brutal turok mod to fit this concept. along with optional addons, so in the end hopefully everyone will get a little bit of something they may like. :)
Title: Re: Brutal Turok 0.3c
Post by: Duke64 on February 16, 2016, 12:05:31 AM
Very random but I watched Escape From LA last night and man that's one of my favorites still! I think we should put some references from it in Brutal Turok xD If a model fails we can just use Duke Nukems Snake Plissken sprite hehe.

(http://images.akamai.steamusercontent.com/ugc/395549511447848161/D9B16E2B2920E52B83D6AAB73C02E04AAEB4FAED/)
Title: Re: Brutal Turok 0.3c
Post by: Snake Plissken on February 16, 2016, 03:30:10 PM
Very random but I watched Escape From LA last night and man that's one of my favorites still! I think we should put some references from it in Brutal Turok xD If a model fails we can just use Duke Nukems Snake Plissken sprite hehe.

(http://images.akamai.steamusercontent.com/ugc/395549511447848161/D9B16E2B2920E52B83D6AAB73C02E04AAEB4FAED/)

i loved this in duke nukem. <3  i been searching for years!: for a Snake Plissken 3d model. and hell yeah any reference would be awesome, if we can think of anything to add that's a snake plissken or escape from new york reference will do it for sure! :)
Title: Re: Brutal Turok 0.3c
Post by: Snake Plissken on February 18, 2016, 10:37:18 AM

Should I rant on about this new update comeing out very soon that we are working on and pretty much are almost done with, lol or should I just wait till I got it up and ready ;) lol I like ranting about things to come ;)
Title: Re: Brutal Turok 0.3c
Post by: Rok on February 18, 2016, 11:08:02 AM
Rant all you want haha. Well ideas and things to come are always cool to see or hear. Up to you but thats pretty much what a forum is for :p
Title: Re: Brutal Turok 0.3c
Post by: Snake Plissken on February 20, 2016, 09:17:49 PM
Rant all you want haha. Well ideas and things to come are always cool to see or hear. Up to you but thats pretty much what a forum is for :p


Rant all you want haha. Well ideas and things to come are always cool to see or hear. Up to you but thats pretty much what a forum is for :p

Brutal Turok 0.4

features:
 A:   3 new weapons, a variant to 1 vanilla weapons, and a secret 5th weapon that will be unspoken of. good luck.
        A chainsaw that will have to be started up with a pull cord on the engine before it can be used as a weapon, otherwise it will be disabled in the players
             hands until activated. it has two attack modes as well as a third mode where the player can just hold it wile its                                                           pointing up in the air "kinda like a standby mode". The other to is your basic "real-life-way-one-would be holding-forward  a-chainsaw-that-one-would-be-doing-wile-grinding-away-at-raptor-flesh" Wile the last mode is a swiping motion the player can do with a alt-fire press of new key that's binded by the player in the controller mapping options in the menu in the pause screen.  and finaly the 2nd is a Tomahawk that as of now seems like it "may be able to be thrown by the

player and get stuck into the bad guy it was thrown at- then the player will have to pick it back up, but the tomahawk needs good eye aiming, and the timing just right; because its not as fast as a bullet, it adds a new experience that's fun, throwing tomahawks just right. and getting long kills may just turn into a you tube video fest of epic tomahawk kills". the Tomahawk will also have a primary attack mode similar to the swiping of the knife. (tomahawk may added to or ideas changed from after the time of this post) The Third weapon will be being a new bow, will not only come with one new variant of the all ready game bow, a fire bow and possibly other elementary bows. the fire bow will shot arrows that are on fire. and enemy's will get caught on fire. There is also a new completely new tekbow 2.0 , its model is that of a more modern bow and should be entertaining and a base for future brutal things happening in game using such bow as used in real life.

        B: Body Parts will fall off in a bloody mess of red mist and giblets if you are to kill a bad-guy via the means of : The Gernade Launcher,  exp_Shells alt ammo, the rocket launcher, and the mini-gun. new parts fall off the raptors and the grunts. Chainsaw will ripple, grind, and rip bad guys, sometimes they will still run at you with a missing arm, may be fixed at a later point.

         C: improved bullet physics. (must be done in-order to pull of the main feature of REAL tracers on most bullets, adds to the brutality, " trust me, you don't wanna get shot by a tracer round"), ricochet bullets off the wall not seen in any other mod, real ricochets that happen even if your standing point blank next to a wall. "do some cool refract shots"
          D: new blood effects, bad guys spitting blood and choking on it during death animations.  new blood effects for some bad guy dieing animations, improved "blood-everywhere-when-tossed-from-explosion" effects.
          E: a experimental "new-destructible-based-massive-gibbing-system gibs system based on mixing animations from "already-in-game-destructible" and this will be applyed to the raptor for now. "a destructible for example is like : the in game trees that fall down, or the mantis walls, things that seem to be destructible.  that you may have seen in game.". The Raptor based on a random chance will sometimes blow up into many many parts with a very very bloody mess that is prevalently more then usual. Raptor's "Chunks-of-parts-that-come-off-the-raptor-when-Shot-by-Shotgun" effect has been drastically improved.
         

 ( chances are more will be added to this but i cant say that more will be added for sure. as of now this is what i can safely say will be in the next version. should be fun. also it should be ready soon. just stay tuned for updates to this post )
Title: Re: Brutal Turok 0.3c
Post by: Snake Plissken on February 22, 2016, 08:17:58 AM
New blood particals: new gushing blood, improved blood everywhere trails, grunts have a random chance to play a gargling/choking sound, accompanied by a blood effect coming from the head giving the appereince of blood poring ideally from the mouth of the grunt.
 SPECIAL EFFECTS, events, functions, ect. When a bad guy takes damage from a certain weapon. The shot gun will throw chunks off of a raptor wile the pulse rifle and others will not. Some more exsamples is how the rocket launcher will be able to randomly have a chance of blowing raptors into dozens of parts/gibs on death using blendble destructible animations, wile no other gun will be able to do this. The chainsaw will cause special blood particals that will only be feature by a chainsaw attack.

Special effects, events, functions, sounds, ect. When a enemy loses a certain amount of health by a certain weapon. A event can happen potentially on every 1% health a bad guy loses. Custom sounds to raptors progressively sounding brutalized as it's health gets lower.
  Textures swaping on bad guys depending on the weapon that has done damage to it. A knife attack will leave knife slashes on grunts, and so on with other weapons.
Title: Re: Brutal Turok 0.3c
Post by: Snake Plissken on February 22, 2016, 08:25:06 AM
There are some issues but I'm still trying to get this update out as soon as possible for you guys. The chainsaw  is taking a bit more time then suspected. It has a lot of potential but it may have to be something that will be great in its first release, and then improved to what it's full potential in a later update.  Some small bugs are still being worked out with the raptors destructible based gibbing event.  And alterntive damage wound textures for bad guys are still in the works, will add just a few for now In order to get this update out, custom sounds are still being added for the chainsaw, and a final review, look over, and potential final touches have yet to been made. I personally would give it no more then a week at the most befor we all see this update. When it is out it will be fantastic.
Title: Re: Brutal Turok 0.3c
Post by: Snake Plissken on February 22, 2016, 08:37:58 AM
Now the rants: these I can't promis will be in the next update but these are things I 100% plan on working and seein in game at some point:

Flamethrower that will catch bad guys on fire, raptors and grunts will run around on fire before dieing, when they do die there textures will be switched out with a animated sequence of textures that will emulate the bad guy slowly being burnt, the sequence then stops and things go null on the final texture frame, to where nothing but a burnt corpse will be left.
    Turok will soon be able to do the long hunters round house kick. And the player will be able to do his as of now when and wile using the chainsaw, and also with the newly added beta tomahawk that we have ported back to the game.
    A grabber hook, a hook that Turok will somehow shoot out of his hand(or something) or a weapon.  This hook will be able to do a few things and it may be based on randomly happening between the 3: the hook will be able to grab onto key body parts of a grunt, the hook then is pulled back into the weapon, with the body part it grabbed onto. If this happens a alt fire would then toss whatever body part was retracted into the weapon, the hook will also be able to pull grunts back to the player until the bad guy has been pulled into point blank range of the player. Then the hook may also be able to pull Turok into whatever he hooked it onto, this will enable the player to reach some parts of levels not reached by any other means.
   A alien gun alt ammo that shoots a black whole orb like projectile that moves at a slow rate. It would then suck bad guys up. And when they are in the center of the orb they will spin very fast as blood particals are thrown about. They then die or blow up lol.

   The crono Ceptor will have a alt use enable ing it to be held in the hand like a staff or scaptor, it; in this position will then be able to cast spells, or "alterntive conocpetor attacks". 
 M well that's it for now if I can recall anything else we planned or are thinking I'll update these posts depending on if later comments where made on this posts. Thanks you guys and will get things going soon. Stay tuned;)


Edit: you know those hooks that swing about in the sprit worlds? I may be able to resize it, flip it, and customize it completely to look like Turok is swinging a hook around.

I forgot to bring up attacking animals. Monkeys that kill, and boars/pigs that eat flesh and randomly drop health.
 The butt end of a weapon or two can be used to hit a enemy and attack with as a alt use. And a bow were working on may have a knife in a holster on the bow that can then be tooken off and used as a alt fire wile still having the bow out

Again: these are not a for sure thing in the next update. However these are things I have started working on it.
Title: Re: Brutal Turok 0.3c
Post by: Duke64 on February 24, 2016, 01:06:36 PM
Great ideas here with the flamethrower to if guys are running around burned before collapsing or even burning on collapsing. That reminds me of the game Blood some and would be perfect for the flamethrower. Vicious Monkeys would be funny as heck to see yet cool. Also, as I stated before the grapple hook feature could be somewhat similar to Turok 3 except like you said we can use it almost anywhere instead of waiting for those shiny spheres :) Also if it pulls enemies in that would be pretty bad ass to like Scorpion :P Get over here! The alternate fire for alien weapon seems nice to very magical. You have a lot of good ideas and action here though keep it up!
Title: Re: Brutal Turok 0.3c
Post by: Snake Plissken on February 25, 2016, 09:54:18 AM
Great ideas here with the flamethrower to if guys are running around burned before collapsing or even burning on collapsing. That reminds me of the game Blood some and would be perfect for the flamethrower. Vicious Monkeys would be funny as heck to see yet cool. Also, as I stated before the grapple hook feature could be somewhat similar to Turok 3 except like you said we can use it almost anywhere instead of waiting for those shiny spheres :) Also if it pulls enemies in that would be pretty bad ass to like Scorpion :P Get over here! The alternate fire for alien weapon seems nice to very magical. You have a lot of good ideas and action here though keep it up!


Hopefully today will be the day before this next update is out.  I'm going into overdrive today lol, and will work on this update today till its ready.
Title: Re: Brutal Turok 0.3c
Post by: Rok on February 27, 2016, 03:25:31 AM
Yeah that is ranting :) but its okay people like me enjoy it. I am just very busy but when im not i come here and see whats up. Awesome ideas. Doesnt have to be perfect yet either im sure we can enjoy. Especially since its still beta
Title: Re: Brutal Turok 0.3c
Post by: Snake Plissken on February 28, 2016, 09:44:49 AM
Yeah that is ranting :) but its okay people like me enjoy it. I am just very busy but when im not i come here and see whats up. Awesome ideas. Doesnt have to be perfect yet either im sure we can enjoy. Especially since its still beta

Very soon. We're really close to getting this out we have added some more work becuse we want a solid release in this next one so we can make a decent page for brutal Turok on mod db. But most is done and well.... Very very soon will have it up for download.
Title: Re: Brutal Turok 0.3c
Post by: jmmreview on March 06, 2016, 06:07:57 AM
Could this mod be applied to the recent enhancement by Night Dive?!
Title: Re: Brutal Turok 0.3c
Post by: Nfsfan83 on March 06, 2016, 06:52:29 AM
Snake Plissken I wait for some new video with new mod changes :)
Title: Re: Brutal Turok 0.3c
Post by: Mon-Ark on June 14, 2016, 08:16:34 PM
So I guess this is on hold until the editor come sout, right?
Title: Re: Brutal Turok 0.3c
Post by: Snake Plissken on September 11, 2016, 09:30:21 AM
Could this mod be applied to the recent enhancement by Night Dive?!

Yes, it's strictly/specifcly developed for night dives version of the game.
Title: Re: Brutal Turok 0.3c
Post by: Snake Plissken on September 11, 2016, 09:33:58 AM
So I guess this is on hold until the editor come sout, right?

I'll make my own editor for the game, for use in the development of my mods, also will be released to the public, planning on a level editing interface, a noob script tool for incorporating basic functions to be put together then used within the level editor. A basic kfx editor, and model import.
Title: Re: Brutal Turok 0.3c
Post by: Snake Plissken on September 11, 2016, 09:35:13 AM
I hope so. I Wanted to see if I could lend a hand and try to make some models for it.

I will keep this in mind and I thank you. If your still willing and able, we will prob most def end up talking and working on brutal Turok together. :)
Title: Re: Brutal Turok 0.3c
Post by: Snake Plissken on September 11, 2016, 09:37:16 AM
Does anyone know how to make it work with newer Turok patches?

If brutal Turok no longer works with current updated versions of Turok and the kex engine hen I will see to it that first thing I do is fix it and re release a working version. May end up being a rerelease or may end up being applyed to the next updated version
Title: Re: Brutal Turok 0.3.1 (SteamWorkshop support)
Post by: Jay Doomed on January 05, 2017, 01:35:00 PM
Hope to hear updates. Hey guys shouldn't this mod move to the modding board also??
Title: Re: Brutal Turok 0.3.1 (SteamWorkshop support)
Post by: Gazer on January 23, 2017, 01:21:50 AM
I understand that nightdive wants the return on their investment. Why shouldn't they be responsible when updating the game that the mods on steam workshop operate as before the update patch? It's a bit of a letdown really. I bought the game with the intention of building levels as the editor is a major advertisement for the sale of the game. I probably would have paid the full $20 had I heard about it when it was released. Good thing I only paid $5. I'd like to try this mod but alas Plissken, nightdive and steam wont let me! It's a conspiracy!  :o
Title: Re: Brutal Turok 0.3.1 (SteamWorkshop support)
Post by: Mon-Ark on January 23, 2017, 12:46:01 PM
Last time I tried it worked as intended.
Title: Re: Brutal Turok 0.3.1 (SteamWorkshop support)
Post by: Snake Plissken on January 23, 2017, 05:34:15 PM
I understand that nightdive wants the return on their investment. Why shouldn't they be responsible when updating the game that the mods on steam workshop operate as before the update patch? It's a bit of a letdown really. I bought the game with the intention of building levels as the editor is a major advertisement for the sale of the game. I probably would have paid the full $20 had I heard about it when it was released. Good thing I only paid $5. I'd like to try this mod but alas Plissken, nightdive and steam wont let me! It's a conspiracy!  :o

My whole setup is down again, this time I had to backup a hard drive , format it and reinstall windows, a few other things. Still have to setup some new hardware. And still have to reinstall a few things. This happens right in the middle of days and days back to back of work I'm doing on getting is next update out. I was moments away. When I'm back online any day now, I'll get back to work on the next update and I'll keep your comment in mind. I am not sure if the current version on the steam workshop works or if it dose not. If it dose not work I will not be checking untill I update the working updated build I'm working on and I'll have out any day now, I'll also check around for future comments like this.
Title: Re: Brutal Turok 0.3.1 (SteamWorkshop support)
Post by: Gazer on January 23, 2017, 09:24:01 PM
hI Snake, of course I was commenting on the whole STEAM API and the 'take it or leave it' attitude that people love to have these days.  :-X A conspiracy indeed! And with the small following that this game carries, it's unlikely that someone talented enough to remove the steam api from this game, will make the effort to do so. Therefore we are stuck with whatever nightdive and valve seem fit to deliver us from evil amen. Of course you or I could learn how to do it, I'm sure there are tutorials out there somewhere but then trump might block our twitter feed and the universe would spin all wobbly and my GI joe might lose his kung fu grip and Turok would crawl back to oblivion.

Get the picture. It's for fun so please don't sweat it. I appreciate what your doing. Brutal Turok looks awesome. I look forward to it in the future.
Title: Re: Brutal Turok 0.3.1 (SteamWorkshop support)
Post by: Snake Plissken on January 24, 2017, 07:27:04 AM
hI Snake, of course I was commenting on the whole STEAM API and the 'take it or leave it' attitude that people love to have these days.  :-X A conspiracy indeed! And with the small following that this game carries, it's unlikely that someone talented enough to remove the steam api from this game, will make the effort to do so. Therefore we are stuck with whatever nightdive and valve seem fit to deliver us from evil amen. Of course you or I could learn how to do it, I'm sure there are tutorials out there somewhere but then trump might block our twitter feed and the universe would spin all wobbly and my GI joe might lose his kung fu grip and Turok would crawl back to oblivion.

Get the picture. It's for fun so please don't sweat it. I appreciate what your doing. Brutal Turok looks awesome. I look forward to it in the future.

Ok. I want to understand. Let me know what the core issue is. And let me know if my current understanding is correct: you are unable to use the brutal Turok mod? Or your unable to properly update your Turok game? These are the reasons why you wish to see the steam API removed and the game remain startable in its current software version, launchable without steam. Let me have a better understanding of the situation so I can properly respond. Also thank you for trying the mod, for those who are interested they will find I'm a very nice and loving person who cares for all. And don't be confused, I am here to help, those who you may see me give a hard time to will only be seen getting a hard time from me if they justify gave me a good reason, and this only happens when individuals exhibit directly to me or wile in my posts a sense of personality like that of Others who are responsible for all of the worlds misery. Where ever I roam is a piece loveing place no ifs ands or buts and I see to it. With that being said you can see I'll be here to help, re inform me again just what the issue is.
Title: Re: Brutal Turok 0.3.1 (SteamWorkshop support)
Post by: Gazer on January 26, 2017, 07:44:35 AM
Great Job, keep up the good work --  ???

ty, gg, rotflmao - Gazer