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Topics - BehemothProgrammer

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11
This mod contains MP addons that can be integrated into your own MP mod. Or if you just want to use it as is then rename the .zip to .kpf and throw it in your mods folder.

Download https://www.dropbox.com/s/wzaphuavodotlnp/BP_MPAddon_1.0.zip?dl=0

Features
  • Host commands to change gravity, speed, damage, abilities such as double jump, dashing (double tap movement direction), ground pounding (Press <Crouch> when high in the air), and player slapping
  • Flare Gun causes damage to enemies and sets ai enemies on fire
  • Mag60 new fire sound effect. Press <Alt Fire> to enter it's alternate fire mode where each shot causes massive damage but consumes 25 rounds.
  • Razorwind throws and moves faster and always comes back to player and keeps it's blood texture up to 3 non hits. Seeks to ai enemies (OP).

How to add to your existing mod
Copy the folders to your mods folders. If your OS asks are you sure you want to overwrite a file then you have conflict and you need to take note of the described core Turok 2 file changes below. The changes to those files are required but you may have changed those files for your own mod. If you don't want to overwrite them you can read below and make the changes I've detailed below yourself for each file conflict.

Changes to core Turok 2 files
  • defs/enemies.txt (Added scriptcomponents for all enemies and added more defs for enemies that didn't have one)
  • defs/misc.txt (Changed scriptclass on kActor_Misc_MissileController, kActor_Misc_BoreController, kActor_Misc_BladeController)
  • defs/player.txt (added scriptcomponent)
  • defs/weapons.txt (added scriptcomponents for all weapons)
  • particles/Flare.particle (required changes for modded flare gun)
  • particles/Sawblade.particle (Changed hits to be violent and increased damage values)
  • sounds/shaders/Flare Fizzle Loop.ksnd (changed some volume and pitch settings)
  • sounds/shaders/Mag60 Pistol Fire.ksnd (changed wavefile path to play the new sound file)

Console commands
call help (Shows a list of all available commands)
call showmods (Displays a list of the current servers mod settings)

Host only commands
call grav0 to 100 (Sets gravity. Default value 60)
call speed0 to 100 (Sets player speed. Default value 50)
call dmg0 to 100 (Sets the damage scale that players deal out. Default value 10)
call dmg1000 (Sets the damage scale that players deal out to 1000 aka insta kill)
call dmgshowon (Turns on damage number popups)
call dmgshowoff (Turns off damage number popups)
call def0 to 100 (Sets how much scaled damage players will receive. Default value 10)
call def1000 (Sets how much scaled damage players will receive to 1000 aka 1 hit death)
call jumpon (Turns on Double Jump ability)
call jumpoff (Turns off Double Jump ability)
call dashon (Turns on Ground Dash ability)
call dashoff (Turns off Ground Dash ability)
call airdashon (Turns on Air Dash ability)
call airdashoff (Turns off Air Dash ability)
call slamon (Turns on Ground Slam ability)
call slamoff (Turns off Ground Slam ability)
call cloakon (Turns on players cloaking)
call cloakoff (Turns off players cloaking)
call slap0 to 15 (Slaps a player with id. Type playeridx in console to find the player id to slap)

Example:
call grav52
will set gravity for players to 0.52

12
Turok 2 Seeds of Evil Modding/Mapping / Behemoth's Random Mods
« on: June 14, 2017, 06:30:50 PM »
Singleplayer_RemixDownload

This mod adds several things:
  • All Port of Adia maps have been slightly changed to add more enemies and items
  • Ground and Air Dash - Double Tap any direction to dash in that direction
  • Ground Pound - Get high into the air and press crouch to slam down on the ground killing any enemies around you
  • Loading a game will give you a penalty unless your in the HUB map. On Easy/Normal/Hard a monkey will take your ammo and half your Health. You can kill it to get some ammo back. On Hardcore you will not be unable to load your game, but since you're such a Hardcore player you won't need to load right?
  • Flare Weapon damages anyone near it
  • Once you acquire the Mag60 upgrade you can right click to fire a super shot
  • Once you acquire the Razor Wind upgrade it will heat seek to enemies
  • You can pickup health items until your health reaches your max Health limit instead of always 100.
  • Feather power ups can be collected that will temporary increase your speed/damage/health regen
  • You can find secrets hidden in the levels and collect life forces to increase your damage/speed/max health permanently
  • There's more barrels in the level and they do heavy splash damage to anything near them.
  • Enemies of the same type can damage themselves. Example: An Endtrail can hurt another Endtrail.
Map_-_PalaceDownload
This includes a level called Palace that connects to the 2nd map of the HUB world (theres nothing there, but it's fully sectored). Theres also another HUB map you can only see if you type map HUB.map in the console and you can noclip around to see it. Also included was some coop work, You'll find that you can play the first map of Port of Adia with no enemies (or play raptorfest mode) and events trigger and you can pickup and activate the beacon and any health, weapons, inventory items, and ammo you have carry over to the next map.
Map_-_Supply ShipDownload


Install Instructions: Unzip "BP_SnowLand.zip" and copy the "mods" folder to your "Turok 2 - Seeds of Evil" folder (Steam) or "Turok2 EX" folder (GOG).

Story: The Purr-Linn are marching towards the Northern Lost Lands with the intend to wipe out all humankind in their path. The Primagen has fooled the Purr-Linn into believing that he will turn the Lost Land over to them once they have helped free him. A high-tech weaponry and ammunition supply ship, maintained by a horde of lethal biomechanical droids, is currently on route toward the Purr-Linn army. Turok must destroy the ship and stop the Purr-Linn before it's too late.
Skip_CinematicsDownload
Stay_DeadDownloadEnemies will not respawn
Reflections_On_All_MaterialsDownload
Dark_BloodDownload
Less_BloodDownload
No_Blood_With_GibsDownload

13
Turok 2 Seeds of Evil / Tal'set Chronocepter Events
« on: May 31, 2017, 05:30:14 PM »
On the Turok 2 steam page the story simply says "Having defeated the Campaigner, Turok throws the Chronocepter into a waiting volcano to destroy it. Unfortunately the blast awakens an even deadlier force - The Primagen."

I'm trying to see if there's a more in-depth story about it. Maybe from the comics or something. Does anyone know anything about that or is that all there is to know?

14

Description: Fireseed is a Model and Animation Editor for Turok 2: Seeds of Evil.

Download Link: Fireseed v0.9.2 (TurokSanctum) | Fireseed v0.9.2 (mediafire)
This is outdated. Please use the new Blender Addon Turok 2 tools - https://behemothprogrammer.github.io/Turok2Blender/index.html

Help:
  • Select the files you want to edit from a folder by clicking on the change folder button located in the top left of the skinned mesh/animation/static mesh windows. Once you open a file a list of it’s contents are displayed in a Tree on the left side of the window. You can click on certain items in the tree to display their properties that will show in the right side of the window. Most of the data is mesh related and you shouldn’t change. The things you most likely want to do are change Hot Points for skinned meshes (You can add/remove them by right clicking them in the Tree view) and Key Frame Actions for Animations. (You can add/remove them by right clicking them in the Tree view)
  • Right click on any number field to bring up a list of "What is this?" options. This will for example tell you what sound 1364 is with a description.

Version 0.9.2
  • Fixed Animation Block sorting. Animation blocks with animIDs below 0 will now be put at the end of the array instead of the beginning

Version 0.9.1
  • You can now Add/Remove/Copy/Paste Animation Blocks
  • You can now change the size of an Animation Blocks Frames/Translations/Rotations

Version 0.9
  • Skinned Meshes now animate with there animation and have a track at the bottom of the window that allows you to control it
  • You can now export static meshes to obj
  • Included with Fireseed is the databases in .txt files found in the "databases" folder
  • Skinned Mesh and Animation tabs combined into 1 tab
  • Skinned Mesh, Animation, and Static Mesh have a folder view where you can more easily view files
  • Skinned Meshes now display correctly
  • Clicking on a surface item will highlight that surface
  • Clicking on hot points will show there position relative to there Bone ID
  • Skinned Mesh and Animation Bones now display there symbols (name) next to the Bone ID
  • You can now multi select items in skinned mesh and animation
  • Animation Key Frame Action Event Type now also displays it's index value
  • You can see the key frame point as a vertex now
  • There's now a helper button for Key Frame Actions To set position to a bones position
  • For Key Frame Actions with a Radius - A wire Frame Sphere is now displayed
  • Selecting vertices in static meshes will display that vertex
  • Added options to hide unimportant animation data and to auto play animations
  • Fixed some text for the databases
  • Changing vertices now updates the mesh
  • New import options to rotate the pitch by 90 and scale the object right away

Version 0.8
  • Load, Save, Edit Static Meshes
  • Import models into Skinned and Static Meshes using Assimp library that supports a lot of file formats
  • Database lookup tables for all Turok 2 objects
  • View Skinned and Static Meshes in an OpenGL window
  • Update notifications
  • Added Tutorial and Community sections
  • Console window to show errors/warnings/info

Version 0.5
  • Load, Save, Edit Skinned mesh files
  • Load, Save, Edit Animation files
  • Undo/Redo framework
  • multi-platform support

TODO:
  • Import Skinned Mesh/Animation
  • Export Skinned Mesh/Animation
  • Video tutorials on how to use Fireseed

15
Turok 2 Seeds of Evil / Update #2
« on: April 10, 2017, 08:51:48 PM »
Update #2 has been released that hopefully will improve performance and gameplay. The official patch notes can be viewed here: http://steamcommunity.com/games/405830/announcements/detail/575740768226142774

Here's some additional information regarding the patch:

Singleplayer Weapon Changes
Shredder: damage decreased from 8 to 6. Scatter projectiles no longer trigger events and no longer bounce again when hitting actors.
RazorWind: damage is reduced by 75% when damaging the Mother, Queen, and Primagen bosses.
Charge dart: consumes 1 ammo for the first 5 levels of charge. Consumes 2 ammo on 6th level of charge. Consumes 3 ammo on 7th charge level.

Multiplayer Weapon Changes
Pistol: damage increased from 10 to 16
Mag60: damage increased from 14 to 17.5
Firestorm Cannon: damage increased from 3.75 to 7.5
Grenade Launcher: damage increased from 40 to 50. Damage Radius increased by 25%. Water Damage Radius increased by 250% to match non water damage radius.
Plasma Rifle: bNetSpawned and bNetLatencyComp flags added to particle. Firing Animation speed plays twice as fast.
Scorpion Missle Launcher: Firing animation time takes twice as long. damage increased from 20 to 50. Damage Radius increased by 25% on default/water/stone. Damage Radius increased by 187% on Humans/Creatures/Slime and when it's destroyed to match default/water/stone radius. On pickup, ammo has been reduced from 12 to 4
Shotgun: damage increased from 8 to 9. (13 bullets shoot out for a total of 117 damage at point blank range)
Shredder: Damage decreased from 8 to 6. Scatter projectiles no longer bounce again when hitting actors.
Charge dart: consumes 1 ammo for the first 5 levels of charge. Consumes 2 ammo on 6th level of charge. Consumes 3 ammo on 7th charge level.
Cerebral Bore: On pickup, ammo has been reduced from 10 to 1

N64 Multiplayer Weapon Changes
Assualt Rifle: damage increased from 14 to 17.5
Grenade Launcher: damage increased from 40 to 70. Damage Radius decreased by about 14%
Plasma Rifle: Impact damage increased from 40 to 80. Active damage increased from 4 to 8.

Enemies
Raptor: initialScale changed from 0.332031 to 0.5
SwampWasp: radius changed from -3.071999 to 3.071999. Start Animation changed. Other starting paremeter changes.
Turrents will no longer fire at you when they don't have a line of sight

Scripting
new class: kClipInfo
new WorldComponent method: void HitScan(kClipInfo&out, const kVec3&in origin, const kVec3&in targetOrigin, const uint EnumClipFlags, const float=0)

Audio
All instrument sounds files have been removed.

16
Turok 2 Seeds of Evil Modding/Mapping / Skip All Cinematics
« on: March 29, 2017, 02:31:56 PM »
Instantly skip all cinematics in the game that you've already seen and get straight to the game.

https://www.dropbox.com/s/nyeaml3cefuse1e/BP_Skip_Cinematics.kpf?dl=0

17
Turok 2 Seeds of Evil Modding/Mapping / Scripting Guide
« on: March 29, 2017, 02:13:36 PM »
This page will help get you up and running with a decent integrated development environment for AngelScript to be used with Turok 2. The IDE will not be able to check for errors or debug but it comes with coloring and code completion and that last one is important. If you are thinking about working with T2 scripts no matter your skill level, I highly recommend following the instructions below to downloading CodeLite. The following instructions and Turok 2 API scripts were written by BehemothProgrammer.

The original plain script api text file is still located here: https://pastebin.com/kFhBNYqS
I recommend following the instructions below.

Note: All Turok 2 Scripts are currently based on version 1.5.6 of the game.


1. Download CodeLite 9.0

2. Download Turok2API.zip

3. Install and launch CodeLite 9.0
  • Launch CodeLite. If it asks to download a compiler just skip it as we don't need one. (mine was set to Visual C++ 11 by default)

4. Configure CodeLite 9.0:
  • Settings->Code Completion->Display and Behavior: Activate "Keep function signature un-formated", "Display type info tooltips", "Display function calltip".
  • Settings->Code Completion->Colouring: Enable colour local variables.
  • (optional) Settings->Code Completion->Colouring: Enable colour workspace tags, also enable enumerator and macro but leave the rest with default setting.
  • (optional) Settings->Code Completion: Configure the rest to your liking. For example, auto-show & case sensitive enabled.

5. Create CodeLite 9.0 Workspace and Project
  • Create a new workspace. Do this by going to File->New->New Workspace menu and select a C++ Workspace. Name is as you like and set the workspace path as you like.
  • Create a new project in the workspace. Do this by right-clicking on the workspace in the list to the left and choose the "Create New Project" option. Select others -> Non-code project. Name as you like and leave rest as default. Leave the compiler and debugger options alone and press Finish.

6. Add the Turok 2 Script API
  • Unzip the Turok2API.zip file you downloaded in step 2.
  • Add the unzipped folder to the project. Do this by right-clicking on the project in the list to the left and choose the "Import Files From Directory" option.
  • Browse to the Turok2API_Scripts folder and select the folder to import. You should also add the *.txt extension to the "file extension to import" text field then press OK.

7. Add in your mods scripts and defs
  • Just like in Step 6 you add your own mods scripts into the project by right-clicking on the project in the list to the left and choose the "Import Files From Directory" option.
  • Browse to your scripts folder (located in your Steam or GOG Turok 2 folder) select the scripts and defs(if you have this folder) folder to import. You should also add the *.txt extension to the "file extension to import" text field then press OK. (Note: the only file you need to import from the defs folder is any common def scripts you have, the game comes with common.txt, you can remove the other files in that folder as they are not needed, but you might want to keep them for easy viewing later. your choice.)

8. Launching Turok 2 through CodeLite
  • Once you have your scripts working with autocomplete you can configure CodeLite to launch Turok 2 by going to Plugins->External Tools->Configure external tools...
  • Add a new external tool. Select a tool ID, Name it something like Turok 2. Set the Tool path to your horus_x64.exe. Leave the rest blank. (You may want to check the "Save all files before executing this tool" option)
  • Go to Settings->Keyboard Shortcuts and type "external" in the search bar to bring up a list of external tool shortcuts. Select the External Tool ID you gave the Turok 2 executable and set your desired shortcut key to launch the game and test your scripts.

9. Working in Codelite 9.0 Additional Notes
  • Workspace->Parse Workspace
  • I find that everytime I import scripts in the project I need to select Workspace->Parse Workspace in order to update the auto complete options and fix coloring.
  • So if you find your coloring is wrong or auto complete not working select the Workspace->Parse Workspace option to update them both.
  • Rename your script extensions to .cpp I've found that .txt files do not support the auto complete so renaming them to .cpp will fix this. The only file you can't rename in the scripts folder is the games main.txt file it must always be named that.

Congratulations you should now have a decent AngelScript IDE with coloring and auto completion to help you with your Turok 2 mods!




18
Turok Dinosaur Hunter Modding/Mapping / WolfenTurok 3D
« on: March 03, 2017, 08:53:08 PM »
A recreation of all floors from Wolfenstein 3D: Episode 1. Floor 10 was changed to Doom's E1M1 for fun.
It's on the steam workshop now at http://steamcommunity.com/sharedfiles/filedetails/?id=860474872

Have fun!

Floor 1


Secret Floor 10 - Doom's E1M1


*Hints*
- Press <Jump> to open doors, activate switches, and open secret doors, etc.
- Use the Map to find secrets easily and navigate through the maze like levels
- Collect treasure to gain points and be awarded with an extra life every 40000 points.

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