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Turok Games => Turok Dinosaur Hunter => Turok Dinosaur Hunter Modding/Mapping => Topic started by: Smoke39 on June 02, 2016, 07:25:14 PM

Title: [Release] Turok+
Post by: Smoke39 on June 02, 2016, 07:25:14 PM
General improvement mod with bug fixes, balance tweaks, new effects, and features like ammo toggle.
View the readme (https://www.dropbox.com/s/qsa5e1tvu0f1tcz/readme.txt?dl=0) for a complete list of changes and keybinds.

Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=826029455)
standalone download in the description

Screenshots:
Turok+ Menu (https://www.dropbox.com/s/p2ng7vhyxq7ip73/Turok%2B%20Menu.jpg?dl=0)
Flamethrower (https://www.dropbox.com/s/fafzh2zmuunlciv/flamethrower1.jpg?dl=0)
More Flamethrower (https://www.dropbox.com/s/m80940o6gyah3nz/flamethrower2.jpg?dl=0)
Burst Pistol (https://www.dropbox.com/s/ayvmdzayhi1ohp2/burst%20pistol.jpg?dl=0)
Akimbo Pistols (https://www.dropbox.com/s/8ju91hpa3xdf37s/akimbo%20pistols.jpg?dl=0)
Pulse Rifle Scope (https://www.dropbox.com/s/ftia0f2lrfd82ie/pulse%20rifle%20scope.jpg?dl=0)
Pulse Rifle Beam Mode (https://www.dropbox.com/s/opmj1rj69hmvwjp/pulse%20beam.jpg?dl=0)
Dragon's Breath & Touched Up Auto Shotgun (https://www.dropbox.com/s/uudrz4upixm71by/dragon%27s%20breath.jpg?dl=0)
Bow w/ Normal Arrows (https://www.dropbox.com/s/q92oepehz10qn63/bow%20-%20arrows.jpg?dl=0)
Bow w/ Tek Arrows (https://www.dropbox.com/s/ms1pfay28dcqj78/bow%20-%20tek%20arrows.jpg?dl=0)
Bow Scope (https://www.dropbox.com/s/43w0sfn21jljcuj/bow%20scope.jpg?dl=0)
New AR Models (https://www.dropbox.com/s/1tezq7yf4ivnmyp/AR%20Models.jpg?dl=0)
Optional Double-Barrel Shotgun (https://www.dropbox.com/s/mnbtcjuonga7n3b/double%20shotgun.jpg?dl=0)
T2 Crossbow & Plasma Rifle (https://www.dropbox.com/s/xsygbev9ik4s7t5/Crossbow%20%2B%20Plasma%20Rifle.jpg?dl=0)
New Rockets (https://www.dropbox.com/s/kfk51gbms5lrwla/rockets.jpg?dl=0)
Minigun Smoke, Tracer, & New Bullet Casings (https://www.dropbox.com/s/qjfzgdczng4d1j4/minigun.jpg?dl=0)
Colored Shockwave Weapon (https://www.dropbox.com/s/tizwwszkjbnx55a/shockwave%20weapon.jpg?dl=0)
Shotgun Ejection (https://www.dropbox.com/s/oncuhxl8e6jrx0e/shotshell.png?dl=0)
Gibs (https://www.dropbox.com/s/0sp0cm9l9tr1epd/gibs.png?dl=0)
Title: Re: [Release] Smoke's Tweaks
Post by: Rok on June 02, 2016, 08:21:03 PM
Getting it now :) read through the read me all sounds really cool and love splash damage. Gonna check it out.
Title: Re: [Release] Smoke's Tweaks
Post by: Duke64 on June 02, 2016, 11:11:03 PM
Yeah I like the Dragonbreath shotgun that's very nice and sleek I like how it travels slower and has some spark like effect to, this could be one of my favorites I seen. Now I remember the Particle Accelerator turning colors now so that was you :) another cool touch. I noticed some new sounds are in there to I am going to play more for sure. All of it was pretty creative actually.

(https://duke64nukem.files.wordpress.com/2016/06/dragnshot.jpg)

Like the smoke trail it leaves behind to nice.
Title: Re: [Release] Smoke's Tweaks
Post by: Smoke39 on June 03, 2016, 05:31:54 AM
I meant the Designated marksman rifle.... well the assault rifle I like its new function... :D

Oooh, okay.

I don't use the Auto-Shotgun :D but can you tell me which file i need to modify. Thank you!

Now I'm confused.  Why not? :|

Anyway, look for the TurokShotgun class in scripts\weapons.txt (or scripts\weapons\TurokShotgun.txt in my mod).  Reduce the 4.0f in "self.AnimState().Set(anim_weaponFire, 4.0f, 0);" in OnBeginFire() to increase the anim rate.

In OnFire(), you'll want to reduce the 0.5f and 0.6f in the if statements, so the cocking sound and shell ejection will happen sooner, to match the quicker cocking speed.

Finally, in sounds\shaders\ready_shotgun.ksnd, you'll want to reduce the "delay = 16" in the second block, to reduce the time between the two clicks, to match the faster cocking speed.

I'd have to fiddle with it to see, but it might actually look better to dynamically adjust the anim rate in OnFire(), rather than just cranking it up across the board.  With some trickery, you could probably also change it to semi-auto instead, or even fake a horizontal cocking animation.
Title: Re: [Release] Smoke's Tweaks
Post by: Jay Doomed on June 03, 2016, 09:47:30 AM
Niice dude getting now and going to try this weekend sounds pretty cool. Thanks for putting it up though.

Edit: Oh lord I love the shotgun knockback dude
Title: Re: [Release] Smoke's Tweaks
Post by: Smoke39 on June 03, 2016, 06:19:53 PM
Shotgun knockback was actually Clebardman's idea.  I came up with the knockback code, though.
Title: Re: [Release] Smoke's Tweaks
Post by: Smoke39 on June 04, 2016, 09:27:56 PM
If you're modifying my mod, you can just go into defs\damageInfo.txt and change the pump-action shotgun damage values.

If you're doing it from scratch, you'll have to go into fx\shotgun.kfx and change the damage type in all the onImpact blocks to new types with the damage you want.  Valid damage types to choose from are defined in defs\damageInfo.txt.  If there aren't any existing damage types with the values you want, you'll have to create new ones in damageInfo.txt.
Title: Re: [Release] Smoke's Tweaks [Updated Nov 24, 2016]
Post by: Smoke39 on November 24, 2016, 08:36:19 PM
I've finally done it. I found a way to add an ammo toggle button. There're a few caveats, but I think they're pretty small compared to the clunkiness of the old method of having two of each weapon.

I also reduced the auto shotgun's spread a bit, and gave the dragon's breath slightly greater range and speed, a spread shot, and a new hit effect against enemies for better feedback. The auto shotgun's close-range role should feel a little less hamfisted and a little more versatile now.

The alien weapon's damage and ammo use have been increased, and its blast radius reduced (to rocket launcher level - still better than the original). The previous alien weapon felt more functional than the original, but still didn't feel like it had a distinct purpose, and was easy to damage yourself with. These changes are intended to give it enough DPS to give you a reason to use it over the pulse rifle, while keeping its ammo efficiency low enough to not overshadow it. The shockwave weapon is still the king of AOE, as it always was.

Added an exit portal to the beginning of level 8 to not screw over newer players. Also fixed up a bunch of the random portals to not exit into walls and stuff.

The mantis boss no longer flies in a circle breaking all the walls down after losing 25% of its health. This requires a little more spatial awareness, and doesn't let you get all those free shots in while it's going through its predictable destruction spree. It's also more fun to see the boss break down a wall to get to you, than just breaking them randomly. Doesn't really make the boss any more challenging, but I think it makes it a little more involved and fun. Might try doing more with the bosses in the future.

Plus some other miscellaneous stuff.

Novelties like the burst pistol and plasma boomerang are no longer included. I might check them for compatibility and put them in a new extras package if anyone still wants them.

Le'me know if I broke anything! :b
Title: Re: [Release] Smoke's Tweaks [Updated Nov 24, 2016]
Post by: Smoke39 on November 25, 2016, 12:42:12 AM
It's in the OP.

I'm not sure what you mean with the poachers.  You mean like change their projectiles to blue?
Title: Re: [Release] Smoke's Tweaks [Updated Nov 24, 2016]
Post by: Duke64 on November 25, 2016, 02:39:56 AM
Download Link?

 Can you make poachers act like the Long Hunter? or make them use pulse rifles?

That would take a little effort and interesting.. but I believe it could be done with scripting, but I haven't tried that so can't say 100% for Long Hunter.. You want to read up on the "scripts" section for sure though its even possible the "defs" section could be needed also Dinosoid but I feel like its possibly just scripting.
Title: Re: [Release] Smoke's Tweaks [Updated Nov 24, 2016]
Post by: Smoke39 on November 25, 2016, 12:03:27 PM
Just make them use pulse rifles

If you're talking about changing the weapon model, I don't think it can be done programatically.  You'd have to modify the model itself, and I don't know if we even have the tools for that.  If you're talking about the projectile, you just need to modify enemy_longhunter.kfx.

As for more generally, you could try changing the projectile spawned in TurokGrunt::ThrowGrenade() to the longhunter's boomerang if self.ModelVariation() == GV_COMMANDER_RIFLE4.
Title: Re: [Release] "Smoke's Tweaks" Is now "Turok+"
Post by: Smoke39 on December 25, 2016, 10:03:13 PM
New version, new name, now also on the Steam Workshop.  See OP for all the info.
Title: Re: [Release] "Smoke's Tweaks" Is now "Turok+"
Post by: Duke64 on December 25, 2016, 11:36:20 PM
New version, new name, now also on the Steam Workshop.  See OP for all the info.

Turok+ is a good name though. Like the sound of the gib stuff and all around has a nice presentation of Turok modding rolled in one.
Title: Re: [Release] Turok+ v1.1
Post by: Smoke39 on January 10, 2017, 02:29:51 PM
v1.1 is out.  OP updated.
Title: Re: [Release] Turok+ v1.1
Post by: Duke64 on January 10, 2017, 06:21:37 PM
Nice work as always dude interesting updates.  8)
Title: Re: [Release] Turok+ v1.1
Post by: Smoke39 on January 11, 2017, 02:19:03 PM
Updated OP with a tiny hotfix for the lower-case version of the "call ToggleMode" keybind.
Title: Re: [Release] Turok+ v1.11
Post by: Jay Doomed on January 11, 2017, 04:05:56 PM
Pretty awesome mod dude
Title: Re: [Release] Turok+ v1.11
Post by: Duke64 on January 11, 2017, 06:38:14 PM
The enemies falling off cliffs is pretty cool. I can just picture the Duke Scream (arrrgghhhh) as they're going down the hole lol. The gibs staying around was indeed awesome as I thought it would be. I won't get over Dragon Breath shells because explosive shells and auto xD. I pinned this because of the dedication from you to work on and build Turok+ your mod. I understand the coding in this game and it makes me see just how much thought went in this. Plus working along with you (with a certain mod) showed me more how much you know in this. I plan to make video coming soon in this. Keep updates coming :)
Title: Re: [Release] Turok+ v1.11
Post by: Revenant32 on January 12, 2017, 04:39:11 PM
Going to try this baby out sounds awesome.
Title: Re: [Release] Turok+ v1.11
Post by: Mon-Ark on January 16, 2017, 06:27:03 PM
Im really having fun with this mod.

So far:

-Any difference with dragon's breath or its just some visual change?

-Keep mortal wounds for hard and hardcore

-Any way to have the new keybinds already implemented when starting the game?
Title: Re: [Release] Turok+ v1.11
Post by: Smoke39 on January 16, 2017, 10:08:25 PM
-Any difference with dragon's breath or its just some visual change?

Limited range, slower projectile speed, 5 projectiles in a spread instead of 1 (same total damage).

-Keep mortal wounds for hard and hardcore

I made sergeants drop a small amount of ammo on Hard+ because energy cells are so few and far between that the pulse rifle -- only an upper mid-tier weapon -- felt like it couldn't really be utilized much.  Keeping mortal wounds just kinda seems like making the game easier without any greater purpose.

-Any way to have the new keybinds already implemented when starting the game?

I'm not entirely sure what you're asking, but in any case the only ways to change keybinds are through the console or config file.
Title: Re: [Release] Turok+ v1.11
Post by: Deathsphere on January 20, 2017, 01:29:20 PM
I really like your scripting in this and nice all around job. I didn't get to play much of it yet though. But from what I seen and then I looked into the scripts. Great job.
Title: Re: [Release] Turok+ v1.11
Post by: Deathsphere on January 23, 2017, 01:15:35 PM
This is honestly my favorite Turok mod. Though I also liked Doom sounds mod!
Title: Re: [Release] Turok+ v1.2
Post by: Smoke39 on February 02, 2017, 03:31:26 PM
New version is up!  Highlights include pistol burst fire upgrade, full-auto AR, pulse rifle beam mode, and a new taunts addon.

Speaking of addons, I've finally reincorporated them into the standalone package.  They were only on the workshop for the past few versions.
Title: Re: [Release] Turok+ v1.2
Post by: Smoke39 on February 02, 2017, 06:23:43 PM
Just put up a hotfix for a couple of taunts crashing the game.  No version number change -- just redownload from the same link.
Title: Re: [Release] Turok+ v1.2
Post by: Gazer on February 02, 2017, 09:34:30 PM
Hi Smoke, I liked your upgrades to the weapons and environ systems. Damn if I'm not constantly having issues building my level.  :P

I just want to send you a note -= Great Work! =-

I just noticed 5 minutes ago that at the top of the editor it says 'Turok EX'. I was wondering what the hell Turok EX was.

This is definitively the best mod for Turok.

Ty - Gazer

Title: Re: [Release] Turok+ v1.2
Post by: Smoke39 on February 02, 2017, 10:19:55 PM
Just updated the OP with a possible fix for some random crashes.  This time the base package has been updated to v1.21.
Title: Re: [Release] Turok+ v1.2
Post by: Jay Doomed on February 03, 2017, 10:05:12 AM
Hi Smoke, I liked your upgrades to the weapons and environ systems. Damn if I'm not constantly having issues building my level.  :P

I just want to send you a note -= Great Work! =-

I just noticed 5 minutes ago that at the top of the editor it says 'Turok EX'. I was wondering what the hell Turok EX was.

This is definitively the best mod for Turok.

Ty - Gazer

Are you saying you think Turok EX is Turok+? Its not. Turok ex is called Turok remaster the one on steam. Its actually called Turok EX because the engine that makes it is the kex engine. Which was originally created to make Doom 64 EX. https://doom64ex.wordpress.com/

Cool updates Smoke will give them a try this weekend.
Title: Re: [Release] Turok+ v1.2
Post by: Gazer on February 14, 2017, 01:00:49 AM

I just noticed 5 minutes ago that at the top of the editor it says 'Turok EX'. I was wondering what the hell Turok EX was.

This is definitively the best mod for Turok.

Ty - Gazer

Are you saying you think Turok EX is Turok+? Its not. Turok ex is called Turok remaster the one on steam. Its actually called Turok EX because the engine that makes it is the kex engine. Which was originally created to make Doom 64 EX. https://doom64ex.wordpress.com/

Cool updates Smoke will give them a try this weekend.

No not Turok+, the regular Turok from nightdive is the end production of Turok EX. That's right isn't it? There's Smoke39's modding guide for 'Turok EX' and I thought it was some other mod for the game. turns out this Turok was previously known as Turok EX.
Title: Re: [Release] Turok+ v1.3
Post by: Smoke39 on April 13, 2017, 12:15:29 AM
New version is up. Rebalanced full-auto AR, minigun fire rate rampup, more interesting humvees on Hard+, reduced oversized enemy hitboxes, a new addon for the purists, and a few other small tweaks
Title: Re: [Release] Turok+ v1.3
Post by: Old One Eye on April 13, 2017, 07:55:47 AM
It's great to see that this is still being worked on.  It's a nice collection of tweaks.  Thanks for sharing. :)
Title: Re: [Release] Turok+ v1.3
Post by: Mon-Ark on April 13, 2017, 01:08:10 PM
Yeah, very excited to see this mod get more updates.

Speaking of the humvees, I really think the developers should tweak their AIs a little bit, so they try to go in reverse if they cant reach you because you are inside their turning radius.
Title: Re: [Release] Turok+ v1.3
Post by: Jay Doomed on April 13, 2017, 01:20:20 PM
New version is up. Rebalanced full-auto AR, minigun fire rate rampup, more interesting humvees on Hard+, reduced oversized enemy hitboxes, a new addon for the purists, and a few other small tweaks
Nice Smoke gj glad you still working on this for T1! Hey looks like 64 already updated the file on Turok Sanctum also :) I wonder what the purist add ons are about?
Title: Re: [Release] Turok+ v1.3
Post by: Smoke39 on April 13, 2017, 02:05:35 PM
Speaking of the humvees, I really think the developers should tweak their AIs a little bit, so they try to go in reverse if they cant reach you because you are inside their turning radius.

All bosses are plain ol' kexActors rather than kexAIs, so presumably their AI is entirely script-based.  I haven't really put much effort into deciphering their scripts yet.

I wonder what the purist add ons are about?

Full update notes are in the OP:
  • new Original AR & Pistol addon
It removes the pistol burst fire upgrade, and reverts the AR to burst fire.
Title: Re: [Release] Turok+ v1.3
Post by: Duke64 on April 14, 2017, 02:32:44 PM
Hey looks like 64 already updated the file on Turok Sanctum also :)

Yes I did, as soon as I came across the post. Glad to still see you working on this Smoke gj.
Title: Re: [Release] Turok+ v1.4
Post by: Smoke39 on May 10, 2017, 09:08:17 PM
New version is up!  The alien weapon got a lot of attention this time, most notably with the addition of a flamethrower fire mode.  I also reverted the rocket launcher burst fire.  You should find it easier to use in the cramped corridors of level 8 now, especially against those asshole pulse rifle cyborgs around every other corner.

Download and full change log are in the OP.
Title: Re: [Release] Turok+ v1.4
Post by: Badger on May 11, 2017, 12:16:21 AM
Nicely done smoke!  ;D
Title: Re: [Release] Turok+ v1.4
Post by: Duke64 on May 14, 2017, 12:25:45 AM
Those pictures you showed me were pretty awesome you should share one or two pics of your updates looks are good buddy. Alien weapon with flamethrower is really cool man.

Random Note: I need to update this and some on Turok Sanctum but I need sometime I'm all worn out and pushing. I'm going to start looking for some help with keeping up by minute as I have done. But my problem is this is a touchy thing whenever money is involved on something.

Good job Smoke haven't got to try this yet but I have it marked to try asap!
Title: Re: [Release] Turok+ v1.4
Post by: Smoke39 on May 14, 2017, 01:22:39 AM
Those pictures you showed me were pretty awesome you should share one or two pics of your updates looks are good buddy.

I actually added a couple of shots of the flamethrower to the OP when I updated the download link and change log.  I guess I should've actually mentioned that before. :b
Title: Re: [Release] Turok+ v1.4
Post by: Duke64 on May 23, 2017, 10:54:42 PM
Its really cool though I need to try that thing out and make some dino toast xD

Also, I noticed it was removed from the link, I wasn't thinking all the way clear lol. Didn't realize that till now so I changed it to this: https://turoksanctum.com/turok-plus/
Title: Re: [Release] Turok+ v1.45
Post by: Smoke39 on June 01, 2017, 07:30:30 PM
Small update today, but I wanted to get this out for y'all to play with: double-barrel shotgun upgrade for the pump-action. Tap to fire one barrel, or hold to fire both in sequence.

Also added a visible fire selector to the pulse rifle, so you can keep track of the current fire mode, revised the tracer effects, and added a couple of minor fixes.

Updated link in the OP.
Title: Re: [Release] Turok+ v1.45
Post by: Jay Doomed on June 02, 2017, 12:39:15 PM
Updated on Turok Sanctum already last night. Now I will try this can't wait to see the T2 shotgun there. Thanks for sharing this already!
Title: Re: [Release] Turok+ v1.45
Post by: Duke64 on July 18, 2017, 11:44:20 PM
Small update today, but I wanted to get this out for y'all to play with: double-barrel shotgun upgrade for the pump-action. Tap to fire one barrel, or hold to fire both in sequence.

Also added a visible fire selector to the pulse rifle, so you can keep track of the current fire mode, revised the tracer effects, and added a couple of minor fixes.

Updated link in the OP.

I really love that great job!
Title: Re: [Release] Turok+ v1.45
Post by: Smoke39 on August 14, 2017, 01:40:27 AM
New version is up, mostly with fixes and bits of polish. The biggest new "features" are skippable boss cutscenes, and the ability to skip bow/shockwave weapon/chronoscepter charging with the mode toggle key.

The double-barrel shotgun's also been moved to an addon, so make sure you install that if you've grown attached to it.
Title: Re: [Release] Turok+ v1.5
Post by: Jay Doomed on August 14, 2017, 03:08:44 PM
I don't quite understand skipping weapon charges? Like you no longer have to charge them up to fire? I would try without asking... But I'm beyond busy :(
Title: Re: [Release] Turok+ v1.5
Post by: Smoke39 on August 14, 2017, 04:41:35 PM
"Cancel" in the literal sense, not in the "skip to the end" sense.
1. Charge weapon
2. Whoops, I changed my mind
3. Press mode toggle
4. Can now release fire button without firing the weapon

edit: I wrote this thinking that you misconstrued my use of the word "cancel," but I just realized I myself said "skip" in my summary.  I was thinking of the update notes and change list, which use the more precise "cancel" wording.  Sorry if I came off as mildly condescending for my mistake. :b
Title: Re: [Release] Turok+ v1.5
Post by: Mon-Ark on August 14, 2017, 05:46:55 PM
Thats really cool, good job!
Title: Re: [Release] Turok+ v1.5 (v1.6 WIP feedback requested)
Post by: Smoke39 on September 28, 2017, 04:19:37 PM
I'm looking for some feedback on a couple of features I've been toying with: an under barrel grenade launcher for the assault rifle, and a scope for the bow.  Downloads and further info at the bottom of the first post.
Title: Re: [Release] Turok+ v1.5 (v1.6 WIP feedback requested)
Post by: Mon-Ark on September 28, 2017, 05:09:55 PM
The underbarrel AR upgrade is a tougth one. Is it like the hand grenade toss or just like the grenade launcher?
Title: Re: [Release] Turok+ v1.5 (v1.6 WIP feedback requested)
Post by: Smoke39 on September 28, 2017, 05:47:55 PM
GL: 30 blast radius, 100 damage on direct hits, 50 if the fuse runs out
hand grenade: same as GL, minus direct hits and with extra gravity
ARGL: 20 radius, 50 damage, fast proj and explodes on contact with anything, longer cooldown than GL but can fire AR during
Title: Re: [Release] Turok+ v1.5 (v1.6 WIP feedback requested)
Post by: Mon-Ark on September 28, 2017, 06:30:27 PM
well that sounds fair. Gotta see how it works in practice.
Title: Re: [Release] Turok+ v1.5 (v1.6 WIP feedback requested)
Post by: Duke64 on September 30, 2017, 01:33:23 AM
I want to try these but I'm so busy though, but I like the idea of when moving the scope goes away. You have to be still for the scope. Nobody who knows guns or was actually sensible would be scoping in confrontation battles. So enemies who are far would be targets rather than enemies up close where you need to move a lot. Cool though just small input.
Title: Re: [Release] Turok+ v1.5 (v1.6 WIP feedback requested)
Post by: DoomMarine23 on October 10, 2017, 02:14:15 PM
Just wanted to say some excellent work so far. You continue to impress me with what you're able to do with this engine.

I think un-scope while moving is totally fine. A few games have done this and while Turok is a fast paced shooter, sniping is something that you'll probably want to do while at a safe distance. It is a sacrifice for being able to shoot foes from afar. I think it balances out pretty well honestly. Players will figure it out within a few seconds and there really isn't much to worry about. Auto re-scope after you're done moving is also totally fine. I think its a nice compromise. Though, I'm one of those "power users" and I prefer to manually re-scope. I think players who are looking to snipe, can accept being un-scoped, moving into position, and re-scoping. It can be jarring if you don't expect it to auto-zoom again. But I think players would also get used to this.

So I think either of these two options is perfect. Entirely subjective preference to which one a user would prefer using.

However for the last one; it is a novel idea. But I think its a no go. Moving around just causes non-stop flashing. Try it while strafing, or strafing and jumping! It is visually distracting and uncomfortable to watch.

As for the AR + GL. I think its awesome, totally reminds me of Half-Life, its also something I wanted to do with my own projects. ;) If you want a custom model, I can whip one up real fast.
Title: Re: [Release] Turok+ v1.5 (v1.6 WIP feedback requested)
Post by: Smoke39 on October 11, 2017, 05:16:02 AM
I feel similarly about the "refresh" method.  I could increase the distance that triggers the refresh, and/or disable the scope after a few refreshes, but I think it'll always feel kinda arbitrary and weird.  Unscoping when moving at least has some plausible logic to it.

I've been playing with the auto re-scope version, but the manual version is a little clearer about the weapon's state, and also simpler from a coding standpoint.  I've removed the scope in preparation for v1.55 (which'll mostly be bug fixes and presentational touch-ups) but once that's out I'll try playing with the manual version some more.

I'm still undecided on the AR GL.  I feel like it kinda undermines tek arrows and pump-action explosive shells, and maybe even the pulse rifle to some degree.  On the other hand, I've sorta been feeling like the AR doesn't have much going for it versus the burst pistol, and the one-two punch of grenades and bullets is uniquely satisfying.  I just worry that it's too much.

Actually, thinking about it some more, maybe it's not the mechanics themselves that give me pause, so much as the fact that it makes a plentiful but specialized ammo type and gives it a much more general-purpose use.  It's like adding 30 more explosive shells to your arsenal.  I ran into the same problem when I experimented with a single-rocket mode for the rocket launcher.  I considered an under-barrel shotgun that uses explosive shells instead, but that even more directly competes with the pump-action.  Following that line of reasoning, I guess it could fire dragon's breath -- combine the weaknesses of both shotguns, but with the quicker follow-up and better range of bullets.  That's starting to move away from the military theme and into "Turok's Wacky Gun Show" territory, though.
Title: Re: [Release] Turok+ v1.5 (v1.6 WIP feedback requested)
Post by: DoomMarine23 on October 11, 2017, 11:30:45 AM
I think you totally have a valid point there. I suppose in my mind, I was like "Turok is 20 years old now and its easier on the PC. I think players would just be excited as hell to have all this awesome weaponry" but balance is still very important. I think an underbarrel attachment of some sort, can still work. Just need to think of how it would function and what downsides it would have. I think the dragon's breath idea is a cool one as it forces the player to use the AR at close range and makes the secondary more risky to use.

I wouldn't worry about "Wacky Gun Show" though. I think part of the fun of Turok was just all the crazy guns they had as the series went on. I know Turok 1 was pretty light on story/lore. But the later series talks about the light burden satchel and how it can be used to access all kinds of weaponry. Turok is a man in strange lands with strange foes. Poachers using AK47* knockoffs with strapped on grenade launchers or flamethrowers? Yeah I can see that, that kind of stuff actually happens in real life.

*(Pretty sure the Assault Rifle in Turok is meant to be an AK47)
Title: Re: [Release] Turok+ v1.5 (v1.6 WIP feedback requested)
Post by: Smoke39 on October 11, 2017, 06:57:43 PM
Oh, don't get me wrong; there's nothing wrong with adding stuff to the game just for fun. :D  I just have a narrow focus with Turok+ on fleshing out and improving the game while maintaining the spirit of the original.  Of course, where you draw the line is subjective, and I'm still kinda feeling out what does and doesn't fit (the T2 shotgun being a good case in point).

I agree that the lost land can accommodate almost anything thematically, but each game still has its own unique flavor.  Like, if you compare T1 just to T2, T1's conventional weapons are a little more grounded, and its heavy weapons have more of a rugged, heavy machinery kinda feel compared to T2's more high-tech, electronic feel.

I think part of it's also that it's an AK.  Like, if the AR were modeled after an M16, a poster child for "tacticool," then I probably wouldn't hesitate to slap any ol' ridiculous thing onto it.  But I sorta see AKs more as embodying rugged, straightforward pragmatism.

Anyway, not saying I'm ruling it out -- I plan to experiment with it -- just tryin'a explain my thought process.
Title: Re: [Release] Turok+ v1.55
Post by: Smoke39 on October 15, 2017, 05:22:35 PM
New version is up with some bug fixes and visual improvements.  The most interesting are probably the bow and bullet casings.

New and update screenshots:
Dragon's Breath & Touched Up Auto Shotgun (https://www.dropbox.com/s/uudrz4upixm71by/dragon%27s%20breath.jpg?dl=0)
Bow w/ Normal Arrows (https://www.dropbox.com/s/q92oepehz10qn63/bow%20-%20arrows.jpg?dl=0)
Bow w/ Tek Arrows (https://www.dropbox.com/s/ms1pfay28dcqj78/bow%20-%20tek%20arrows.jpg?dl=0)
Minigun Smoke, Tracer, & New Bullet Casings (https://www.dropbox.com/s/qjfzgdczng4d1j4/minigun.jpg?dl=0)

Took down the 1.6 previews for now since 1.55 broke compatibility.  If you didn't get a chance to try out the bow scope and AR GL and still want to, le'me know and I'll see about putting together some new packages.
Title: Re: [Release] Turok+ v1.55
Post by: thebestmlTBM on October 15, 2017, 06:07:26 PM
I'm surprised there isn't much Turok+ videos on YouTube.
That mod looks awesome.
Especially the secondary mode on the weapons. ;D

I wish I have that remastered Turok. But I have Turok 2 but I can't play it because the GL Shades is too high for my PC.  :(
Title: Re: [Release] Turok+ v1.55
Post by: DoomMarine23 on October 15, 2017, 10:26:37 PM
Those graphical improvements are looking great, man. Reminds me, you ever find a use for those animations I sent months ago. The fixed shotgun, assault rifle, and pulse rifle ones?

Title: Re: [Release] Turok+ v1.55
Post by: Smoke39 on October 16, 2017, 05:34:03 PM
Already had a modified pulse rifle select anim, and didn't really like the other two.  Sorry.
Title: Re: [Release] Turok+ v1.55
Post by: DoomMarine23 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.
Title: Re: [Release] Turok+ v1.55
Post by: Badger 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!

(https://steamuserimages-a.akamaihd.net/ugc/849346468959215754/201E8D08A25065908054BE09AC1FC9921B9BB39C/)
Title: Re: [Release] Turok+ v1.55
Post by: Smoke39 on October 31, 2017, 02:34:26 AM
Been working on a reticle for the tek bow scope: https://imgur.com/a/CJYaW
Title: Re: [Release] Turok+ v1.55
Post by: Smoke39 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.
Title: Re: [Release] Turok+ v1.55
Post by: Badger 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.
Title: Re: [Release] Turok+ v1.55
Post by: Smoke39 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.
Title: Re: [Release] Turok+ v1.55
Post by: Smoke39 on November 09, 2017, 09:19:36 PM
Been working on a scope for the pulse rifle:

(https://i.imgur.com/Gh9Us6j.jpg)

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.
Title: Re: [Release] Turok+ v1.55
Post by: BehemothProgrammer on November 10, 2017, 04:42:21 PM
Looks great. I like the distance counter too.
Title: Re: [Release] Turok+ v1.55
Post by: Smoke39 on November 11, 2017, 01:46:24 AM
Thanks.  It's actually an ammo counter.
Title: Re: [Release] Turok+ v1.55
Post by: Smoke39 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.

(https://i.imgur.com/hgTaRCv.jpg)

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 (https://i.imgur.com/FzCtzJG.jpg))
Title: Re: [Release] Turok+ v1.55
Post by: Rok on November 14, 2017, 12:02:20 AM
Real cool scope
Title: Re: [Release] Turok+ v1.55
Post by: Smoke39 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.

(https://i.imgur.com/7nhetRG.jpg)
Title: Re: [Release] Turok+ v1.6
Post by: Smoke39 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! :)
Title: Re: [Release] Turok+ v1.6
Post by: Badger 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)

Title: Re: [Release] Turok+ v1.6
Post by: Smoke39 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.

(https://i.imgur.com/GPnnWyl.jpg)

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?
Title: Re: [Release] Turok+ v1.6
Post by: Badger 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.
Title: Re: [Release] Turok+ v1.6
Post by: Mon-Ark 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.
Title: Re: [Release] Turok+ v1.6
Post by: Smoke39 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.
Title: Re: [Release] Turok+ v1.6
Post by: Rok on December 08, 2017, 09:44:55 PM
The menu looks cool and better of course.
Title: Re: [Release] Turok+ v1.6
Post by: DoomMarine23 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.
Title: Re: [Release] Turok+ v1.6
Post by: Smoke39 on December 11, 2017, 07:00:03 PM
I think this might be done now:

(https://i.imgur.com/VDSl3HJ.jpg)

(https://i.imgur.com/XkuHkj9.jpg)
Title: Re: [Release] Turok+ v1.6
Post by: Badger on December 11, 2017, 07:04:34 PM
Looking good!

Imagine this mod being available in '97, that pillar next to the iconic hub save area would have been mind blowing to me.
Title: Re: [Release] Turok+ v1.65
Post by: Smoke39 on December 19, 2017, 08:38:45 PM
New version is up.  It's got the new options menu in place of the old addon system, which includes a new enemy respawn setting (thanks to BehemothProgrammer for figuring out how to suppress respawns), and more levels for the taunt system beyond just on/off.

There're also new models for the assault rifle (including an optional muzzle brake):

(https://i.imgur.com/Go8wukF.jpg)
Title: Re: [Release] Turok+ v1.65
Post by: Dinosoid on December 20, 2017, 09:43:29 AM
.
Title: Re: [Release] Turok+ v1.65
Post by: Rok on December 21, 2017, 01:14:43 AM
 :long-hunter: hey! Thats a cool ak
Title: Re: [Release] Turok+ v1.65
Post by: Badger on December 21, 2017, 01:51:42 PM
New version is up.  It's got the new options menu in place of the old addon system, which includes a new enemy respawn setting (thanks to BehemothProgrammer for figuring out how to suppress respawns), and more levels for the taunt system beyond just on/off.

There're also new models for the assault rifle (including an optional muzzle brake):

(https://i.imgur.com/Go8wukF.jpg)

The pencil gun from goldeneye!

(https://steamuserimages-a.akamaihd.net/ugc/904526663726609068/55A3F0C8CD8F6794C762F10D5B14349F081F6E3F/)

After hours of Smoke helping me not break everything (sorry smoke D:) I finally was able to get a "sister" T+ options computer running in Openworld. It features an alternative blue headband that was in the first iteration of his model.
Title: Re: [Release] Turok+ v1.65
Post by: Dinosoid on December 21, 2017, 07:09:35 PM
.
Title: Re: [Release] Turok+ v1.65
Post by: Badger on December 21, 2017, 07:20:57 PM
Love it. What are the functions?

Look at the Turok+ workshop page, has a screenshot of options there. :)
Title: Re: [Release] Turok+ v1.65
Post by: Smoke39 on December 21, 2017, 07:58:40 PM
They're all in the OP, too: Turok+ Menu (https://www.dropbox.com/s/p2ng7vhyxq7ip73/Turok%2B%20Menu.jpg?dl=0)
Title: Re: [Release] Turok+ v1.65
Post by: Duke64 on December 29, 2017, 04:33:56 PM
I think this might be done now:

(https://i.imgur.com/VDSl3HJ.jpg)

(https://i.imgur.com/XkuHkj9.jpg)

That's pretty awesome there btw. I like what you made it out of :)
Title: Re: [Release] Turok+ v1.7
Post by: Smoke39 on February 05, 2018, 02:40:47 AM
New version is up with this stuff:

(https://i.imgur.com/bCVUbvs.jpg)

(https://i.imgur.com/D5mtwjS.jpg)

Also some other boring stuff! (see OP)

Thanks again to BehemothProgrammer for pointing me in the right direction with raycasting (for the laser sight).
Title: Re: [Release] Turok+ v1.7
Post by: Duke64 on February 05, 2018, 07:28:42 PM
Cool pistol upgrade I like the slight modification on it. Well I updated the Turok + post on Turok Sanctum. I gave the post a makeover, the way I posted mods at first was different than current.
 Turok + (https://turoksanctum.com/turok-plus/)
Title: Re: [Release] Turok+ v1.7
Post by: Rok on February 07, 2018, 02:04:30 AM
That was a nice update dual pistols and the laser actually going on the target neat!
Title: Re: [Release] Turok+ v1.7
Post by: thebestmlTBM on February 22, 2018, 05:21:44 PM
That was a nice update dual pistols and the laser actually going on the target neat!
I agree, this is the great update indeed.
Title: Re: [Release] Turok+ v1.7
Post by: Mon-Ark on March 14, 2018, 05:19:38 PM
Anyone came up with comfortable keybinds for the new functions?
Title: Re: [Release] Turok+ v1.7
Post by: Smoke39 on March 14, 2018, 08:54:15 PM
Here's my setup:

bind mouse_right "call ToggleMode"
bind mouse_misc1 "call QuickKnife" (thumb button)
bind mouse_middle "call QuickGrenade"
bind lshift "call ToggleScope"

Left alt (lalt) is good, too, but I have it bound to a debug function.
Title: Re: [Release] Turok+ v1.7
Post by: Smoke39 on March 24, 2018, 05:34:44 AM
(https://i.imgur.com/yqIfnJ3.jpg)
Title: Re: [Release] Turok+ v1.7
Post by: Badger on March 24, 2018, 02:05:19 PM
 :long-hunter:
Oho I see what longhunter be holding too!
Amazing!
Title: Re: [Release] Turok+ v1.7
Post by: thebestmlTBM on March 24, 2018, 04:51:38 PM
(https://i.imgur.com/yqIfnJ3.jpg)
NICE!
More Turok 2 ports in Turok+ :grin:
Title: Re: [Release] Turok+ v1.75
Post by: Smoke39 on March 25, 2018, 04:34:49 PM
New version is up with the T2 crossbow and plasma rifle as optional alternatives to the tek bow and pulse rifle, respectively, and initial 2.0 support.

The change notes may look small, but it was a lot of work designing T1-style visual and sound effects for the plasma rifle and its 3 fire modes, and working around engine limitations for the crossbow. Hope y'all enjoy them. :)
Title: Re: [Release] Turok+ v1.75
Post by: Rok on April 06, 2018, 10:24:26 AM
 :treasure: :treasure: cool man sorry for late reply that was pretty fun and I see it was already updated on turok sanctum
Title: Re: [Release] Turok+ v1.8
Post by: Smoke39 on April 17, 2018, 04:16:15 PM
New version is up with T2 talon/warblade and MP AR, an option for classic alien weapon detonation, and a revamped Turok+ menu.

This version has a lot of changes behind the scenes to better accommodate the growing list of features, so hopefully I didn't break anything. :b
Title: Re: [Release] Turok+ v1.8
Post by: Duke64 on April 18, 2018, 04:53:25 PM
Smoke I tried yesterday and today and waited like 30 minutes for it to show up. But the download option is not showing for me this is why I can't stand dropbox :o
(https://duke64nukem.files.wordpress.com/2018/04/1drvlynx.jpg)
Title: Re: [Release] Turok+ v1.8
Post by: Smoke39 on April 18, 2018, 09:27:29 PM
Don't click the kpf.  Just download the whole zip file.
Title: Re: [Release] Turok+ v1.8
Post by: BehemothProgrammer on May 11, 2018, 09:12:16 PM
I got a chance to play through the latest version and really wanted to get the warblade which took me a while. Overall you did some really great work with the models, animations, and fx. I'll just go through each weapon with my thoughts.

Talons: Well done with the animations and the 2 blood swipe fx. Attacks slower than the knife though. Way way way too many kills required to unlock the warblade. I had to claw everything in my path through levels 1-4 to get it, I don't think anyone playing normally would kill everything with talons for half the game.
Warblade: Another awesome T2 addition. Except in T2 it can hit up to 3 times, here it still only hits once. Wish it had the 2 blood swipes that the Talon has. Does it hurt more? I can't tell.
Bow: Cool crossbow from T2 but I prefer the T1+ Bow you made. I wish there was an option for it to shoot arrows like the crossbow. I like the arrow models you made too, much better.
Pistol: Pistol burst laser sighting works amazingly well I love it. I like the dual pistols better though because they shoot faster.
Assault Rifle: Your Turok+ assault rifle with auto fire is the best version.
Auto Shotgun: I like the new spread on it, which makes it slightly worse than the shotgun. Needed a little nerf. Don't like the slow moving flame explosive shot.
Double Barrel Shotgun: Another cool T2 weapon Addition. I find the time to hold down is too short to fire both barrels but I can see how too long would be a bad thing too. I think the alt fire(togglescope) might be a better choice for both barrels at once
Plasma Carbine: Functions like the old plasma rifle except it looks like the assault rifle? It's a little weird. I think the model should look different in some way.
Plasma Rifle: love that you got the plasma beam down pretty much the same, really awesome work.
Minigun: Tracer and muzzle effects make it look awesome. Ramping up is a nice touch too. Hopefully you add in dual miniguns in the future XD.
Alien weapon: Right on, you have the option to remove that delay before it explodes. That always kinda annoyed me. The flame thrower and it's effects are really awesome too. Need a flame thrower weapon model.
Particle Weapon: Liked that you colored the textures for the light areas. Looks great.
Throwing Grenades: My least liked weapon in Turok+. It's that you can't hold them longer to throw farther like the sunfire pods in T2. And that they don't explode on impact with actors.

Bug I found: Switch from the Rocket Launcher and back to the Rocket Launcher makes it invisible.

More options and stuff that'd be cool to have:
- Option to remove grenade throwing.
- Option to have the auto shotgun explosive shots back to normal.
- Option for enemies to drop items when they die no matter the difficulty settings
- Option to remove Turoks blob shadow
- Ability to open the Turok+ options menu anywhere at any time with a key bind or button combination


Overall, it's pretty awesome stuff! Looking forward to future releases.
Title: Re: [Release] Turok+ v1.8
Post by: Smoke39 on May 12, 2018, 04:52:02 PM
I got a little lazy with accounting for differences in anim lengths with the talon.  Should probably go back and clean things up a bit.

War blade acquisition is actually based on keys and chronoscepter pieces in addition to melee kills.  In testing, I found basing it solely on kills led to way too much difference depending on how aggressive you were with melee kills.  As it is now, you should get the war blade on the first melee kill on level 4 if you're thorough with keys and chrono pieces and merely opportunistic with melee kills, late in level 3 if you're very aggressive.  It might make more sense to take chrono pieces out of the equation, though.

The war blade hurts much more from the front, especially against enemies that are normally resistant to the knife, and only a little more from behind.  It doesn't have 2 blood streaks because the blades are in-line with each other.  I do want to design a messier hit effect eventually, though.  Not sure about hitting multiple times.  I have something else in mind for multi-hit melee.

The main reason I didn't add recoverable arrows to the tek bow is that actor-based projectiles have some collision issues I don't want to force on people.  I could make it optional, but I might just leave it for the T2 bows.

I think the reason I designed the double shotgun like that was to keep it fully functional even without custom keybinds.  That was also before the upgrade was made optional, so maybe that's a little over-protective now.  Thinking about it some more, perhaps it could be changed to double-tap to fire both barrels in sequence, and maybe add the option to fire both barrels simultaneously with the scope key?  I often find it kinda hard to land both shots, so it's something I'd like to revise, too.

You're the first person I've seen mention the plasma carbine.  You might be the first to've found it!  It was originally an "energy adaptor" for the assault rifle (implying why sergeants were firing plasma from what appeared to be ordinary rifles, and more easily excusing the model re-use), but I changed it to a wholly separate weapon to let you get it sooner.  Eventually I'd like to make it look more like what the sergeants hold.

I'll get to the T2 flamethrower eventually. :b

Hand grenades are intentionally situational to avoid giving you too much power early on, and to avoid rendering the launcher redundant.  Thinking about it, though, keeping the off-hand version as it is, but increasing the range and maybe adding cooking to the selectable weapon might be an okay compromise.  That way you'd at least have to commit to it.

Already fixed the rocket launcher for the next version. :)

Dragon's breath should probably be optional (with added spread when disabled).  Making hand grenades optional might be kinda weird, though.  The weapon can't be taken back once acquired, but off-hand grenades can be disabled arbitrarily.  So would the option be immutable once you get a grenade, but mutable again once you got the launcher? :/

The difficulty with opening the Turok+ menu anywhere is that locking the player doesn't pause anything else.  I could maybe just halt the player and leave it up to them to pick a safe spot, but it'd require extra code to keep weapons from firing.  Or I could maybe use spirit mode with 0 time scale, if the lights aren't too weird.  I'm also not sure I want the player to be able to change their loadout too freely, but I could always add more terminals within the levels if I got the pause thing sorted.
Title: Re: [Release] Turok+ v1.8
Post by: BehemothProgrammer on May 12, 2018, 10:31:11 PM
For the warblade the description said just get melee kills so that's why I thought it was all kills. But yeah I see why you did it with the keys.
The arrows: Yeah understandable with no poly collision and the stupidness of bridge sectors which is terrible in this game(in T2 it works).

For removing the hand grenades, easiest thing to do is if the player doesn't have them and the option is off then don't give them, and if they already have them then to bad. If you want to try and go beyond that you can remove weapons by setting the GameVariable g_newgame to true and the next time a map begins you'll have only your default weapons. As I remember everything else stays the same. A real new game is only triggered by selecting the Start Game title menu option.

Turok+ menu: Right I forgot that enemies don't attack you when the player is locked and in a cinema you can't use help text. You'd have to constantly set the players positions but it doesn't prevent them from moving for 1 frame before warping them back, yeah I'd say nevermind about that then, too annoying to deal with.

I'll get to the T2 flamethrower eventually. :b

Already fixed the rocket launcher for the next version. :)
Awesome.
Title: Re: [Release] Turok+ v1.8
Post by: Smoke39 on May 13, 2018, 02:06:31 AM
I only mention melee kills in the description to save space, and because it's the only "actionable" aspect, since the player needs to collect keys anyway.  Or at least it is now that chronoscepter pieces are out of the equation.

Right, locking the setting on is what I would do.  What I was trying to get at is the awkwardness of turning the feature on after you had the launcher.  It'd enable off-hand grenades, but not the selectable weapon, since it was already replaced by the launcher.  But I think all I need to do is change the "on" string to "off-hand" or something once you have the launcher, to make it clear you're only activating half of the functionality.

I wasn't aware that's what g_newgame did.  That's good to know.
Title: Re: [Release] Turok+ v1.85
Post by: Smoke39 on May 19, 2018, 05:25:47 PM
New version is up with Turok 2 flare gun, firestorm cannon, and grenade launcher.

Also of note are some T2 melee tweaks, reduced projectile offset for shotguns, and an option to disable dragon's breath.

Besides that are a bunch of other minor touchups (full change notes in the OP).
Title: Re: [Release] Turok+ v1.85
Post by: Rok on May 19, 2018, 08:49:31 PM
T2 Weapons fest this should be fun  :feather:
Title: Re: [Release] Turok+ v1.85
Post by: thebestmlTBM 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?
Title: Re: [Release] Turok+ v1.85
Post by: Smoke39 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.
Title: Re: [Release] Turok+ v1.85
Post by: Mon-Ark 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
Title: Re: [Release] Turok+ v1.85
Post by: Smoke39 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.
Title: Re: [Release] Turok+ v1.85
Post by: Smoke39 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.
Title: Re: [Release] Turok+ v1.851
Post by: Smoke39 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.
Title: Re: [Release] Turok+ v1.9
Post by: Smoke39 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.
Title: Re: [Release] Turok+ v1.9
Post by: Duke64 on September 21, 2018, 10:58:54 PM
This is great, pretty fun using those here in T1. Shredder is so cool.

 :raptoid:
Title: Re: [Release] Turok+ v1.9
Post by: thebestmlTBM 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+
Title: Re: [Release] Turok+ v1.9
Post by: Smoke39 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.
Title: Re: [Release] Turok+ v1.9
Post by: Joseph Turok on March 18, 2019, 10:05:07 PM
Fantastic mod!  I can not play without 

 If the second game accepted Workshop I imagine perfect work that the smoke39 would do with Turok 2+
Title: Re: [Release] Turok+ v1.95
Post by: Smoke39 on July 01, 2019, 03:38:48 AM
Been a while, but a new version's finally up. Highlights include the Turok 2 tek bow, alpha version pistol, and the ability to open the Turok+ menu from save points.
Title: Re: [Release] Turok+ v1.95
Post by: Badger on July 01, 2019, 02:31:23 PM
I love this! My only gripe is that the old Turok+ terminals should be grandfathered in as an optional thing for modders, but the save point having t+ menu is a big improvement for sure.

Just a suggestion for a future update, could you make the T+ menu in the save game style, now that you go to the save point to edit the menu?

(https://steamuserimages-a.akamaihd.net/ugc/772846917071695120/582524559587E954E57D9CB4808799D2CE68E2AD/)
Title: Re: [Release] Turok+ v1.95
Post by: Smoke39 on July 01, 2019, 04:33:44 PM
I guess I could do add it again if you really want for some reason.  Would it work all right if save points didn't open the T+ menu if there's a terminal somewhere on the map?

Someday I'd like to make the T+ menu mouse-driven.  To do that will require rendering the menu manually instead of using the help text function, so I can change the styling then.
Title: Re: [Release] Turok+ v1.95
Post by: Badger on July 01, 2019, 07:02:16 PM
I mean, I'd rather have both at the same time :P. I just wanted to grandfather that one T+ terminal I have in openworld as an antique, so it could remain the last active terminal in Turok modding 0_0
Title: Re: [Release] Turok+ v1.95
Post by: Smoke39 on September 01, 2019, 07:42:18 AM
The Getting Started (https://smoke39.github.io/turok/getting_started.html) tutorial teaches the fundamentals of how to make changes to the game, but the rest of the guide is more of a reference than guided lessons.  Most of what I know is documented there, though.

I'd suggest poking around the files and seeing what you can change without worrying about making anything "fancy," and just try to get a feel for how parts of the engine fit together first.  The guide can help demystify stuff as you go along, and if you ever get lost there are several of us here or on the discord who can help point you in the right direction.
Title: Re: [Release] Turok+ v2.0
Post by: Smoke39 on September 29, 2019, 05:12:48 PM
New version is up with T2 scorpion and nuke, as well as the first Rage Wars weapon: the street sweeper shotgun.
Title: Re: [Release] Turok+ v2.05
Post by: Smoke39 on October 17, 2019, 11:40:00 PM
New version is up with Rage Wars mag 60 and assault rifle, as well as Play Turok Backwards (https://www.turokforums.com/index.php?topic=680.0) compatibility (Turok+ must be loaded first).
Title: Re: [Release] Turok+ v2.1
Post by: Smoke39 on December 26, 2019, 07:37:01 PM
New version is up. Highlights this time are Rage Wars tek crossbow, sunfire pods, and T1-style double-barrel shotgun.