Author Topic: Open World Alpha official discussion thread  (Read 59574 times)

Offline Badger

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Open World Alpha official discussion thread
« on: January 31, 2017, 09:40:18 PM »



Re-imagining the Turok series in an open world setting!

Preview pictures (more up to date and gives insight on what's in the mod):
http://steamcommunity.com/id/1stbadger/screenshots/?appid=405820&sort=newestfirst&browsefilter=myfiles&view=grid#scrollTop=0

Steam Download:
http://steamcommunity.com/sharedfiles/filedetails/?id=854412425

Friends only beta:
http://steamcommunity.com/sharedfiles/filedetails/?id=858214649

GOG Download:
0.3: http://www.mediafire.com/file/nzdpcg02gpx3o9k/openworld03.kpf
0.4: http://www.mediafire.com/file/dgifcge79twt5vg/openworld04.kpf
0.41: http://www.mediafire.com/file/pr5j75ek30tkxta/openworld041.kpf
0.42: http://www.mediafire.com/file/yoznwj6syfrze3w/openworld042.kpf
0.43: https://www.mediafire.com/file/43malfr3n0wa0hg/openworld043.kpf
0.44: http://www.mediafire.com/file/1c4bffmi8brglik/openworld044.kpf
0.45: http://www.mediafire.com/file/zsbrej5q2355ku0/openworld045.kpf
0.46: http://www.mediafire.com/file/90ebefjdbndnfmw/openworld046.kpf

Openworld/Turok+ Patch:
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1174095864
0.44/1.6: http://www.mediafire.com/file/9rtcrs3ches8wr9/Openworld_Turok__Patch_v1.6-044.kpf
0.44/1.65: http://www.mediafire.com/file/dryl9d2vg5bwblf/Openworld_Turok__Patch_v1.65-044.kpf
0.45/1.70: http://www.mediafire.com/file/mwd6ch7d837utd1/Openworld_Turok__Patch_v1.70-045.kpf
0.46/1.85: http://www.mediafire.com/file/38lf1yyye75hull/Openworld_Turok_Patch_v1.85-0.46.kpf/
046/1.9: http://www.mediafire.com/file/ktcas2cerltos1j/vOpenworld_Turok_Patch_v1.9-0.46.kpf/file
046/1.95: https://www.mediafire.com/file/vxvizfa33z2bfa4/Openworld_Turok+_Patch_v1.9.5-0.46.kpf/file
0.46/2.0: https://turoksanctum.com/openworld-turok-patch/

Extract this to your root folder (music files): https://www.mediafire.com/file/weivhbpwi82nb18/Extract%20this%20zip%20to%20root%20Turok%20folder.zip

Quote
-Patch Installation Instructions-
Steam Install:
Make sure the following mods are subscribed to in this order:

1. Openworld
2. Turok +
3. Openworld Turok+ Patch

After this, hold the left ctrl button on your keyboard while left clicking so you can select and load multiple mods at once in the mod loader.

GOG Install (or Steam if you choose to):
Go to your root folder, place the .kpfs into the "mods" folder (if there is no "mods" folder, make it) and then run the game.

Thanks to Smoke39 for helping me keep the patch up to date!
« Last Edit: October 01, 2019, 01:32:24 AM by Badger »

Offline Jay Doomed

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Re: Open World Alpha official discussion thread
« Reply #1 on: February 01, 2017, 10:15:30 AM »
Awesome man. I'm going to check your map out asap. Looks cool. I seen someone already said it but the bridge is really cool flipping it upside down to make it seem like a bridge with a roof.
"Whatever it is, it doesn't belong in this world."

Offline Rok

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Re: Open World Alpha official discussion thread
« Reply #2 on: February 01, 2017, 12:02:37 PM »
Do you have a download of your map not on steam? I dont use steam. Cool looking level.
Raptor Rok is metal.

Offline Mon-Ark

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Re: Open World Alpha official discussion thread
« Reply #3 on: February 01, 2017, 01:18:45 PM »
I would like to hear what are your plans for this mod before I can give any toughts at all.

Offline Doom Dojo

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Re: Open World Alpha official discussion thread
« Reply #4 on: February 01, 2017, 01:37:04 PM »
Do you have a download of your map not on steam? I dont use steam. Cool looking level.

Yes please external link non steam.

Offline Gazer

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Re: Open World Alpha official discussion thread
« Reply #5 on: February 01, 2017, 07:20:24 PM »
Looks nice I will try it out after I post this note. Can you tell me any information about sector properties values Arg 1 -> 6? I posted a note here. http://www.turokforums.com/t1-moddinguser-content/turok-dinosaur-hunter-mapping-guides/30/
Thanks - Gazer

I like the concept, Turok will probably reach a limit of how many of those plants you can put on the ground. I like the effect it gives though. Did you know that you can use shortcut 'shift + g' on keyboard to align your meshes? It looks like you have teleport pads but they didn't take me anywhere. I'm having trouble with that myself. went for a swim in the lake too. n1ce fishes. Gollum luvs fishes.  :-[
« Last Edit: February 01, 2017, 07:44:06 PM by Gazer »
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Offline Badger

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Re: Open World Alpha official discussion thread
« Reply #6 on: February 01, 2017, 09:31:23 PM »
Awesome man. I'm going to check your map out asap. Looks cool. I seen someone already said it but the bridge is really cool flipping it upside down to make it seem like a bridge with a roof.

Thanks :D, I thought it would look a little bit more homely.

Do you have a download of your map not on steam? I dont use steam. Cool looking level.

Open world is now open:

http://www.mediafire.com/file/nzdpcg02gpx3o9k/openworld.kpf

I would like to hear what are your plans for this mod before I can give any toughts at all.

I plan to make the world a series of full size maps. It may take several months to do, but i find it addicting and i plan to add onto it as if you are building your own town, along with a little backstory over time. The maps will vary different environments such as swamps, lava wastelands, and *maybe* even a snow land eventually, with different objectives that ill lay out in a story guide. You'll eventually be able to upgrade your house with different rooms, you'll gain pets and other things by finding hidden secrets, which i plan to make hard to find.

The mindset I have making this is in between a modded tes:morrowind and half life 2. I want the player to be able to relax and enjoy exploring the scenery while gaining some sort of achievement out of it. To me, that's why turok was fun. Remember level 4 in the main game? There's that pillar with a grenade launcher on it. When you first play the game you are kinda taunted by it until just by mistake you discover a secret path to it. A similar thing is that fake lava in level 7. Heck, I discovered recently that level 5 had a shockwave cannon because I didn't bother jumping into a pond infested with leapers before. That and the scenery made the game fun imo, and I want to help bring it back in a new twist.  :)

Looks nice I will try it out after I post this note. Can you tell me any information about sector properties values Arg 1 -> 6? I posted a note here. http://www.turokforums.com/t1-moddinguser-content/turok-dinosaur-hunter-mapping-guides/30/
Thanks - Gazer

I like the concept, Turok will probably reach a limit of how many of those plants you can put on the ground. I like the effect it gives though. Did you know that you can use shortcut 'shift + g' on keyboard to align your meshes? It looks like you have teleport pads but they didn't take me anywhere. I'm having trouble with that myself. went for a swim in the lake too. n1ce fishes. Gollum luvs fishes.  :-[


Arg 1 and 2 deal with warping with teleporters, which is more in depth in the guide. Arg 4 deals with triggers, and it can be used for moving floors, snapping enemies to the floor, and even making items appear. Don't know about the other args, the kex guide does not go into much detail and even some of the stuff is irrelevant (counter clockwise sector creating is not possible, at least with v. 1.03). I would love it if someone more educated than me made a guide on args, keys, and enemy drops for example, it'd help me and others out a bunch.  :-\

Teleporters are working for me, I'm not sure why it would be broke..
« Last Edit: February 01, 2017, 09:36:25 PM by Badger »

Offline Smoke39

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Re: Open World Alpha official discussion thread
« Reply #7 on: February 01, 2017, 11:48:27 PM »
enemy drops

Check the DropItem function in scripts/enemy/enemy.txt for how Spawn Flags 2 are interpreted.  They're listed in hex in the script, but they're in order, so you should be able to just count them.  I can add a listing to my modding guide later, once I get a chance to properly verify them.  I've been meaning to get some form of mapping reference started.

Offline Badger

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Re: Open World Alpha official discussion thread
« Reply #8 on: February 02, 2017, 12:17:52 PM »

Check the DropItem function in scripts/enemy/enemy.txt for how Spawn Flags 2 are interpreted.  They're listed in hex in the script, but they're in order, so you should be able to just count them.  I can add a listing to my modding guide later, once I get a chance to properly verify them.  I've been meaning to get some form of mapping reference started.

Thanks for the tip, your modding guide makes everything easier :D

i dont know what to say, the monkeys wont do
dont know what to say the monkeys wont do

A pet monkey is one of the things that will be in the game, perhaps the first pet you earn. I can make it where its skippable i guess though.

Offline Jay Doomed

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Re: Open World Alpha official discussion thread
« Reply #9 on: February 03, 2017, 10:20:36 AM »
This is a good map with creative design though. I actually like it dude, I'm very picky with level design because of Doom we been making maps for over 20 years. Well I hope to play a finished version one day. I actually like this one much better than that trials of turok map. I don't like it, its mostly copy paste and prefab rooms didn't even finish it boring. But this map seems to have promise keep it up.
"Whatever it is, it doesn't belong in this world."

 

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