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Messages - Drahsid

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11
Turok 3 Shadow of Oblivion / Re: Turok 3 Mouse Input and other goodies
« on: February 10, 2020, 03:49:03 PM »
You cannot modify the FOV when running in dynarec mode. Possibly similar issues with fps.
Quite frankly, you shouldn't use a frontend, they all suck.

12
Turok 3 Shadow of Oblivion / Turok 3 Mouse Input and other goodies
« on: February 07, 2020, 04:10:23 PM »
This has been superseded by the mod in this thread

What is this?
Knockoff Turok 3 EX?
This is NOT a PC port. This is merely a collection of memory hacks that have sprung from my reverse engineering utilizing my fork of Mupen64Plus

What does this give you?
  • Mouse input with customizable look-sensitivity
  • 60 FPS mode
  • Custom FOV

What problem does this solve?
This completely bypasses the joystick, so you are not limited to the game's interpretation of the stick input. You are not limited to the -128-127 range on either axis.
Furthermore, who doesn't want to play at 60 FPS?

Cool. How do I get it?
Download any version of Mupen64Plus that is not Mupen64Plus-nx!!
Download and extract this into the root directory of Mupen64. This should replace "mupen64plus.dll", and you should see a new folder called "scripts."
That's it, run Turok 3 in Mupen!

Note that for proper keyboard controls, you will have to configure the input of Mupen to use your desired buttons. I will not go over how to do that but do highly suggest sharing your configurations when you get something that you like.

How do I configure the options?
In the Mupen64Plus directory, navigate to ./scripts/Turok 3 - Shadow of Oblivion (U) [!]/ and edit MouseInput.wren with your text editor of choice. The options have comments describing their relevance.

Bugs
  • If you get an issue related to the input plugin, replace it with this
  • When playing at 60 fps, some levels cannot be completed due to some scaling issues.
  • Climbing ladders is inconsistent and sometimes buggy.
  • You cannot modify the FOV when running in dynarec mode

Other notes
You can press  HOME to lock/unlock the mouse
If you fancy learning a high level scripting language, you can use what I have already set up to make more memory hacks that may do a plethora of things.

Special thanks to Kaiser

13
Turok Dinosaur Hunter / Re: Time to get this board up. SOURCE CODE LEAKED!
« on: November 25, 2018, 07:06:17 PM »
I'll have an SGI O2 soon enough. I'll actually be able to compile the source code, assuming that the N64 SDK for Irix works as documented. Though I'm pretty sure the games shipped being built with a more up-to-date source.

14
Turok 2 Seeds of Evil Modding/Mapping / Re: TUROK 2 ASCENSION
« on: August 22, 2018, 02:31:36 PM »
Find it in kexstudio, that should help.

15
Really cool stuff.  :turok:

16
Don't hire somebody before you can even import the assets.
I'm slowly working on something but I've been distracted recently.             

17
Since every world component share the same base class, I'm pretty sure this bug is unfixable, unless you completely reprogram the blood particles.

18
Somehow ended up with better textures and a smaller file size.
The link will be up in about 5 minutes.

19
if you have two kpfs in your mods folder, the game will load them both. If they both modify the same file, then I think the last one loaded will be the result.

20
Is there not much of a difference? I'm waiting for the full size version.
Though they've been considerably upscaled, they don't seem to offer much definition to the actual textures themselves which makes the the size a waste.

Yeah when they're resolution was so low by default, it is incredibly difficult to use an algorithm to upscale them. The full-size version will look a bit better, and things like foliage will look much better because of a much more optimized upscaling concept I came out with. I'll update the thread soon.

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