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91
Turok Evolution / Re: Turok on Garry's Mod
« Last post by SegaTailsTrident on March 28, 2022, 05:00:35 PM »
For those wondering, the mod is now Steam Workshop for everyone  :grin:
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Turok Evolution / Re: Turok on Garry's Mod
« Last post by SegaTailsTrident on March 26, 2022, 07:31:37 PM »
Thanks, I will consider that, BTW of right now, I finally ported all sleg and suspended marines/senate, here if you want pics

https://imgur.com/a/Phk8E4M

For your wondering, there is much more for the sleg/suspended city as they all have their skins that I can find like the alternate, multiplayer exclusives (which I just learned a few days ago), and the unused skins. There are also attachables like the Soldier's helmet and backpack, Sergeant Fuel Tanks, and the senate heads.

I can't wait to finish porting these and to upload them on the workshop
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Turok Evolution / Turok on Garry's Mod
« Last post by SegaTailsTrident on March 23, 2022, 03:25:40 PM »
Sup guys, I wanted to share what I'm doing for G-Mod. I always wanted to have the Turok Evolution models in G-Mod as Evolution was practically a very big part of childhood on the GameCube, and I as of now I have skill on making playermodels and NPCs for G-Mod. I am planning to port all of the characters featured in Multiplayer mode excluding the raptors, all the senators, Tarkeen, and Tyrannus. I just figured I would show what I have so far and have any opinions.

https://imgur.com/a/Rtc9k9r

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I think I can help with that, but perhaps it would be easier if we use the community's Discord chat, because I know our messages here are months apart from each other. Here is the invite link https://discord.com/invite/U7KWwr9
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The only thing in the 'Action Editor' is the same 80 frames which correspond to the idle animation. I noticed that the 'Non-Linear Animation' window shows all the animations but I can't figure out how to utilize those either.
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After about Two Years of no updates, Turok 1 Guns in Doom finally returns with a V2.2 update! A long awaited update with many needed changes.

"You wedge the pickaxe under a corner of the lid and push hard. It lurches open with a groan,
and a blast of dank air howls out of the opening. Slate steps lead down into a dark void below.

Descending into the blackness, you light a lamp and see that the walls are encrusted with carvings,
fossils, and bones. As the last rays of light from the entrance recede behind you, a stone floor appears
and the passage widens. You are now standing in a chasm filled with the skeletons of long-dead creatures.

You reach down and pick up a human skull. Its surface is riddled with lacerations that look like tooth marks.

Something growls behind you."

Added a Intermission picture and music. In Turok 1's case, I used the old Winning picture for it.
Enemies now draw blood upon being hit by Bow's Arrows.
After many years of being left out of the mod since V1.9, The Particle Accelerator finally makes a return. It can now charge correctly instead of being just for show, and it is no longer a Alien Weapon clone.
The Alien Rifle has been renamed to Alien Weapon. The Actor name for it is still called 'TK1AilenRifle', but that's to make it closer to the remaster.
Eriko has been removed from the roster. In her place is James Bond 007.
Improved Weapon Effects.
Added GL Light Support. However, The Particle Accelerator, Fusion Cannon and Chronoscepter are still missing GL Lights, but I will add these in a later update.
Removed some old files from years ago.
Nerfed the Knife as it did way too much damage.
Buffed the Fusion Cannon, And the Player can no longer damage themselves with it.
Changed up the way the Pulse Rifle's Projectiles look.
Scaled down some items.
Bow's Arrows now fly slower.
The 'Select Class' screen now says 'Select your Character'.
The Character Icons are now smaller.
Removed one of the remains of the old sprite set from the Quad Missile Launcher.
Doomguy has been added, replacing Pur-Lin by default.
Moved down the logo so you can see the whole thing.
You can now Akimbo Pistols for double the firepower.
Moved the Shell Actors to the Effects Text File.
Bullet Impacts and Blood Effects are replaced with the ones based off of Turok 1.
Added in the Console Background.
The Mod's name is now shown while GZDoom/Zan is loading up.

The Alpha Guns Addon has also gotten a big update of it's own, too.

Included all of the improvements and changes V2.2 brings (Improved Weapon Effects, GL Light Support, and some Weapon/Item Changes).
Nerfed the Alpha Knife as it did way too much damage.
Alpha Bow's Arrows now fly slower.
Renamed some sprites so it does not show the wrong sprites for the new added in things from the base mod.
The Prototype Pulse Rifle has been changed completely: Instead of working the same as the Pulse Rifle, It Is now a Sniper Rifle Type Weapon that fires Fast Projectiles with a Tracer behind them. It also has it's own firing sound as well.
The Lighting Gun has been overhauled: Instead of firing fast Projectiles, It instead fires lighting that has limited range.
Done some unlisted changes on the Beta Fusion Cannon, I did however listed two of the changes I remembered: It now only has one Firing mode, And removed parts of the background on the firing sprites.

Trailer:


Download: https://www.mediafire.com/folder/60i94zzv30f1f/Turok_1_Guns_in_Doom
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I updated the first post and the mod is now also available on https://www.nexusmods.com/turok2/mods/7 :)
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I made youtube video with voice commentary
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Turok 2 Seeds of Evil / Re: My experience with T2MP (Come join us!)
« Last post by vis on March 04, 2022, 06:48:38 AM »
Then here are, now famous, modes like superhot (matrix feel, cuz time is controllable) and gunrace (very addictive, cuz challenge is to rise up, from weaker weapon set and lvl up) 2 videos by kub:



And lastly, competitive play is on new lvl to:
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Turok 2 Seeds of Evil / Re: My experience with T2MP (Come join us!)
« Last post by vis on March 04, 2022, 06:42:12 AM »
2022 year! Kubpica did help in multiplayer activity, a loooot, by making possible that same game, is playable on more, new, fun and unique ways! Play4fun example, reminds me on console friendly content to:
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