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Turok Games => Turok Dinosaur Hunter => Turok Dinosaur Hunter Modding/Mapping => Topic started by: Badger on January 31, 2017, 09:40:18 PM

Title: Open World Alpha official discussion thread
Post by: Badger on January 31, 2017, 09:40:18 PM
(http://i.imgur.com/SFc9R7Z.png)
(http://i.imgur.com/q1uMlYO.jpg)

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 (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 (http://steamcommunity.com/sharedfiles/filedetails/?id=854412425)

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

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

Openworld/Turok+ Patch:
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1174095864 (https://steamcommunity.com/sharedfiles/filedetails/?id=1174095864)
0.44/1.6: http://www.mediafire.com/file/9rtcrs3ches8wr9/Openworld_Turok__Patch_v1.6-044.kpf (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 (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 (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/ (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 (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 (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/ (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 (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!
Title: Re: Open World Alpha official discussion thread
Post by: Jay Doomed 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.
Title: Re: Open World Alpha official discussion thread
Post by: Rok 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.
Title: Re: Open World Alpha official discussion thread
Post by: Mon-Ark 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.
Title: Re: Open World Alpha official discussion thread
Post by: Doom Dojo 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.
Title: Re: Open World Alpha official discussion thread
Post by: Gazer 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/ (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.  :-[
Title: Re: Open World Alpha official discussion thread
Post by: Badger 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/ (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..
Title: Re: Open World Alpha official discussion thread
Post by: Smoke39 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.
Title: Re: Open World Alpha official discussion thread
Post by: Badger 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.
Title: Re: Open World Alpha official discussion thread
Post by: Jay Doomed 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.
Title: Re: Open World Alpha official discussion thread
Post by: Rok on February 03, 2017, 01:33:50 PM
Thanks for non steam buddy
Title: Re: Open World Alpha official discussion thread
Post by: Badger on February 04, 2017, 01:28:36 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.
[/quote]

Thanks, never thought of myself as a good designer so that comes as a surprise.

I recently became friends with the trials of turok creator, he himself said the level was unpolished, but ive seen his stuff, and he's an angelscript god. I have no doubt he'll have one of the most popular campaigns in the near future.


Thanks for non steam buddy

Got ya covered!
Title: Re: Open World Alpha official discussion thread
Post by: Badger on February 20, 2017, 01:49:49 AM
(http://images.akamai.steamusercontent.com/ugc/81466356765576664/88E38F6B5F0548C86FF1B35B928A4774E09D07A5/)

Wanted to give an update to let people know this mod is still alive and also give a more clear vision on what future of this mod will be.

(http://i.imgur.com/0LPrTuH.png)

Ideally I would work on the road plots (because there's a specific vision i want to implement on those plots) and anyone willing to contribute maps would be placed in the open plots. So you have all these maps connected to each other, literal vast open fields of jungle initially.
Inside those fields could be a mixture of enemy villages, npc villages, dungeons, crypts, alternative homes, resorts, shops, and even battlefields between 2 factions.

What would the lost land actually look like if you had time to explore and look over the cliff? The vast majority of the canon is jungle though it's not hard to imagine other biomes, seeing that this is the lost land.

In any case, 4.0 is coming later next month.  Expect the village caravan to arrive on time (I did mention this in the mod's story in the workshop page :P) and an initial release of grid 0,-1.

Friend and message me on steam for details on adding your own map: http://steamcommunity.com/id/1stbadger/ (http://steamcommunity.com/id/1stbadger/)
Title: Re: Open World Alpha official discussion thread
Post by: Rok on February 22, 2017, 01:24:38 AM
Pretty awesome idea you got there. Would be nice to see it go through.
Title: Re: Open World Alpha official discussion thread
Post by: Duke64 on February 27, 2017, 09:03:21 PM
I don't really like new textures call me old school hehh nothing beats the classic I even like the pixel classic mode. Not saying hd textures are bad though... That auto shotgun looks pretty bad ass nice would be okay with using sometime. Well you have a good idea here. I'm currently all tied up, but once I clean my up my slate xD This is something I could be interested in adding a level. Hope to see progress.
Title: Re: Open World Alpha official discussion thread
Post by: Jay Doomed on February 28, 2017, 02:29:22 PM
Lol 64 coming out of hiding hours before T2 news?? xD This is a cool idea Badger let us see some progress updates my friend.
Title: Re: Open World Alpha official discussion thread
Post by: Badger on March 02, 2017, 09:31:04 PM
That's just the iddqd texture pack, not part of the mod :P

(http://i.imgur.com/nl8KrOc.jpg)

More (difficult) platforming for those looking for a challenge! This is part of a set of catacombs that will let you enter the top of the cliffs.
Title: Re: Open World Alpha official discussion thread
Post by: Jay Doomed on March 03, 2017, 10:15:32 AM
Looks like a nice puzzle man I love the catacombs. I can't really tell from the picture layout you drew on the op. But how many levels are you tying to get in this??  Or is it going to be one big giant open world? Keep it up dude.
Title: Re: Open World Alpha official discussion thread
Post by: Rok on March 03, 2017, 10:31:59 AM
Ok well if we have choice to use hd textures or normal ones I will have more interest in this one because the original textures are the best!
Title: Re: Open World Alpha official discussion thread
Post by: Badger on March 03, 2017, 11:44:29 AM
Looks like a nice puzzle man I love the catacombs. I can't really tell from the picture layout you drew on the op. But how many levels are you tying to get in this??  Or is it going to be one big giant open world? Keep it up dude.

It's going to be one giant open world, I plan to work on this for many years to come.
Title: Re: Open World Alpha official discussion thread
Post by: Badger on March 12, 2017, 08:51:37 PM
(http://i.imgur.com/jRW6g6T.jpg)

Getting part of the topside done. On the upper left there is a tower with a WIP "zipline" that will bring you down to the other side of the cliff, as well as a home teleport.

Things on my list right now (in order of priority) include:



Also, if Nightdive made the above picture a splash screen for the editor next update, I wouldn't mind. It just looks so beautiful :P
Title: Re: Open World Alpha official discussion thread
Post by: BehemothProgrammer on March 13, 2017, 06:23:53 PM
lol crazy. I wonder how good it looks when your zipping across all that from the tower?
Title: Re: Open World Alpha official discussion thread
Post by: Duke64 on March 14, 2017, 01:22:52 AM

  • Decorating jungle areas

My favorite part of all xD

Anyways, Zip line is pretty darn cool. I'm liking the ideas good job.

Title: Re: Open World Alpha official discussion thread
Post by: Badger on March 18, 2017, 08:54:56 PM
(http://i.imgur.com/ktIzX2I.jpg)

Screwin around making pointless poster ads for a mod using my new printer



wew
Title: Re: Open World Alpha official discussion thread
Post by: Duke64 on March 19, 2017, 12:16:57 AM
Well that is pretty cool actually really like that you added the forum here means much, we try. That is a cool poster either way though I was printing out some random stuff of Turok before lol. It was a Dinosaur Hunter comic in pen and ink. Good stuff with this lol I left a comment on your zipline video some time ago. Tal'Set wants to go zip lining and snowboarding too okay xD But in seriousness though this has some good ideas going definitely keep it up.
Title: Re: Open World Alpha official discussion thread
Post by: Badger on March 19, 2017, 03:04:31 AM
Well that is pretty cool actually really like that you added the forum here means much, we try. That is a cool poster either way though I was printing out some random stuff of Turok before lol. It was a Dinosaur Hunter comic in pen and ink. Good stuff with this lol I left a comment on your zipline video some time ago. Tal'Set wants to go zip lining and snowboarding too okay xD But in seriousness though this has some good ideas going definitely keep it up.

Link to the comic? :D
Title: Re: Open World Alpha official discussion thread
Post by: Badger on March 19, 2017, 03:13:15 AM
Well that is pretty cool actually really like that you added the forum here means much, we try. That is a cool poster either way though I was printing out some random stuff of Turok before lol. It was a Dinosaur Hunter comic in pen and ink. Good stuff with this lol I left a comment on your zipline video some time ago. Tal'Set wants to go zip lining and snowboarding too okay xD But in seriousness though this has some good ideas going definitely keep it up.

Link to this comic? :D

Also, I upload early version with zipline for my friends on steam. Tried to add you but you have a lot of friends so your list is full.

Thanks for keeping this forum alive! It gives us Turok fans a chance to join each other. I believe that Turok 2 being out will bring fresh life as well.
Title: Re: Open World Alpha official discussion thread
Post by: Old One Eye on March 19, 2017, 07:05:24 AM
*Hits 'Like' button... realises it's not Facebook!*

This mod seems like a great idea.  Good luck. :)
Title: Re: Open World Alpha official discussion thread
Post by: Badger on March 19, 2017, 02:39:57 PM
Maybe you can hang the posters around town?

Lol, people be thinking "what the hell"? Probably worth doing something like that during the summer when these things wont get rained or snowed on immediately.

*Hits 'Like' button... realises it's not Facebook!*

This mod seems like a great idea.  Good luck. :)

Ty, i'm going full throttle with this one.

(a side note, I released 0.4 a little early, couldn't wait any longer lol)
Title: Re: Open World Alpha official discussion thread
Post by: Rok on March 20, 2017, 09:35:54 AM
Nice I can't wait to go zip lining too. Lol 64 snowboarding Turok? Turok 1080 snowboard kids 2 64 xD
Title: Re: Open World Alpha official discussion thread
Post by: Badger on March 26, 2017, 09:44:06 PM
As I've made more and more of the map, i've often pressured myself to place in stuff that was interesting. Nobody wants a large boring jungle with stock enemies. So I've switched up how the game is played on this new part of 0,-1.



It will feature a small, labyrinth village with extremely tough raptors. When it is done, 0.44 will be released.

(http://i.imgur.com/qWUO9pZ.jpg)

Saves and checkpoints have also been implemented. I do not see any use for them yet as the mod can be "beat" in 15 or so minutes, but I've placed them in anyway. Keep in mind that because of how the engine works, saves from outdated versions won't work on newer ones.
Title: Re: Open World Alpha official discussion thread
Post by: Old One Eye on March 27, 2017, 06:17:28 AM
*Hits 'LIKE' button...* :)
Title: Re: Open World Alpha official discussion thread
Post by: Jay Doomed on March 27, 2017, 01:24:54 PM
Liking this idea dude cool music in the video and red shades to add horror. Also, the area seemed to have some good layout maybe the first part is a bit to long to reach. But hey it is open world so it makes sense. Keep it up buddy.
Title: Re: Open World Alpha official discussion thread
Post by: Duke64 on April 09, 2017, 05:20:43 PM


Hey that's really nice I like the atmosphere seems to have a good feel for this horror part of the map cool idea.
Title: Re: Open World Alpha official discussion thread
Post by: Badger on April 25, 2017, 10:56:22 PM
Sorry that I've been neglecting the forums for a while. Went to take a break from modding, as I played almost nothing but the editor ever since the week it came out (also IRL stuff that I still have to deal with for the time being as well). For the past few days I've been working on redoing almost all the landscape textures to a custom set. I started out wanting to stay vanilla textures, but seeing that open world has never been lore friendly and that it's main weakness is empty space, I've been seeking to remedy that before proceeding on with Happy Rock Testing Facility (that scary area).

(http://i.imgur.com/Gqa3QGk.jpg)

(http://i.imgur.com/njshhyT.jpg)

So the first thing I want to show is biomes, which will be a significant feature that will distinguish the mod. While walking around the world, each biome will house it's own particular set of enemies, ammo (i'm still uncertain about how to go about weapons in this mod :P) and special areas.

(http://i.imgur.com/312nNxp.jpg)

(http://i.imgur.com/KHVjLXG.jpg)

Here comes the lore-unfriendly!

The new todo roster comes to this, in order of priority:


Edit: Added 0.41 to GOG download, and added steam friends only beta link.
Title: Re: Open World Alpha official discussion thread
Post by: Badger on April 27, 2017, 12:48:35 AM
(https://steamuserimages-a.akamaihd.net/ugc/799796405602986687/77C77B6F95459DAC96145D8335176A703679F88E/)

On your left you can see a couple docile bubblegum raptors, which are sentient! They have the ability to speak human language as well, leading a mostly cooperative lifestyle wherever there are colonies.

(https://steamuserimages-a.akamaihd.net/ugc/799796405603072920/945F86D002E46F19A188392BECE66A2E93C48C93/)

There is also the western jungle raptor, a deadlier and less intelligent species throughout the region, stay clear of this nest!
Title: Re: Open World Alpha official discussion thread
Post by: Rok on April 27, 2017, 12:35:02 PM
(https://steamuserimages-a.akamaihd.net/ugc/799796405602986687/77C77B6F95459DAC96145D8335176A703679F88E/)

On your left you can see a couple docile bubblegum raptors, which are sentient! They have the ability to speak human language as well, leading a mostly cooperative lifestyle wherever there are colonies.

(https://steamuserimages-a.akamaihd.net/ugc/799796405603072920/945F86D002E46F19A188392BECE66A2E93C48C93/)

There is also the western jungle raptor, a deadlier and less intelligent species throughout the region, stay clear of this nest!
I love these raptor textures and thats odd for me to say since I just like normal textures but a blue raptor?? You know I love raptors ;)
Title: Re: Open World Alpha official discussion thread
Post by: Jay Doomed on April 27, 2017, 03:20:20 PM
(https://steamuserimages-a.akamaihd.net/ugc/799796405602986687/77C77B6F95459DAC96145D8335176A703679F88E/)

On your left you can see a couple docile bubblegum raptors, which are sentient! They have the ability to speak human language as well, leading a mostly cooperative lifestyle wherever there are colonies.

(https://steamuserimages-a.akamaihd.net/ugc/799796405603072920/945F86D002E46F19A188392BECE66A2E93C48C93/)

There is also the western jungle raptor, a deadlier and less intelligent species throughout the region, stay clear of this nest!
I love these raptor textures and thats odd for me to say since I just like normal textures but a blue raptor?? You know I love raptors ;)

Ye Blue raptor is cute xD
Title: Re: Open World Alpha official discussion thread
Post by: Duke64 on April 29, 2017, 11:18:28 AM
I like these raptors too pretty neat texture you have on them gj buddy!
Title: Re: Open World Alpha official discussion thread
Post by: Badger on May 06, 2017, 09:00:46 PM
Thanks guys for liking my raptors :P

Here's something a little different that I've been working on for a while now but haven't mentioned in forums. With BehemothProgrammer's help, I was able to make a very dangerous monster that can 1-hit you. I will update the public version after a little more texture work.


(http://i.imgur.com/JHLpjjX.png)

Title: Re: Open World Alpha official discussion thread
Post by: Jay Doomed on May 08, 2017, 01:18:12 PM
That's scary :o you turn around and the raptor is right behind you. Neat idea I like it.
Title: Re: Open World Alpha official discussion thread
Post by: Duke64 on May 10, 2017, 01:09:32 AM


I need to add that video to your project on Turok Sanctum. Its creative and cool.
Title: Re: Open World Alpha official discussion thread
Post by: Jay Doomed on May 10, 2017, 03:15:50 PM
I need to add that video to your project on Turok Sanctum. Its creative and cool.

I got an idea what else you could include on each map post. Include the thread from the forum and call it release thread or something?
Example:
Author: Badger
Release Thread: http://www.turokforums.com/t1-moddinguser-content/open-world-alpha-0-3-official-discussion-thread/

Then everyone could also view the threads with replies and stuff from Turok Sanctum.
Title: Re: Open World Alpha official discussion thread
Post by: Badger on June 03, 2017, 12:19:05 AM
The texture update is here! We got our own texture set with over 250 textures made (and growing), including a custom model imported!

(http://i.imgur.com/lT84lBO.jpg)
Random pic, seriously don't know how he got in there....


Apart from this update, I'm going to divert attention to do sectoring for the Turok Overhaul map while making tweaks to Openworld along the way, in case anyone is wondering what I'm doing next, so the next update to this project might take a couple months like this one has. Otherwise yay!
Title: Re: Open World Alpha official discussion thread
Post by: Jay Doomed on June 06, 2017, 02:20:47 PM
Really nice Badger I'm going to give this a run on Friday I think :)
Title: Re: Open World Alpha official discussion thread
Post by: Badger on August 21, 2017, 08:40:26 PM
0.43 is here with a new level, enjoy ya'll, along with a new separate music zip to use on your root folder.
Title: Re: Open World Alpha official discussion thread
Post by: Jay Doomed on August 22, 2017, 03:21:45 PM
Nice Badger I could really use a new level on Turok right about now. I'l play it this week sometime. Maybe give some feedback excellent work mate.
Title: Re: Open World Alpha official discussion thread
Post by: Smoke39 on November 18, 2017, 09:38:57 PM
Finally got around to trying this.  Here's some random thoughts:
Make the totem poles talk like gossip stones.
I killed all my friends, but they kept respawning.  Assholes.
You made me fight all those leapers for a pistol!?
Took a zipline to hell.  Skeleton raptor scared me. ):
Died by pepper.
The end.
Title: Re: Open World Alpha official discussion thread
Post by: Badger on November 20, 2017, 04:52:54 PM
Died by pepper.
The end.

Turok has transcended from lava and tar pits into pepper pits!
Title: Re: Open World Alpha official discussion thread
Post by: Badger on November 29, 2017, 08:18:58 AM


New water textures
Title: Re: Open World Alpha official discussion thread
Post by: Jay Doomed on November 29, 2017, 09:57:46 AM
The water looks nice man real cool

 :chronosceptor:


New and Old water lmao still safe to drink
Title: Re: Open World Alpha official discussion thread
Post by: Duke64 on November 29, 2017, 07:30:23 PM
 :raptoid:

 Wants to take a dive, it is very similar to the Atlantic Ocean water.
Title: Re: Open World Alpha official discussion thread
Post by: Badger on December 11, 2017, 01:44:08 PM
Openworld 0.44 is live, will edit main post to add GoG links.

Edit:....and posted :P
Title: Re: Open World Alpha official discussion thread
Post by: Dinosoid on December 11, 2017, 02:11:38 PM
.
Title: Re: Open World Alpha official discussion thread
Post by: Duke64 on December 30, 2017, 12:00:00 AM
Hey I was pretty busy with my own but this one and Iced Lost Land inspired me to make something winter real fast xD, my favorite though is xmas cave.. nice job.

(https://duke64nukem.files.wordpress.com/2017/12/20171229204203_1.jpg)

:primagen:
Title: Re: Open World Alpha official discussion thread
Post by: Badger on February 03, 2018, 05:27:44 PM
(https://steamuserimages-a.akamaihd.net/ugc/919167473071501381/DD395C829618E7E0B4173FC3181C439E08E42775/)
Title: Re: Open World Alpha official discussion thread
Post by: Badger on February 17, 2018, 05:40:16 PM
Updated Openworld to 0.45 (yay)!!

Still tinkering with the turok+ patch, so thats broke. Ill update this message if it's working again.

UPDATE 2/18/18: Patch is working, all thanks to Smoke!
Title: Re: Open World Alpha official discussion thread
Post by: BehemothProgrammer on February 18, 2018, 11:52:45 PM
Another huge map lol. I liked all the treetop stuff and the attention to the ground heights under the water. I used that tree branch that comes out of the tree top platform as a walkway too in my mod, and I thought I was being clever :P. I especially liked that slanted treetop hut, that was a nice touch.
Title: Re: Open World Alpha official discussion thread
Post by: Badger on April 06, 2018, 06:52:08 PM
Hows everyone doing? :feather:

I'm giving a roadmap update of where I'm going with modding Turok, including Openworld:

(https://i.imgur.com/YHOknQo.png)

So right now i'm working on getting Greenworth Snowfields to be up and running! I'm not releasing any pictures until release time, but this is going to be one of the more unique maps of Openworld, gameplay-wise.

After Snowfields is released, I've volunteered to help Behemoth Programmer make more Turok 2 coop maps. Really pumped to do these 2 projects going forward this year. I had a lot of delays and demotivation in 2017 concerning Turok, some of which was related to me not being focused, so I didn't make as much content as I hoped I would.

That and juggling my real life goals is whats kept Openworld from being comprehensible, I see a real path forward for Openworld in the future.

I'll keep ya'll posted.
Title: Re: Open World Alpha official discussion thread
Post by: Badger on May 30, 2018, 07:54:02 PM
Updated to 0.46!

-Changelog-

All:
-fixed some checkpoints
-lowered resolution of images to save major amounts of space while keeping texture clarity intact as much as possible

Openworld:
-added pets
-random storage boxes in unused building

Whiskey Everglades:
-added ladder back to main road
-added totem pole

Skriniya Canyon (formerly Greenworth Snowfields):
-initial release
Title: Re: Open World Alpha official discussion thread
Post by: Duke64 on June 03, 2018, 12:05:00 AM
Good job there nice update.

 :raptoid:
Title: Re: Open World Alpha official discussion thread
Post by: Badger on September 19, 2018, 07:32:43 PM
Just updated the patch for Turok+ 1.9

Still being updated, I've been busy with other things irl and with stuff in T2. Openworld is a long-term project for me, and I don't think it will ever truly be finished. A milestone I want to cross is to add twice as much gameplay than the vanilla game, but I don't want that to be the end, so very definitely not forgotten
Title: Re: Open World Alpha official discussion thread
Post by: Badger on February 04, 2019, 07:56:00 PM
(https://i.imgur.com/2z2RIDH.jpg)

 :chronosceptor: