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11
Turok 2 Seeds of Evil / Re: Post T2 videos
« on: June 23, 2017, 07:16:09 PM »


beautiful

12
Turok 2 Seeds of Evil Modding/Mapping / Re: Turok 2 MP - Dodgeball
« on: June 23, 2017, 07:16:01 PM »
some more footage from the latest build


13
Turok 2 Seeds of Evil / Re: Post T2 videos
« on: June 19, 2017, 03:54:15 AM »
Recorded some more dodgeball goodness, thanks to the new Raptor Fest gamemode


14
Turok 2 Seeds of Evil Modding/Mapping / Re: Turok 2 MP - Dodgeball
« on: June 19, 2017, 03:36:57 AM »


it is beautiful

15
Turok 2 Seeds of Evil Modding/Mapping / Re: Turok 2 MP - Dodgeball
« on: June 03, 2017, 12:17:55 AM »
this mod is fun as fuck. also, cross post from the videos thread:



after tomorrows game I'll have a new video up. got some ridiculous footage from today's testing session so I'll just combine them together

16
Turok 2 Seeds of Evil / Re: Post T2 videos
« on: June 01, 2017, 02:49:59 PM »
here's a fun match I did the other day. The video is long as hell tho so I'll be amazed if anyone actually watches it all lol but whatever here it is anyways



and to balance out the seriousness, here's me taking the bore for a walk (without mods, and then with a mod to extend bore detonation time)



17
Turok 2 Seeds of Evil / Re: Post T2 videos
« on: May 30, 2017, 02:23:25 PM »
I guess these go here. Some footage of me testing out Vis' turok 2 MP mod with a bunch of people


City5 at 5:03, City4 at 22:50

And while I'm here, here's me testing out our dodgeball mod with a bunch of people as well



and then here's just some normal remaster MP footage from a silly match during a big-ish game I organized last weekend over our steam group http://steamcommunity.com/groups/turok2mp


18
Turok 2 Seeds of Evil / Re: Turok 2 & Multiplayer: Bug Reports Only
« on: May 25, 2017, 11:52:14 PM »
So is it true that tek arrows can trigger any kind of dismemberment death animations in the original game? if so which other explosive weapons do too?

I can't really check the n64 version (tho i'd imagine it's the same for both) but for the original PC version at least yea. As could explosive shredder shells. I think those are the only two that changed for the remaster.

19
Turok 2 Seeds of Evil / Re: Turok 2 & Multiplayer: Bug Reports Only
« on: April 13, 2017, 12:04:04 AM »
Hah I forgot about the normal shotgun's explosive shots. Yea that one and the plasma rifle at least work like they should. maybe it's because they're hitscan.

and yea it's definitely fine for the grenade launcher and scorpion launcher, but it'd be pretty gr8 if it was just for those two guns so tek arrows didn't also lose their head shot damage bonus.

20
Turok 2 Seeds of Evil / Re: Turok 2 & Multiplayer: Bug Reports Only
« on: April 12, 2017, 07:25:47 PM »
-PFM never triggers the leg cutting death animation on any enemy that is possible to achieve.
...
-Shredder's explosive shell's rebound should deal less damage than the initial hit. MODIFIED (wount bounce after a direct hit anymore, but still deals high damage)



Yeah explosive projectile weapons are kinda messed up atm. They seem to not do different damage based on where you hit the enemy (limb, torso, or head), and instead always register as a chest shot, at least from what I've tested so far. Like how a tek-arrow headshot kill on a pur-linn triggers the chest burst death animation instead of the head burst one.  I'm not sure if this was done for the benefit of heavy explosives like the grenade launcher and the scorpion launcher so you don't have shots getting blocked by an enemies hand and taking a damage reduction or what, but it causes some issues with at least three of the explosive weapons currently:

Shredder does full damage even if you just shoot their foot or hand
Tek arrows don't blow up heads or even instakill on headshot anymore (not counting the giant Mantid Soldiers which always took extra headshot tekarrows to kill for some reason), instead requiring as many as 4 arrows to the head to kill
PFM launcher never triggers the leg-death animation since I guess it's only counting as chest damage.

plus you don't get any unique death animations based on where the explosion occurred outside of the normal chest-triggered ones, like tek arrowing an arm or something.

or just watch this and you'll see what I mean


Hopefully it'll get fixed for those.

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