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Turok Games => Turok 2 Seeds of Evil => Turok 2 Seeds of Evil Modding/Mapping => Topic started by: BehemothProgrammer on April 17, 2018, 09:21:08 PM

Title: Co-Op Mod
Post by: BehemothProgrammer on April 17, 2018, 09:21:08 PM

Created by: BehemothProgrammer
Description: This is a mod for Turok 2: Seeds of Evil Remaster that allows cooperative play throughout the singleplayer campaign. It contains tons of fixes to the remaster and lots of additions, keeping the experience new and challenging for even the seasoned players.
Download: moddb (https://www.moddb.com/mods/turok-2-co-op-mod) | Turok Sanctum (https://turoksanctum.com/coop-mod/)
Version Change Log (https://pastebin.com/raw/fPi66mn6)

Awesome Supporters: Badger, dc.all, Dinomite, Joshua Manrique, Coyote Knight, Dima Chotin

Join the Turok Discord Group to find people to play with: https://discordapp.com/invite/C4JPu4B

How To Start

Important Notes

Known Issues

Extra Extra
Turok 3 models from level 1 I extracted and edited: https://turoksanctum.com/download/bp_t3models/
Title: Re: Coop Mod
Post by: Sr_Rina on April 17, 2018, 09:34:18 PM
i have GOG version!!
will it work?
Title: Re: Coop Mod
Post by: BehemothProgrammer on April 17, 2018, 09:38:00 PM
yup :t-rex:
Title: Re: Coop Mod v0.25
Post by: Duke64 on April 17, 2018, 11:36:55 PM
Really nice work and I know you put a lot into it. I have shared it on Sanctum too.

https://turoksanctum.com/coop-mod/

:raptoid:
Title: Re: Coop Mod v0.25
Post by: Dinomite on April 18, 2018, 02:28:36 AM
That's fucking awesome! A COOP Turok experience that isnt 5fps with fog up the ass and missing things!
Title: Re: Coop Mod v0.25
Post by: vis on April 18, 2018, 04:52:13 PM
Tnx, man, again!  :treasure: O, ye add,mr jager on list to ; )
Title: Re: Coop Mod v0.25
Post by: Duke64 on April 20, 2018, 10:06:32 AM
I would love to play this on weekend nights EST time like 11PM so feel free to invite me guys if anyone is ever wanting to play around that time! Well feel free to invite me any time, but I may not join at certain times. Either due to being at work, working from home, or simply too worn out (i'm busy especially weekdays).

That's fucking awesome! A COOP Turok experience that isnt 5fps with fog up the ass and missing things!

xD

 :primagen: :primagen: :primagen: :primagen: :primagen: :primagen: :primagen: :primagen: :primagen: :primagen: :primagen: :primagen: :primagen:
Title: Re: Coop Mod v0.3
Post by: BehemothProgrammer on April 20, 2018, 05:23:37 PM
Thanks guys. I'm really glad alot of you are playing and enjoying this. I'm sure someone will host a game this weekend so if you missed out you can play with others then.

I updated the mod to v0.3 which brings 3 new maps. River of Souls 6, the biggest map in the game, which I combined with River of Souls 9. And Map 7 which I also combined with map 10. And map 11. So that's actually 5 sp maps added. 3 more maps for River of Souls to go and then onto the Death Marshes.

Version 0.3 April 20, 2018
Title: Re: Coop Mod v0.33
Post by: BehemothProgrammer on April 22, 2018, 09:23:51 PM
Version 0.33 April 22, 2018
Title: Re: Coop Mod v0.38
Post by: BehemothProgrammer on April 28, 2018, 09:20:56 PM
Version 0.38 April 28, 2018

I also created a Patreon page. I don't expect anything, but if anyone wants to help support my works by donating then that would be super amazing! (BehemothProgrammer's Patron Page (https://www.patreon.com/BehemothProgrammer)) If not, no worries, I'll still be working on the mod.

I'm hoping next up I'll be able to get some sort of menu up and running for clients to send taunts and/or vote for things. So that should be awesome.
Title: Re: Coop Mod v0.38
Post by: Duke64 on April 29, 2018, 02:33:25 PM
Version 0.38 April 28, 2018
  • The Death Marshes maps 1-5, 9, 10, and the oblivion portal are playable
  • Made 2 new AI Flags for simulating sniper and cloaking enemies
  • Flare gun now also damages the actor who fired it
  • The enemies now have a minimum height of GAME_SCALE * 3 (helps with meleeing those small enemies likes the spiders)
  • Player height is now the same as singleplayer
  • Turok and Tal'set classic skins are now selectable
  • Temporarily removed the Mag60 alt fire as inputs are not in sync
  • Mag60 fire sound reverted back to original
  • Arrow and Spear particle pickups now have a limited lifetime of 3 minutes
  • ...it's a secret

I also created a Patreon page. I don't expect anything, but if anyone wants to help support my works by donating then that would be super amazing! (BehemothProgrammer's Patron Page (https://www.patreon.com/BehemothProgrammer)) If not, no worries, I'll still be working on the mod.

I'm hoping next up I'll be able to get some sort of menu up and running for clients to send taunts and/or vote for things. So that should be awesome.

Great progress man moving along nicely. Hey updated on TS also :)

:chronosceptor: :t-rex:
Title: Re: Coop Mod v0.38
Post by: vis on May 01, 2018, 05:45:10 AM
Ye, good news always here! ;) Tnx, behe! Btw out of topic, i'm very pleased with discord Turok group to! Duke, help! ; )
Title: Re: Coop Mod v0.38
Post by: BehemothProgrammer on May 01, 2018, 10:10:39 PM
This ones a fairly big update.

Version 0.45 May 1, 2018
Title: Re: Coop Mod v0.45
Post by: Jay Doomed on May 02, 2018, 12:57:04 PM
Cool mod Behemoth hopefully some folks would support your patreon. Not just for the co op mod but I would add in the fact that you made fireseed, unity tools, and tools for Turok. Great job with this though.

:campaigner:
Title: Re: Coop Mod v0.45
Post by: Duke64 on May 05, 2018, 03:25:33 AM
BP sanctum should be updated to the latest. Great job so far man. I really can't wait till all levels are done but no need to rush just hopefully keep it up with your updates.
https://turoksanctum.com/coop-mod/

:oblivion:
Title: Re: Coop Mod v0.45
Post by: Badger on May 05, 2018, 12:54:14 PM
Nice work on it so far mang, can't wait to see whats in store in this mod's future.
Title: Re: Coop Mod v0.5
Post by: BehemothProgrammer on May 05, 2018, 07:27:20 PM
Thanks guys. For this update I skipped ahead and finished the Lair of the Blinds Ones Boss. Made him a tiny bit harder.

Version 0.5 May 5, 2018
Title: Re: Coop Mod v0.53
Post by: BehemothProgrammer on May 13, 2018, 03:03:27 PM
Version 0.53.1 May 13, 2018

Version 0.53 May 13, 2018
Title: Re: Coop Mod v0.6
Post by: BehemothProgrammer on May 25, 2018, 03:58:43 AM
This is a big one. The entire state of the game is now persistent. :t-rex: You can check what keys you currently have and what mission objectives you need to do by typing call stats in the console.

Version 0.6 May 25, 2018
Title: Re: Coop Mod v0.6
Post by: Duke64 on May 25, 2018, 05:00:19 PM
Sounds like a lot of work went into this update, great job man! I like that note about the Firestorm there.

:raptoid:
Title: Re: Coop Mod v0.6
Post by: dc.all on May 28, 2018, 02:15:41 AM
This really is amazing.
I've been playing Co-op over Lan for a few nights now. it all works great!
My brother and I had been waiting to play Turok2 coop ever since the N64! :D
When NightDive released the T2 remaster, the lack of a functional coop made it a deal breaker for me. (not to sound harsh, they've really done a spectacular job of reviving this classic).
but your mod fixed that, and it runs like a dream! I love the adjustments to the maps you've made. the extra enemy placements and breaking the areas up into a linear set of maps have really worked out better than I could of imagined.

intense gratification out of the way, was just wondering about a few things...

I notice the game saves our weapons/progress. if I quit back to the main menu and start a new game, it will save it too.
however, if I close T2 and launch it again, all progress is lost. is this normal?

Is there any way to set the lives limit? or the game difficulty? or does that scale when I add more players?

Thanks again.
DC
Title: Re: Coop Mod v0.6
Post by: BehemothProgrammer on May 28, 2018, 01:54:35 PM
Thanks! Yeah just about everyone wished they included coop in the remaster. I just saw with a lot work it could be done and tried to just go for it. Glad you liked it too. And thanks for the Patreon pledge that's super awesome of you!

Quote
I notice the game saves our weapons/progress. if I quit back to the main menu and start a new game, it will save it too.
however, if I close T2 and launch it again, all progress is lost. is this normal?
Yes that's how it is. I'm not able to save anything to a file through the games scripting so the state of the game is saved in memory only. So if the host exits the game you'll lose your progress. But I will be creating starting inventory, completed objectives, and weapons for each map when you start a new game so players can get a better starting point on any map you start from. If you want to start a new game without closing the game you can open the console (~ key) and type "call newgame" (no quotes) and the next map that loads it'll be a new game.

Quote
Is there any way to set the lives limit? or the game difficulty? or does that scale when I add more players?
For now, there's no real way to punish players for losing all their lives. Normally I'd change the map to the first map but it's currently not possible to change to a specific map though scripting, and I've asked the devs if they could get that in for the next update to the game. They said maybe. So I'm putting a lot of hope on that maybe for this mod. Difficulty currently doesn't scale yet, but it will in the future when I get to it. Right now the difficulty should be equivalent to Normal with more enemies in the early maps.

And here's some useful console commands (~) you can use that most people don't seem to know about:
"call stats" to see your current progress.
"call help" to see a full list of my special commands for making some crazy gameplay happen (change gravity, move speed, double jump, and dashes to name a few).
Title: Re: Coop Mod v0.6
Post by: dc.all on May 29, 2018, 01:56:22 AM
Yeah, can't believe they skipped it. I guess they weren't familiar with T2 and the carrot of co-op being dangled infront of owners for years, even the box art and review copies had that broken co-op which we would of gladly had.
few years ago we actually got as far as primagen's lightship using the n64 co-op gameshark code and emulators.
we were determined lol.

I hope nightdive helps you out, they'll be selling more copies cause of your mod. I can guarantee it.

yeah n/p about the patreon, sorry it's such a stingy amount, hopefully you get more support from others. I'm sure many people will want the mod completed.

I found the call help command already, few interesting ones in there, that display damage is cool too.

So you say lives were disabled because you can't change level... but does that mean lives are actually functional apart from that? could a player be forced to spectate if they ran out of lives? perhaps just make it like 2 lives per stage.. if everyone dies, the host just manually restarts the map.

Best of luck! :yuush:
Title: Re: Coop Mod v0.6
Post by: BehemothProgrammer on May 29, 2018, 06:49:05 PM
Thanks, yeah that sounds like a plan. I'll probably do that with the lives until I'm able to change the map. And I'll be putting the Life Force pickups back soon too. Just got to finish up the rest of the maps and bosses.
Title: Re: Coop Mod v0.61
Post by: BehemothProgrammer on June 03, 2018, 02:05:37 AM
Version 0.61 June 3, 2018
Title: Re: Coop Mod v0.7
Post by: BehemothProgrammer on June 07, 2018, 05:59:30 PM
Lair of the Blind Ones is done! 2 more worlds to go!

I fixed many issues with the maps in Lair of the Blind Ones more than usual. The worst ones were the first 2 key rooms. If you run past the key and walked over the regions to open the door behind you nothing would happen since it's already open. Then you'd pick up the key and the door behind you would close. Kill all the enemies and the door in front of you will open where your suppose to walk over the regions that open the door behind you. But you already triggered those regions so nothing happens and the door behind you stays closed forever.

Version 0.7 June 7, 2018
Title: Re: Coop Mod v0.7
Post by: Dinomite on June 07, 2018, 06:15:52 PM
Great work. You should get alot more attention, honestly. People take great modders like you for granted. :(
Title: Re: Coop Mod v0.7
Post by: BehemothProgrammer on June 10, 2018, 08:56:10 PM
Thanks, Dinomite. I just want to let you and every other person who donated that I'll be including your names in the credits of this mod under supporters as a small sign of my appreciation for your support.
(https://i.imgur.com/cY8w3V8.jpg)

And also in the next update I'll be using the X-Ray effect on players so you can find other players that are nearby more easily since I know that's a common problem everyone is having. And of course you can turn it off at any time if you don't want it.
(https://i.imgur.com/xBqnuDS.jpg)
Title: Re: Coop Mod v0.7
Post by: ひまわりくん on June 11, 2018, 07:55:50 PM
Good shit my man.

You rightfully deserve the title behemoth programmer.

I'm donating some green to your paypal.

(https://i.warosu.org/data/g/img/0472/06/1427387346422.png)
Title: Re: Coop Mod v0.7
Post by: BehemothProgrammer on June 11, 2018, 10:23:36 PM
Wow thanks so much! You guys are great. I'm adding you to the credits too now. With this support from you guys I've really been going through the maps pretty fast now, already half way through the Hive. I'll probably finish it before the weekend and I didn't think I'd be able to finish it till much later. Thanks again!
Title: Re: Coop Mod v0.8
Post by: BehemothProgrammer on June 16, 2018, 10:27:43 PM
Hive of the Mantids is done! Along with many fixes and additions. This update was a lot of work so I hope you all enjoy it. And just for fun I also added in Doom E1M1  :queen:

Version 0.8 June 16, 2018

(https://i.imgur.com/xvUoIQt.jpg)
Title: Re: Coop Mod v0.8
Post by: Badger on June 17, 2018, 10:56:28 AM
 :long-hunter:

Holy KPF! Already finished level 5!? Nice work!

Is there any chance of putting in the hub as a bonus level?
Title: Re: Coop Mod v0.8.3
Post by: Jay Doomed on July 02, 2018, 12:35:32 PM
https://www.turokforums.com/index.php?topic=354.msg11944#msg11944
Title: Re: Coop Mod v0.8.7
Post by: BehemothProgrammer on July 21, 2018, 07:19:52 PM
This is another big update that includes: Saving and Loading of Coop Progress, checkpoints, secrets, more cheats, and lots of awesome fixes. Checkout the details below.

Pretty crazy there's only 2 things left on my to do list for v0.9: The Primagen/ending, and Difficulty setting.

Title: Re: Coop Mod v0.8.9
Post by: BehemothProgrammer on August 12, 2018, 12:15:11 AM
Been awhile since an update so I'm updating now even though I'm still not done v0.9 stuff. Anyway, lots of good stuff in this one, see below for details.

Title: Re: Co-Op Mod v0.9
Post by: BehemothProgrammer on September 14, 2018, 11:27:39 PM
Well, everyone ... it's done! WE ARE TUROK!!!

After about 8 months I just uploaded v0.9 which includes the entire game from start to finish plus a few bells and whistles. Thanks to everyone who supported this mod in anyway shape or form, it helped me to continue to work on the mod to where it is today. And expect at least a few more updates in the future and until then get out there and hunt some Dinos with your friends.

 :oblivion: :primagen: :queen: :raptoid: :treasure: :t-rex: :alien: :bore: :campaigner: :chronosceptor: :feather: :long-hunter: :nuke:
Title: Re: Co-Op Mod v0.9
Post by: Badger on September 14, 2018, 11:35:36 PM
Congratulations! :)
Title: Re: Co-Op Mod v0.9
Post by: Raffine52 on September 14, 2018, 11:41:45 PM
Well Done. Now I can Play Turok 2 With my Friends!
Title: Re: Co-Op Mod v0.9
Post by: Duke64 on September 15, 2018, 12:56:55 AM
Updated on Turok Sanctum, feel free to check and let me know to be sure, pretty sure I did.. Great job.

:raptoid: :raptoid: :raptoid: :raptoid: :raptoid: :raptoid:

 :treasure: :treasure: :treasure: :treasure:
Title: Re: Co-Op Mod v0.9
Post by: BehemothProgrammer on September 15, 2018, 12:39:11 PM
Congratulations! :)
Thanks. Hopefully next update will get your map in there.

Well Done. Now I can Play Turok 2 With my Friends!
Thanks. Sure can.

Updated on Turok Sanctum, feel free to check and let me know to be sure, pretty sure I did.. Great job.
Yup it's right, thanks! Think you could update the description too?

Good job! & Thhanks
Thanks.

So do I just download the file and drag it to the mods folder?
Yup.

My game is bugged :alien:. Every time I died the screen would lock itself on the game-over screen. Something else its seems that I respawned, but like I said before the game lock itself in the gameover screen.
Yup again. That's normal and you need to restart the map now that you've lost all your lives. Whenever you see the text "Go To: <map name>" you need to manually select and load that map from the menu.
Title: Re: Co-Op Mod v0.9.1
Post by: BehemothProgrammer on September 15, 2018, 11:55:40 PM
Made another update to fix some bad errors. What I get for not testing online.

v0.9.1
Title: Re: Co-Op Mod v0.9.1
Post by: vis on September 16, 2018, 06:22:25 AM
Tnx. Good work, man! I will be free again for long round 2 of co op, hu on discord!
Title: Re: Co-Op Mod v0.9.1
Post by: BehemothProgrammer on September 17, 2018, 01:03:27 PM
...
Important Notes
  • Only change the map AFTER you see the message "Go To: <map name>" not before. If you cheat and warp wherever you want then you will not be in the correct location in the map. And read the map name carefully and warp to the right map. Blind Lair, Hive, and Lightship are all non linear unlike the first 3 levels.
  • Open the console (with the ~ key) and type "call help" (no quotes) for a list of all console commands.
  • Type "call dif0" to 3 to change the difficulty in the console (0 = Easy, 1 = Normal, 2 = Hard, 3 = Hardcore)
Title: Re: Co-Op Mod v0.9.3
Post by: BehemothProgrammer on September 21, 2018, 05:37:42 PM
Updated

v0.9.3 (September 21, 2018)
- Added a New Game map
- Each level now has an Oblivion Token secret in it. Good luck finding them all. It won't be easy.
- Platforms now have a script component on them

v0.9.2 (September 19th, 2018)
- I had to remove the shock effect on enemies from the Charge Dart as it crashed the game for the host when any enemy had a cloak effect on. So I replicated the effect of the shock state and added my own effect as best I could.
- Increased shock time to 2-5 seconds for hard and hardcore. And increased minimum shock time to 2 seconds on Easy and Normal.
- MP version of the Charge Dart can now shock enemies.
- MP version of the Bore now works on enemies.
- Charge Dart shows it's charge level on the gun itself.
- Shooting enemies while they're in their cloaking animation will now prevent them from constantly trying to cloak after exiting the animation.
- Fixed the Mantid Drone from having red blood. Drone_01.skinnedmesh, Bone 14, changed Impact Type from Metal to Creature Flesh.
- Fixed Mantid Drone jetpack loop sound and hotpoint from not stopping.
- Fixed all AI On Fire Hotpoints from not stopping.
- Changed Enemy Spawn particle effect
- Hive 4 added checkpoints for Oblivion portal
- Fixed Queen Embryos in Hive 8,9 to no longer respawn.
- Number of LifeForces are shown at the start of the map and on lifeforce pickup if there's only 1 player in the game
- Fixed enemies hit by sunfire pod are now set on fire
- Default Difficulty changed to Normal
- Went through all the maps and fixed the amount of enemies that were set to Respawn
- Combined Lightship 10 and 11 together
- Removed all screen flashes from particles
Title: Re: Co-Op Mod v0.9.3
Post by: Duke64 on September 21, 2018, 10:57:21 PM
Great job with this mod. Watch when some user maps use this mod as a base for co op user maps. Its hard to see a point to make a map without making it co op available also now.

 :feather:
Title: Re: Co-Op Mod v0.9.3
Post by: BehemothProgrammer on September 22, 2018, 09:34:38 PM
That'd be cool to see in the future. I'd add anyones maps to the mod itself as well if they did any.

I added pointless twitter account just for coop mainly for moddb site. https://twitter.com/turok2c (https://twitter.com/turok2c)

And also updated to v0.9.4 (September 22, 2018)
- Fixed Primagen Boss Fight. Sometimes he would try to regen after all his parts were destroyed and skipped going to his next stage.
- Fixed Common Platform def. Adding the platform component to the common platform def caused an error in some maps. (because that makes sense...)
- Fixed crash when starting a map. My Hud was unnecessarily trying to remove all the image actors when map was ending and the actor pointers could sometimes be bad after the game destroys them. Since they were already getting destroyed there's no need to do it again. Deleted Hud::OnDestroy function.
Title: Re: Co-Op Mod v0.9.4
Post by: BehemothProgrammer on September 25, 2018, 09:24:14 PM
Yes you unzip the .zip file and inside is the .kpf file that the game can load.

Moddb required that it be in zip file so that's why it's there. If you download from TurokSanctum or mediafire it's just the kpf.
Title: Re: Co-Op Mod v0.9.4
Post by: Rok on October 14, 2018, 12:53:57 AM
I like the bonus level areas. Co op is a mode where changes like this are acceptable. Great mod.
Title: Re: Co-Op Mod v0.9.4
Post by: BehemothProgrammer on October 14, 2018, 07:31:07 PM
Thanks. I was hoping people would like those major changes to the first 4 maps. Which was originally done to extend the length of the coop gameplay for those maps.

And no one (by my knowledge) has found any of the 6 secret areas containing an Oblivion Token.

While I'm here, Here's a preview of what's coming in next update.
(https://preview.ibb.co/dm1yBL/t3-preview.jpg) (https://ibb.co/iJoOd0)
Title: Re: Co-Op Mod v0.9.4
Post by: Duke64 on October 14, 2018, 10:39:09 PM
This I have to play heh. Invite me to this update.

:raptoid:
Title: Re: Co-Op Mod v0.9.4
Post by: thebestmlTBM on October 15, 2018, 01:56:04 AM
Me too! I would like to play on something like this. :D

and also a Curious Question: When I get the Rare Yellow Eagle Feather for The Wings of Hope Talisman, what does it do?

Title: Re: Co-Op Mod v0.9.4
Post by: BehemothProgrammer on October 15, 2018, 09:42:59 PM
and also a Curious Question: When I get the Rare Yellow Eagle Feather for The Wings of Hope Talisman, what does it do?
In the future I'll be renaming that talisman. But in future updates (when I get the map change script from devs) it will send you to the Spirit World(another HUB) where you can play bonus levels such as the Doom, and Turok 3 maps.
Title: Re: Co-Op Mod v0.9.4
Post by: BehemothProgrammer on October 26, 2018, 06:23:13 PM
Title: Re: Co-Op Mod v0.9.4
Post by: Duke64 on October 27, 2018, 03:39:08 PM
That's awesome when you have it ready I want to play co op on it.

:t-rex:
Title: Re: Co-Op Mod v0.9.4
Post by: BehemothProgrammer on October 28, 2018, 07:29:15 PM
Thanks. Yeah it'll probably be still a long ways away. I did do all the hard parts, but the lighting is another big one and doing lighting in this editor is annoying and very time consuming not to mention I have to try and match it with Turok 3's map. I might just half ass this a bit and place box lights in some outside areas with full ambient color. Idk I'll see how it goes. But also I need to fix the geometry in the second half, alot of vertices are not connected and the uvs are all messed up. And some things are just plain missing like the ceiling above this fan doesn't even exist. So gotta fix those too.

(https://preview.ibb.co/dBgY8A/Untitled-3.jpg)
Title: Re: Co-Op Mod v0.9.4
Post by: Victorious_Games on October 28, 2018, 10:19:37 PM
You’re doing good work here man. Keep it up.
Title: Re: Co-Op Mod v0.9.5
Post by: BehemothProgrammer on November 03, 2018, 10:42:43 PM

Version 0.9.5 is out which features the first level of Turok 3, Seal the Breach! The Mod installation has changed in order for custom music to be used. See "How To Play" for details to get started.

And I want to give a big thanks to Dima Chotin for creating this wonderful trailer.

And if anyone wants the Turok 3 models I worked with they are here as .obj files. I edited most the uvs on all the models as they were all messed up how I got them and I connected alot of the level vertices and removed overlapping faces. https://turoksanctum.com/download/bp_t3models/
Title: Re: Co-Op Mod v0.9.5
Post by: Victorious_Games on November 04, 2018, 03:25:57 PM
That was a pretty nice trailer. Any way I could get a hold of Dima Chotin myself to talk with him/her?
Title: Re: Co-Op Mod v0.9.5
Post by: BehemothProgrammer on November 04, 2018, 04:07:56 PM
yeah he's on Discord as the name Chewbatrij and his twitter is https://twitter.com/DimaChotin (https://twitter.com/DimaChotin)
Title: Re: Co-Op Mod v0.9.5
Post by: Victorious_Games on November 04, 2018, 09:24:04 PM
Thank u
Title: Re: Co-Op Mod v0.9.6
Post by: BehemothProgrammer on November 08, 2018, 04:54:17 PM
Updated to version 0.9.6 with some fixes for the weekend as I suspect everyone who noticed this mod last week might be playing this weekend. I'm also no longer uploading to mediafire, from now on this mod will be on moddb and TurokSanctum.

v0.9.6
- Fixed Enemies getting stuck in there animation when they die for clients
- Fixed Deadman not getting removed when they die and spawn another half deadman for clients
- Can no longer open options menu weapon if on a platform
- Removed moveable box and added a ladder in Port of Adia 1
- ?
Title: Re: Co-Op Mod v0.9.7
Post by: Duke64 on December 01, 2018, 12:31:43 AM
Hey give a vote to turok 2 co op for moddb mod of the year.

https://www.moddb.com/mods/turok-2-co-op-mod
Title: Re: Co-Op Mod v0.9.7
Post by: BehemothProgrammer on December 02, 2018, 07:35:57 PM
Awesome guys, thanks! I wonder if it can get on some kind of top list on the site.
Title: Re: Co-Op Mod v0.9.7
Post by: Jay Doomed on December 03, 2018, 03:12:11 PM
Also voted

:campaigner:
Title: Re: Co-Op Mod v0.9.7
Post by: Victorious_Games on December 04, 2018, 08:37:11 AM
I voted for you too. But I wouldn't expect to get anywhere near the top of the list. That usually goes to RTS mods and Brutal Doom. But if you do get up there, you deserve it and I will be very surprised. Good job man.
Title: Re: Co-Op Mod v0.9.7
Post by: BehemothProgrammer on December 15, 2018, 11:58:19 PM
Thanks again for voting everyone. The voting has ended apparently and I have no idea how the mod did or how many votes it got lol.

Anyway, some time ago Badger contributed his mapping skills and extended the super short Death Marsh 7 map yay! I made a short video of his map and it'll be in the next update so look for that!
Title: Re: Co-Op Mod v0.9.7
Post by: Victorious_Games on December 16, 2018, 10:31:46 AM
Our mods were probably no where near the top 100 LOL. Turok 2 wasn’t even in the top 100 list. Oh well. Basically if you don’t make a mod for a very popular game franchise you more then likely will never get in the top 100. Good job either way man. You’ve made plenty of people happy with your work.
Title: Re: Co-Op Mod v0.9.8
Post by: BehemothProgrammer on December 21, 2018, 05:59:51 PM
v0.9.8 is now available to download which includes 5 new maps by Badger, Sixty Four, and myself. Death Marsh 7, Fossil Cavern, B464, Cradle To Grave, and Seppuku Station. Dedicated Servers now support saving and loading games at anytime!

Death Marsh 7:

Fossil Cavern:

B464:

Cradle To Grave:

Seppuku Station:
Title: Re: Co-Op Mod v0.9.8
Post by: Duke64 on December 22, 2018, 01:29:13 AM
Great job on updates and we beat the whole mod :raptoid:
Title: Re: Co-Op Mod v0.10.0
Post by: BehemothProgrammer on January 23, 2019, 07:10:09 PM
(https://i.imgur.com/wPIl5Wf.jpg)
For this expansion pak enhanced update I bring you the original versions of the N64 maps into COOP! Nearly every map has changed, but the major ones are in the Blind Lair and the Hive. So I hope you didn't get lost in those levels before...lol. Well getting lost with a friend is better than alone right? Anyway also included are some fixes to the game; as always you can see the full change log here (https://pastebin.com/raw/fPi66mn6).

And because just about all the maps have changed and some have been merged and removed, saves from previous versions of COOP will no longer work correctly. If you are in the middle of game you can of course continue to play through that version rather then update to 0.10. Happy Hunting, Turoks!
Title: Re: Co-Op Mod v0.11.3
Post by: BehemothProgrammer on March 20, 2019, 05:16:00 PM
v0.11.3 (March 19, 2019)
- You can now see texture animations the way they were meant to be seen. Fixed all texture animations to not skip there second frame of animation. A bug in Turok 2 skips every 2nd frame of animation, which also means you could never see any animation at all for animations with just 2 frames.
- Fixed hive shield texture animation glitch. Another bug with texture animations in Turok 2 happens with animated textures that are mirrored.
- Fixed a bunch of really incorrect uv values/missing triangles/incorrect textures on static meshes throughout the entire game.
- Minor map fixes in River 7-8, Marsh 7, Lightship 8-9
- Made the flying bird hit box much bigger
- Fixed primagen keys not disappearing for clients when reentering the HUB map after placing all the primagen keys down.

(https://i.imgur.com/eKLyhoe.jpg)
(https://i.imgur.com/ogWzeWh.jpg)
Title: Re: Co-Op Mod v0.11.3
Post by: Duke64 on March 20, 2019, 09:55:38 PM
Nice job on all these updates BP. One day I tell'ya I will like to add some more custom levels in here.

 :raptoid: :raptoid:
Title: Re: Co-Op Mod v0.11.3
Post by: BehemothProgrammer on March 21, 2019, 06:56:27 PM
Yes, could always use more maps
 :treasure:
Title: Re: Co-Op Mod v0.11.3
Post by: Duke64 on March 22, 2019, 01:48:35 AM
I'm thinking a bit about some ported levels since I'm really busy with everything. Some nifty cool N64 ported levels I'd like to do some OoT, JFG, SM64, DKR, and GE. I already have quite a bit of models prepped just some time and motives. I think would be fun to do them in co op! Maybe port over my actual GE and JFG level also. I think soon after I finish up my current load of DKR and my next GE level which is started.
Title: Re: Co-Op Mod
Post by: Sleepy on February 15, 2024, 07:05:36 PM
Me and a group of friends where trying to get a dedicated server of this running but the servers function for saving doesn't seem to work was there something I'm missing?