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Turok Games => Turok 2 Seeds of Evil => Turok 2 Seeds of Evil Modding/Mapping => Topic started by: Victorious_Games on July 21, 2018, 10:01:14 PM

Title: TUROK 2 ASCENSION
Post by: Victorious_Games on July 21, 2018, 10:01:14 PM
(https://media.moddb.com/images/mods/1/38/37597/T2ATitle.1.jpg)

&t=14s

ModDB Mod Page Link:
https://www.moddb.com/mods/turok-2-ascension

ModDB Mod Download Link:
https://www.moddb.com/mods/turok-2-ascension/downloads/turok-2-ascension-version-10
Title: Re: TUROK 2 ASCENSION
Post by: ひまわりくん on July 22, 2018, 10:23:32 AM
Add some videos, this sounds kinda cool.
Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on July 22, 2018, 01:33:32 PM
I’ll be making some soon. I’m also gonna make a ModDB.com page for it as well. Progress for the mod will be posted there for the most part. I’ll post the link ASAP. Thanks for showing interest.
Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on July 22, 2018, 05:21:16 PM
Made some changes to the Firestorm Cannon's new attack features.
Title: Re: TUROK 2 ASCENSION
Post by: Jay Doomed on July 24, 2018, 03:08:44 PM
Sounds nice look forward to it!
Title: Re: TUROK 2 ASCENSION
Post by: Badger on July 24, 2018, 08:43:22 PM
Huh, I'll have to play through what you have when you release  :)
Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on July 24, 2018, 09:42:04 PM
Does anybody know how to get the enemies to check what weapon the player is currently using?

I know it has something to do with WeaponActor but I don't know how to code it properly. I just need a quick if statement if you guys don't mind.

Also how do I check if an enemy is on fire from the flamethrower? I was trying something like:

Code: [Select]
if (self.RenderMeshComponent().ToggleHotPoint(1, true))
{
        self.RenderMeshComponent().AltTexture() = 2;
}

but of course it's not working. Anybody?
Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on July 28, 2018, 05:00:47 PM
Updated OP

Added a sticky mine alternate fire mode to the PFM Layer. Suckers stick to walls, floors, ceilings, and monsters.

Also Sunfire Pod's alternate fire mode throws out a projectile that actually explodes and causes fire damage to nearby enemies.
Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on July 29, 2018, 08:26:18 PM
Figured out how to get the monsters to tell what weapon the player is currently holding when they die. So death skins are a go. Normal death skins for non explosive and non flammable weapons, exploded death skins for explosive weapons, and burnt death skins for flammable weapons will be made for all monsters. The monsters from the first 2 worlds, The Port of Adia and The River of Souls, are almost done. Lot's of good progress has been made.
Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on July 30, 2018, 01:13:44 PM
Today on top of finishing off the death skins for all of the monsters in the first 2 worlds I'll be adding a shoulder lamp that you can toggle on and off whenever you want, as long as you're not in scope mode with a weapon that has a scope or riding the Styracosaurus. The flashlight pickup item will be replaced with another item that already exists like a health pickup or something.
Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on July 30, 2018, 10:21:23 PM
Shoulder lamp is in. Works great.
Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on July 31, 2018, 12:25:57 AM
Does anybody know how to get the player.script to check whether or not the weapon he is using has a scope enabled? In Weapon.scripts it's a simple self.ScopeReady() but with the player.script it's more complicated than that. I tried a lot of different ways including if(self.Weapon().ScopeReady()) but nothing ever works.
Title: Re: TUROK 2 ASCENSION
Post by: Rok on August 02, 2018, 01:50:01 AM
Sounds like fun  :treasure:
Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on August 03, 2018, 11:04:58 AM
Worked on the Plasmagun some more last night. I hadn't done too much for it so I figured I needed to. Primary fire only uses 1 round per shot now instead of 5 and fires a railgun like beam that penetrates through all monsters. So line them up for multiple kills. When in scoped mode the weapon fires an explosive projectile similar to the Alien Weapon's from Turok 1. It has that double explosion that deals serious damage at the cost of 75 ammo per shot. It's awesome.
Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on August 04, 2018, 03:36:46 PM
All monsters in the first 2 worlds have a complete set of death skins. Next group will be the purlins.
Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on August 04, 2018, 10:31:14 PM
Feature list updated.
Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on August 06, 2018, 05:45:36 PM
Reconfigured the entire Flamethrower projectile system and now the Flamethrower will leave behind fire on impact that burns for a little while and does fire damage over time. It's freaking awesome.

OP updated.
Title: Re: TUROK 2 ASCENSION
Post by: Jay Doomed on August 08, 2018, 10:23:58 AM
Wanted to tell you that people are interested in this mod. We are just awaiting a download  :campaigner:
Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on August 08, 2018, 10:37:09 AM
Thanks. I'm excited to get this out as well. When I'm done making all the death skins for the monsters there should be a release. I'll probably upload a beta here to let you guys test it out before making a full release at ModDB. You guys can be my guinea pigs.  :grin:

I'm currently trying to get the Warblade and the Razor Wind to use bloody versions of their skins when using their melee attacks. Of course the Razor Wind gets blood on it when throwing the weapon with the Alt Fire button like usual, but the primary attack which is a close range melee attack does not. I want to make it happen by getting the monsters to check what projectile and weapon is hitting them in their "OnDamage" section of their script and then make the weapon the player is using at that time change its skin to a bloody one. I've been trying some code out that I use to make monsters use their death skins which should work for this as well, but I keep getting Exception NULL errors and crashes. Any ideas?
Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on August 09, 2018, 09:09:31 PM
I got it all working now. The Nuke, Razor Wind, and Warblade now get red and green blood on them when hitting monsters with their melee attacks. And the blood only goes away when teleporting or loading up a map. So no more throwing the Razor Wind to clean it off.
Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on August 11, 2018, 12:21:36 PM
T2A is now live at ModDB.

Link: https://www.moddb.com/mods/turok-2-ascension

I will more then likely post updates there from here on out. I hope to see you guys there. I will however release the beta here as I said before for testing before an actual release at MODDB. So expect that.
Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on August 16, 2018, 10:17:24 PM
Does anybody know what particle effect that fire that's burning at the beginning of the Port of Adia 1 map is? The one that's right at the beginning right after you walk up that first ramp and turn left.
Title: Re: TUROK 2 ASCENSION
Post by: Drahsid on August 22, 2018, 02:31:36 PM
Find it in kexstudio, that should help.
Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on August 22, 2018, 03:29:58 PM
Oh hey thanks for the reply. I already found it though the long way. I used the console command "spawnactor particles/large_bonfire.particle". Good news is it and the other 2 versions of it do fire damage to nearby monsters and the player over time.  :have a nice day:
Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on August 29, 2018, 04:58:48 PM
Anybody interested in doing a little modeling? I've added a shoulder cannon energy grenade attack for Turok that can be fired at any time and requires 10 seconds to recharge. It's mainly to help with the increased numbers of enemies which can be a little staggering at times. Anyways I was wondering if anybody would be interested in adding a cool looking shoulder cannon to Turok's cinematic model. It would need to be on his left shoulder and would look something similar to what the Predator has but less alien looking. I really only need it added to his Character_High_detail and Cinema_Turok models since T2A is single player only and that's pretty much the only time you see his actual body. Correct me if I'm wrong.
Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on September 03, 2018, 04:25:23 PM
I just noticed that if I die the game won't send me back to my last checkpoint. Even when I'm not using my mod the game doesn't send me back to the last checkpoint I was at after the Regeneration cutscene where Turok is brought back to life. The game just dumps me off into the Regeneration map off to the side of the actual platform that Turok comes back to life on. He never walks through the portal like he's supposed to sending you back to the last checkpoint.

The last console message I get is: "kexGameModeSP::DoPlayerWarp: Could not warp to -1 in level -1"

I get this message whether or not I'm using my mod and whether or not I died on a map that I loaded up via the console with the "map" command or if I died after starting a proper new game.

Anybody else have this issue?
Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on September 04, 2018, 06:38:06 PM
Never mind what I said before. This bug is only happening with my mod. It may have corrupted the original game some how but after removing the kexengine.cfg file and running the game without my mod it worked as it should. With my mod not so much.
Title: Re: TUROK 2 ASCENSION
Post by: Jay Doomed on September 06, 2018, 12:07:55 PM
I had that problem before where I had to reset my config.
Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on September 06, 2018, 03:09:43 PM
I forgot to post an update on this issue. I did the same thing but it didn’t fix the problem. It seems that if u don’t go through a portal then u don’t have a checkpoint. So if u load up a map and don’t go through at least 1 portal then you’ll get this error.
Title: Re: TUROK 2 ASCENSION
Post by: Raptor Dan on September 06, 2018, 08:59:31 PM
I'm itching to see how everything looks in the final release, hoping to see more media of it soon!
Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on September 06, 2018, 09:41:42 PM
Have you been visiting the ModDB site?
Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on September 08, 2018, 02:48:31 PM
Could somebody please explain to me how to go about adding a thin layer of fog in the air for a map like the Death Marshes. I want to add that foggy sky look like the original Turok game had in the jungle levels. Is it a mesh or a particle effect? I got something going already with a custom particle effect I made but it doesn't get that same effect.
Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on September 20, 2018, 09:23:56 PM
When you enable something like this:

Code: [Select]
self.Flags() |= AF_NODAMAGE;

how do you disable it? I've tried this:

Code: [Select]
self.Flags() &= ~AF_NODAMAGE;

but nothing changes.
Title: Re: TUROK 2 ASCENSION
Post by: ひまわりくん on September 26, 2018, 08:16:53 PM
Could somebody please explain to me how to go about adding a thin layer of fog in the air for a map like the Death Marshes. I want to add that foggy sky look like the original Turok game had in the jungle levels. Is it a mesh or a particle effect? I got something going already with a custom particle effect I made but it doesn't get that same effect.
I think that's done under sector properties by setting sky height at ground level, that is if T2 sector properties are the same as T1.
Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on September 27, 2018, 08:15:52 AM
Ok that makes sense. I’ll look into that. Thanks for the tip.
Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on October 26, 2018, 08:07:28 AM
As u guys may remember I was making some changes to the death marsh maps’ fog by getting rid of the black fog and replacing it with grey fog. I’ve got all that done and realized that the tops/cutoff points of the trees and the vines that hang from above are now very visible. I guess the black fog was used to hide this. So anyways I’m going through the maps again and adding tree tops and moving the hanging vines further up into the sky. It looks awesome and really makes the death marshes look like actual marshes. Here’s my problem.

After moving the vines I noticed that a transparent slightly visible version of them was left behind right where they use to be. I guess it was something that has to do with their lighting or hit detection? I’m really not sure. How do I remove this and add it to their new position?
Title: Re: TUROK 2 ASCENSION
Post by: thebestmlTBM on October 26, 2018, 06:03:07 PM
So not only you made the mod about weapons, but also maps too?
This oughta be interesting. :D
Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on October 27, 2018, 02:30:06 PM
For this version I’ve only made changes to the Death Marshes. For the next release I’m gonna make more changes to the other worlds too.

Anybody got an answer for my question?
Title: Re: TUROK 2 ASCENSION
Post by: Duke64 on October 27, 2018, 03:35:35 PM
The buttons on the interface. The last buttons on the list from my get started guide.

Redraw Lights/ Render Light Maps/ Trace Regions/ Grid Lock

https://duke64nukem.com/2017/05/09/turok-2-editor-basics-and-lets-build-a-room-guide/

Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on October 27, 2018, 11:20:37 PM
I already read through that. It was very helpful. But clicking on the redraw lights button brings up the load map window and the other buttons don’t seem to help. What exactly do I need to do to edit these transparent objects?
Title: Re: TUROK 2 ASCENSION
Post by: BehemothProgrammer on October 28, 2018, 04:01:03 AM
They are the Lightmap meshes. When the Lightmaps are built all the static meshes are duplicated and their textures are additive to give the look that the mesh is brighter or darker in that area. When you delete or move a static mesh the lightmap mesh does not update so you're still seeing the baked lightmap mesh. There's no way to delete them in the editor except by rebuilding the lightmaps for the entire map. To build the lightmaps for a map open the console and type: buildlightmap levels/whatever.map

Depending on the map it could take a bit of time. Building lightmaps also correctly updates the games grid bounds which you will need to do if you ever create or move objects to an area outside of the existing grid bounds (which are invisible to you in the editor, but can be seen in game by typing showgridbounds in the console, but really don't worry about that unless you get an error message that says something about gridbounds).
Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on October 28, 2018, 10:07:40 AM
Oh ok. I knew I was missing something. This should be added to the duke64 tutorial. Thanks Behemoth. U saved the day once again.
Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on October 28, 2018, 02:39:00 PM
Ok so I did what you said and it definitely fixed the issue I was having. But now u can see dark lines in between the floor sectors. Like every single one of them. It looks terrible. Is there any way to get around this or not?
Title: Re: TUROK 2 ASCENSION
Post by: BehemothProgrammer on October 28, 2018, 07:16:40 PM
No. You'd need to make all the meshes not overlap. Which all the meshes unfortunately do especially in the Death Marshes maps. And if you never noticed throughout the entire game there are dark lines and light bleeding in through walls if you look around a bit, but it's definitely less then however the remaster builds lightmaps. So you can:
Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on October 28, 2018, 10:18:19 PM
You could have told me this from the beginning. LOL Thanks for the help man. I’ll just leave the almost invisible lightmaps alone. It’s not worth messing up the rest of the map. Plus it’s not a huge deal. The maps look 100% better with my changes anyways. Even with the lightmap bugs.

I’m very close to releasing a beta for testing. If anybody is interested in getting involved hit me up at ModDB. It’ll be demanding and will require u to play a lot of the game in hopes of finding bugs and any imbalances in the gameplay.
Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on December 06, 2018, 09:27:04 PM
New trailer released. It's in the OP.
Title: Re: TUROK 2 ASCENSION
Post by: Dinosoid on December 06, 2018, 09:41:07 PM
This is gonna sound cliche but Great work man and keep up the good work.! I hope you stick with us forever!  :treasure: :treasure: :treasure: :treasure: :treasure: out of  :treasure: :treasure: :treasure: :treasure: :treasure:
Title: Re: TUROK 2 ASCENSION
Post by: Dinosoid on December 06, 2018, 09:42:27 PM
I also voted for your mod as mod of the year!  :feather:
Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on December 06, 2018, 09:45:54 PM
Hey thanks man. Thats means a lot. I hope to stick around as long as possible.
Title: Re: TUROK 2 ASCENSION
Post by: Dinosoid on December 06, 2018, 10:06:59 PM
Hey man I was reading the comments on your Evil Enslaved Soldiers image and taught I could provide the voice clips. I can make some wacky noises! I'm no professional  but I have a headset with a mic. (It's a Chinese made headset)
Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on December 06, 2018, 11:16:21 PM
I appreciate the offer but I got some voice clips from another game already. However I plan on making different variants of these guys in future releases. I could definitely use some more voice clips at that time. I’ll keep u in mind.
Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on December 07, 2018, 09:51:40 PM
Uploaded a lot of video clips at ModDB for T2A. Be sure to check it out.

Tomorrow I'll be releasing version 1 of T2A at ModDB.
Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on December 08, 2018, 08:02:16 PM
T2A has been released. Link has been added to OP.
Title: Re: TUROK 2 ASCENSION
Post by: Badger on December 08, 2018, 08:43:52 PM
Congrats man!  :chronosceptor:
Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on December 09, 2018, 12:44:07 AM
Thanks man. Have fun with it.
Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on December 10, 2018, 11:21:04 AM
Hey Duke64 it would be an honor is you would add my mod to the Turok Sanctum page.
Title: Re: TUROK 2 ASCENSION
Post by: Dinosoid on December 11, 2018, 02:18:47 AM
Hey Victorious, can you please list the name of of the track from the first trailer please.
Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on December 11, 2018, 08:15:53 AM
Hey Victorious, can you please list the name of of the track from the first trailer please.

Yeah it's called Full Tilt. It's from Mad Max Fury Road. ThePrimeCronus made it and did several songs like this. Check them out they're great. Very tribal.



Title: Re: TUROK 2 ASCENSION
Post by: Dinomite on December 12, 2018, 02:30:59 AM
 :o
I liked this movie.
Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on December 12, 2018, 08:09:43 AM
:o
I liked this movie.

Me too. Sadly we'll probably never see a sequel any time soon. Legal issues.
Title: Re: TUROK 2 ASCENSION
Post by: Duke64 on December 14, 2018, 12:14:42 PM
Hey Duke64 it would be an honor is you would add my mod to the Turok Sanctum page.

I've added it now, but the download just goes to your moddb file. Since I do run this site alone, I was weary of the possible updates and dealing with 1gb of the textures with each update. Maybe I will add a sanctum download in some time. As I have a feeling you will be updating. Do you think you would add some custom levels? Congrats on release btw.

https://turoksanctum.com/turok-2-ascension/
Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on December 14, 2018, 12:24:18 PM
If I do an update it won't require a redownload of the 1gig texture pack. I can make patches that just override the other files. So you won't have to worry about that. As long as you got the content from version 1 future patches will be pretty small.

I'm not planning on adding maps but I'd be open to it if I could get more people on board to help. I was wanting to add some more boss fights.

Thanks for the kind words.
Title: Re: TUROK 2 ASCENSION
Post by: Raptor Dan on December 25, 2018, 06:58:44 PM
I decided to add variations to the casing sounds for the bullet weapons and the shotguns for fun, since the repetitiveness of the original casing sounds get on my nerves.


Edit:

Decided to update this, the difference between this and the last video is that I found better fitting sounds for the pistol cartridges because they were too heavy for the pistol and the mag 60, and gave the heftier sounds to the dino with the 20mm machine gun.

You can grab it here as a little add-on for the mod: https://www.dropbox.com/s/7jpom578y76uygy/t2a_casingsV2.kpf?dl=0

Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on December 26, 2018, 01:01:42 PM
Hey that's great man. Do you have a ModDB account? If you do you should upload this to the addons section on the T2A page. I hope for more people to make addons for it. This could get the ball rolling.
Title: Re: TUROK 2 ASCENSION
Post by: BehemothProgrammer on December 27, 2018, 05:24:58 PM
Finally got around to playing this. Loved all the action and Turoks new predator look. Also loved all the weapon enhancements, the more blood, gibs, particle effects, and more enemies in all the maps. I thought the spawned enemies had too much health especially the Araissi soldiers at the start were a bit too spongy, but glad to see you used them. Might want to scale them down to a smaller size a bit they seem a little big. I didn't like the weapon reloading, I think it slows the pace of the game and that you should want to just keep the action going. Of course keep the reloading animation for the magazine discharge shots so there's a long delay after firing it. Those upscaled textures, they look worse to me then the lower res versions and make loading the game and loading each map take so much longer. I see you tried to make it an option by making a separate .kpf, that's good, but without it there are several missing textures. You should fix that and try and put the texture kpf into a separate download as well since it's a big filesize. The Hunter canon and it's charge is a nice alternate fire option when running low on ammo. You might consider adding a charge indicator on the screen for that and maybe other charge abilities. Don't really want to go on about each weapon because I pretty much loved them all, so I'll just say awesome job across the board with those!
Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on December 28, 2018, 08:15:23 AM
Finally got around to playing this. Loved all the action and Turoks new predator look. Also loved all the weapon enhancements, the more blood, gibs, particle effects, and more enemies in all the maps. I thought the spawned enemies had too much health especially the Araissi soldiers at the start were a bit too spongy, but glad to see you used them. Might want to scale them down to a smaller size a bit they seem a little big. I didn't like the weapon reloading, I think it slows the pace of the game and that you should want to just keep the action going. Of course keep the reloading animation for the magazine discharge shots so there's a long delay after firing it. Those upscaled textures, they look worse to me then the lower res versions and make loading the game and loading each map take so much longer. I see you tried to make it an option by making a separate .kpf, that's good, but without it there are several missing textures. You should fix that and try and put the texture kpf into a separate download as well since it's a big filesize. The Hunter canon and it's charge is a nice alternate fire option when running low on ammo. You might consider adding a charge indicator on the screen for that and maybe other charge abilities. Don't really want to go on about each weapon because I pretty much loved them all, so I'll just say awesome job across the board with those!

Hey thanks man. I'm glad you enjoyed the mod. I'll definitely take into consideration everything you said. Your feedback is greatly appreciated.  :have a nice day:
Title: Re: TUROK 2 ASCENSION
Post by: Raptor Dan on December 28, 2018, 12:24:43 PM
I'm going to have to agree with Behemoth on the upscaled textures, they really don't offer much improvements over the default textures and the filter you put on them to make them look less grainy and pixelated worsens the quality without adding any real detail. You really are better off using the default textures to cut down on load time.

Also I've decided to expand the casing sound addon into a sound overhaul addon for the weapons, using the various sources I have available to improve the feedback of some of the weapons (like the Styrac mount).
Title: Re: TUROK 2 ASCENSION
Post by: Victorious_Games on December 28, 2018, 03:16:02 PM
Sorry I disagree with both of you on the skins and textures. They add a lot to the quality. They're much more crisp and detailed unlike the blurry original textures. The vast majority like them but I can understand how some might disagree. I will not make them optional however. T2A is a total package. It's all or nothing. I didn't put them in a separate KPF as a way of making them optional. I did that for future patching purposes. They are not optional. They are required.

I've had one other person say their load times were really long for maps after installing the T2A texture pack. My map load times are almost unnoticeable. Only the initial load time when you start the game has been extended but only by around 10 seconds. How long are you're load times for maps and what are your PC specs?