Author Topic: [Release] Turok+ v1.9  (Read 42521 times)

Offline Smoke39

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[Release] Turok+ v1.9
« on: June 02, 2016, 07:25:14 PM »
General improvement mod with bug fixes, balance tweaks, new effects, and features like ammo toggle.
View the readme for a complete list of changes and keybinds.

Download
Steam Workshop

Screenshots:
Turok+ Menu
Flamethrower
More Flamethrower
Burst Pistol
Akimbo Pistols
Pulse Rifle Scope
Pulse Rifle Beam Mode
Dragon's Breath & Touched Up Auto Shotgun
Bow w/ Normal Arrows
Bow w/ Tek Arrows
Bow Scope
New AR Models
Optional Double-Barrel Shotgun
T2 Crossbow & Plasma Rifle
New Rockets
Minigun Smoke, Tracer, & New Bullet Casings
Colored Shockwave Weapon
Shotgun Ejection
Gibs

Latest Update - v1.9 - 9/18/18
  • added T2 pistol and mag 60 as optional alternative to T1 pistol
  • added T2 shredder as an optional alternative to auto shotgun
  • added T2 charge dart rifle as an optional alternative to shockwave weapon
  • put some constraints on shotgun shot pattern for more consistency
    • Lately I've been finding myself gravitating strongly to the burst pistol because the shotgun's range was so unreliable.  The shotgun hasn't been touched since enemies got their hit boxes reduced many versions ago, but I was reluctant to further reduce its spread for fear of making it feel too similar to the burst pistol.  By ensuring you can't get too unlucky with all your pellets landing wide, the shotgun's damage now degrades more gracefully with range while still retaining its identity.
       
  • added workaround for a bug introduced in the 2.0 game update that caused scope to clip into level geometry
  • fixed dragon's breath vfx in spirit mode
  • updated T2 plasma rifle beam effect to be more solid (also matches T2 appareance a little closer)
  • alien weapon
    • fixed off-hand talon/war blade flipping out when toggling fire mode
    • fixed barrel extension sound failing to play when dismounting a climbable surface before swap-out anim finishes
       
  • fixed rocket launcher getting stuck in lowered position if you dismount a climbable surface before lowering finishes
  • fixed burst pistol laser sight pointing down when jumping with view bob disabled
  • enemy pulse projectiles no longer jolt metallic enemies forward (all enemy types in longhunter's case)
  • fixed humvee engine sound not playing due to an error in the 2.0 game update
  • raptor explosion death sound always plays now, not just on initial kill shot
  • changed thunder_roll_1-4.ksnd from generic rumble to distant thunder
  • red blood can now splatter on wood walls, not just stone
  • fixed blinking line above flames
  • hanging bodies no longer all have the same face
  • fixed wrong cliff edge textures:
    • floor_grass_canyon_left/right
    • canyon_wall_flat_corner_concave (corner piece between sides)
       
  • canyon_bridge01 (long rope bridge) - top ropes can now be seen from below
  • cleaned up streaky shading on several models:
    • ruins_temple04 (also fixed some weird tris in left window, and changed stair normals for better shading)
    • wall_ruins06,10,11 (also fixed small gaps)
« Last Edit: September 18, 2018, 04:20:24 PM by Smoke39 »

Offline Dinosoid

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Re: [Release] Smoke's Tweaks
« Reply #1 on: June 02, 2016, 08:05:59 PM »
I'm gonna try this. And gret job!

Offline Rok

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Re: [Release] Smoke's Tweaks
« Reply #2 on: June 02, 2016, 08:21:03 PM »
Getting it now :) read through the read me all sounds really cool and love splash damage. Gonna check it out.
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Offline Dinosoid

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Re: [Release] Smoke's Tweaks
« Reply #3 on: June 02, 2016, 08:24:16 PM »
Ok I'm back, gotta say its real good! The DMR its amazing. Its there away to make the shotgun fire faster?

Offline Smoke39

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Re: [Release] Smoke's Tweaks
« Reply #4 on: June 02, 2016, 08:59:31 PM »
The DMR its amazing.

Sorry, the what?

Its there away to make the shotgun fire faster?

I could do it, sure, but it would kind of go against the distinction between the pump-action and the auto shotgun.  The pump-action already has some pretty significant buffs.

Offline Duke64

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Re: [Release] Smoke's Tweaks
« Reply #5 on: June 02, 2016, 11:11:03 PM »
Yeah I like the Dragonbreath shotgun that's very nice and sleek I like how it travels slower and has some spark like effect to, this could be one of my favorites I seen. Now I remember the Particle Accelerator turning colors now so that was you :) another cool touch. I noticed some new sounds are in there to I am going to play more for sure. All of it was pretty creative actually.



Like the smoke trail it leaves behind to nice.
« Last Edit: June 02, 2016, 11:50:51 PM by Duke64 »
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Offline Dinosoid

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Re: [Release] Smoke's Tweaks
« Reply #6 on: June 03, 2016, 04:54:54 AM »
I meant the Designated marksman rifle.... well the assault rifle I like its new function... :D

I don't use the Auto-Shotgun :D but can you tell me which file i need to modify. Thank you!

Offline Smoke39

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Re: [Release] Smoke's Tweaks
« Reply #7 on: June 03, 2016, 05:31:54 AM »
I meant the Designated marksman rifle.... well the assault rifle I like its new function... :D

Oooh, okay.

I don't use the Auto-Shotgun :D but can you tell me which file i need to modify. Thank you!

Now I'm confused.  Why not? :|

Anyway, look for the TurokShotgun class in scripts\weapons.txt (or scripts\weapons\TurokShotgun.txt in my mod).  Reduce the 4.0f in "self.AnimState().Set(anim_weaponFire, 4.0f, 0);" in OnBeginFire() to increase the anim rate.

In OnFire(), you'll want to reduce the 0.5f and 0.6f in the if statements, so the cocking sound and shell ejection will happen sooner, to match the quicker cocking speed.

Finally, in sounds\shaders\ready_shotgun.ksnd, you'll want to reduce the "delay = 16" in the second block, to reduce the time between the two clicks, to match the faster cocking speed.

I'd have to fiddle with it to see, but it might actually look better to dynamically adjust the anim rate in OnFire(), rather than just cranking it up across the board.  With some trickery, you could probably also change it to semi-auto instead, or even fake a horizontal cocking animation.

Offline Jay Doomed

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Re: [Release] Smoke's Tweaks
« Reply #8 on: June 03, 2016, 09:47:30 AM »
Niice dude getting now and going to try this weekend sounds pretty cool. Thanks for putting it up though.

Edit: Oh lord I love the shotgun knockback dude
« Last Edit: June 03, 2016, 01:39:27 PM by DoomGuy »
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Offline Smoke39

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Re: [Release] Smoke's Tweaks
« Reply #9 on: June 03, 2016, 06:19:53 PM »
Shotgun knockback was actually Clebardman's idea.  I came up with the knockback code, though.