Author Topic: Co-Op Mod v0.11.4  (Read 127681 times)

Offline BehemothProgrammer

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Re: Co-Op Mod v0.9.3
« Reply #50 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

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.

Offline Dinosoid

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Re: Co-Op Mod v0.9.4
« Reply #51 on: September 25, 2018, 06:26:18 PM »
The latest download link you provided is a zip. So i was wondering if need to rename the extension file to kpf or drag the newest update to the previous kpf file. I hope made myself understand.

Offline BehemothProgrammer

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Re: Co-Op Mod v0.9.4
« Reply #52 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.

Online Dinomite

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Re: Co-Op Mod v0.9.4
« Reply #53 on: September 25, 2018, 11:53:01 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.
Its funny cause technically its a zip file in a zip file.  :yaeh am not durnk:

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Offline Dinosoid

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Re: Co-Op Mod v0.9.4
« Reply #54 on: September 26, 2018, 02:14:04 AM »
 :turok:

Offline Rok

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Re: Co-Op Mod v0.9.4
« Reply #55 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.
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Offline BehemothProgrammer

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Re: Co-Op Mod v0.9.4
« Reply #56 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.
« Last Edit: October 14, 2018, 07:48:15 PM by BehemothProgrammer »

Offline Duke64

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Re: Co-Op Mod v0.9.4
« Reply #57 on: October 14, 2018, 10:39:09 PM »
This I have to play heh. Invite me to this update.

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Offline thebestmlTBM

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Re: Co-Op Mod v0.9.4
« Reply #58 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?

« Last Edit: October 15, 2018, 01:59:48 AM by thebestmlTBM »

Offline BehemothProgrammer

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Re: Co-Op Mod v0.9.4
« Reply #59 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.