Author Topic: [Release] Turok+ v2.11  (Read 54794 times)

Offline Smoke39

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[Release] Turok+ v2.11
« 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 - v2.11 - 4/12/20
  • small update to fix some problems unique to the Twitch version of the game
v2.1 - 12/26/19
  • added Rage Wars tek crossbow as optional bow alternative
  • added sunfire pod as optional hand grenade alternative
  • shotgun type and double-barrel upgrade are now 2 separate settings
    • allows for T1-style double-barrel shotgun and keeping single-barrel T2 shotgun
       
  • bows
    • fixed T2 arrows spawning too high or low on slopes or near cliffs
    • angled arrows up a bit, calibrated so super arrows pass through top scope crosshair
    • arrows are now centered horizontally when scoped
    • reduced T2X proj horizontal offset a tiny bit
    • fixed arrow pickup glint slowing down in spirit mode
    • fixed T1 super arrow sparkle being slightly off (probably happened when I moved arrow head forward to prevent clipping into the bow)
       
  • shotguns
    • straightened out T1 shotgun pickup and touched up texture mapping
    • fixed horizontal knockback being too strong when firing at steep angles
    • raised double shotgun double-shot threshold very slightly (matches RW shotgun, slightly reduces accidental double shots)
    • fixed T2 pump-action shotguns recoiling when holding fire while resuming cocking after an offhand action
    • fixed ring appearing at the front of shredder explosive shell trail
       
  • hand grenade
    • fixed model not hiding when running out of ammo if fire button is held
    • fixed a minor seam in shading along knuckles in hand grenade model
       
  • fixed flares not spawning water impact particle effects
  • killing enemies with explosive shells and tek arrows no longer blows them away when hitting the level, for consistency with direct hit kills (still blows corpses away, due to an engine bug)
  • fixed subtle white fringing around HUD numbers
« Last Edit: April 13, 2020, 12:16:52 AM by Smoke39 »

Offline Dinosoid

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Re: [Release] Smoke's Tweaks
« Reply #1 on: June 02, 2016, 08:05:59 PM »
.
« Last Edit: September 11, 2019, 01:20:26 PM by Dinosoid »

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 »
.
« Last Edit: September 11, 2019, 01:20:15 PM by Dinosoid »

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 »
.
« Last Edit: September 11, 2019, 01:20:06 PM by Dinosoid »

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.

 

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