Author Topic: [Release] Turok+ v1.95  (Read 44166 times)

Offline Smoke39

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[Release] Turok+ v1.95
« 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 - v1.95 - 7/1/19
  • Turok+ Menu now opens at save points (also removed now-redundant hub terminal)*
  • added Turok 2 tek bow option
  • added alpha version pistol option
  • knife
    • can no longer hit through walls
       
  • bow
    • increased damage by 1 so poachers can be 2-shot on Hard/Hardcore
    • fixed various instances of arrow clipping into bow/string
    • arrow no longer moves backward when fired
    • added missing wrist and left bow limb
    • cleaned up some of the splotchiness of end of bow limb texture
    • fixed gap in bow limb when drawn
       
  • crossbow
    • arrow damage now decreases as proj speed decreases in water
    • fixed a case where shooting a wall up close could hurt you
    • reduced projectile spawn offset
    • add projectile trail
    • fixed inability to pick up arrows as they're falling off a dying enemy
       
  • dual pistols
    • increased spread of follow-up shots, and make recovery non-linear (same overall time, but slower start)
       
  • T2 AR
    • reduced first shot spread
       
  • shotgun
    • cleaned up wobble in fire/cock anim
    • extended back of gun a bit so you can't see it cut off when cocking
    • fixed solid stripe along the top of the barrel, and a seam in the back of the gun
       
  • minigun/firestorm
    • fixed barrel rotation snapping back into place when pressing fire after climbing
    • fixed minigun losing barrel momentum as soon as lower anim finishes when climbing
    • fixed firestorm keeping barrel momentum when dismounting climbable surface early
       
  • alien weapon
    • fixed flamethrower lighting getting stuck and idle sound failing to play if interrupted by diving or climbing
    • fixed smoke moving toward back rather than center as fire fades from enemies
       
  • hand grenade
    • added first person model (with some assistance from DoomMarine23)
       
  • rocket launcher
    • fixed gaps and incorrect surface normals in top doors and rocket fins
       
  • fusion cannon
    • added missing back
    • start swap-in lower
    • waves around less when looking around
       
  • armor is now capped at 50 (2 pickups, equivalent to 150 health)
  • leapers can no longer hit you from directly behind
  • beetle's close attack anim is no longer silent
  • mantis no longer knocks you upward if you're already in the air
  • tar bubbles are now black instead of yellow, grow larger to match pop fx, and pop fx fades out
  • other model fixes
    • canyon_wall_flat_corner_convex (bottom didn't line up with non-flat top)
    • canyon_wall_flat_straight_climb01 (top didn't line up on grass-side)
    • fixed cracks in leaves of detail_plant06 and 13

*Modders: in addition to save points opening the Turok+ menu, it should now also open automatically when starting a new game.  As such, you should no longer need to spawn "TurokPlusMenu" or "TurokPlusTerminal" in your maps, and they have been removed.
« Last Edit: July 01, 2019, 03:37:55 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.