Author Topic: [Release] Turok+ v2.05  (Read 45741 times)

Offline Dinomite

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Re: [Release] Turok+ v1.9
« Reply #140 on: September 25, 2018, 11:55:13 PM »
Holy smacks

The most hated person on the internet.

Offline Joseph Turok

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Re: [Release] Turok+ v1.9
« Reply #141 on: March 18, 2019, 10:05:07 PM »
Fantastic mod!  I can not play without 

 If the second game accepted Workshop I imagine perfect work that the smoke39 would do with Turok 2+
« Last Edit: March 18, 2019, 10:06:20 PM by Doutrinador »

Offline Smoke39

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Re: [Release] Turok+ v1.95
« Reply #142 on: July 01, 2019, 03:38:48 AM »
Been a while, but a new version's finally up. Highlights include the Turok 2 tek bow, alpha version pistol, and the ability to open the Turok+ menu from save points.

Online Badger

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Re: [Release] Turok+ v1.95
« Reply #143 on: July 01, 2019, 02:31:23 PM »
I love this! My only gripe is that the old Turok+ terminals should be grandfathered in as an optional thing for modders, but the save point having t+ menu is a big improvement for sure.

Just a suggestion for a future update, could you make the T+ menu in the save game style, now that you go to the save point to edit the menu?

« Last Edit: July 01, 2019, 02:34:52 PM by Badger »

Offline Smoke39

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Re: [Release] Turok+ v1.95
« Reply #144 on: July 01, 2019, 04:33:44 PM »
I guess I could do add it again if you really want for some reason.  Would it work all right if save points didn't open the T+ menu if there's a terminal somewhere on the map?

Someday I'd like to make the T+ menu mouse-driven.  To do that will require rendering the menu manually instead of using the help text function, so I can change the styling then.

Online Badger

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Re: [Release] Turok+ v1.95
« Reply #145 on: July 01, 2019, 07:02:16 PM »
I mean, I'd rather have both at the same time :P. I just wanted to grandfather that one T+ terminal I have in openworld as an antique, so it could remain the last active terminal in Turok modding 0_0

Offline Dinosoid

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Re: [Release] Turok+ v1.95
« Reply #146 on: August 31, 2019, 11:48:04 PM »
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« Last Edit: September 11, 2019, 03:56:27 PM by Dinosoid »

Offline Smoke39

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Re: [Release] Turok+ v1.95
« Reply #147 on: September 01, 2019, 07:42:18 AM »
The Getting Started tutorial teaches the fundamentals of how to make changes to the game, but the rest of the guide is more of a reference than guided lessons.  Most of what I know is documented there, though.

I'd suggest poking around the files and seeing what you can change without worrying about making anything "fancy," and just try to get a feel for how parts of the engine fit together first.  The guide can help demystify stuff as you go along, and if you ever get lost there are several of us here or on the discord who can help point you in the right direction.

Offline Dinosoid

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Re: [Release] Turok+ v1.95
« Reply #148 on: September 01, 2019, 01:31:41 PM »
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« Last Edit: September 11, 2019, 03:56:35 PM by Dinosoid »

Offline Smoke39

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Re: [Release] Turok+ v2.0
« Reply #149 on: September 29, 2019, 05:12:48 PM »
New version is up with T2 scorpion and nuke, as well as the first Rage Wars weapon: the street sweeper shotgun.