Author Topic: [Release] Turok+ v1.95  (Read 43220 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