Author Topic: Turok 2 Seeds Of Evil Modding (Get Started Guides)  (Read 27817 times)

Offline Mon-Ark

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Re: Turok 2 Seeds Of Evil Modding (Get Started Guides)
« Reply #20 on: March 31, 2017, 09:57:18 PM »
Im pretty sure there at least two people working on T1 and T2, at least by checking who are the developers answering the boards. Edward is in charge of the netcode, and apparently was the responsible of the netcode for zanondrum, according to some guy who didnt really like him at all.

Then theres DanielDNS, shadow and maybe quadrasaw but I he only appeared on the T1 boards
Not to be rude but what you said is pretty stupid. You are mostly just naming testers so thats wrong, but the fact you name Shadow (DarkShadowRage is a fucking cocksucker, he does not count as either a dev OR a tester) is propostrous.
Daniel is the producer of NDS. Quasar does almost as much as Kaiser (both of which you had not mentioned), Shadow deserves pancreatic cancer and you didnt even name Duke even though he made a map and tested Turok and Turok 2.
It really pains me to see DarkShadow get mentioned but not any of the people that actually did something.

I didnt fact check this shit, just named whoever came to my mind first. Also my point was mentioning someone Besides Kaiser working on the thing, so no point mentioning Kaiser.

Offline Dinomite

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Re: Turok 2 Seeds Of Evil Modding (Get Started Guides)
« Reply #21 on: April 01, 2017, 03:47:18 AM »
Im pretty sure there at least two people working on T1 and T2, at least by checking who are the developers answering the boards. Edward is in charge of the netcode, and apparently was the responsible of the netcode for zanondrum, according to some guy who didnt really like him at all.

Then theres DanielDNS, shadow and maybe quadrasaw but I he only appeared on the T1 boards
Not to be rude but what you said is pretty stupid. You are mostly just naming testers so thats wrong, but the fact you name Shadow (DarkShadowRage is a fucking cocksucker, he does not count as either a dev OR a tester) is propostrous.
Daniel is the producer of NDS. Quasar does almost as much as Kaiser (both of which you had not mentioned), Shadow deserves pancreatic cancer and you didnt even name Duke even though he made a map and tested Turok and Turok 2.
It really pains me to see DarkShadow get mentioned but not any of the people that actually did something.

I didnt fact check this shit, just named whoever came to my mind first. Also my point was mentioning someone Besides Kaiser working on the thing, so no point mentioning Kaiser.
DarkShadow didnt work on the game.

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Offline Snake Plissken

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Re: Turok 2 Seeds Of Evil Modding (Get Started Guides)
« Reply #22 on: April 06, 2017, 08:50:48 AM »
Yep you skipped level 10 in hubinfo which breaks the flow change it to level 10 and 11 instead of 11 and 12. And you're good to go. Btw Duke64 helped me to understand all so I thank him myself.

Hub     kHub_Multiplayer
{
    title           ""
   multiplayer      "1"
   
    level_1        klevel_MP_City4
    level_2        kLevel_MP_City5
    level_3        kLevel_MP_Marshes5
    level_4        kLevel_MP_Harbor9
    level_5        kLevel_MP_Mosh_crypt
    level_6        kLevel_MP_Vulcans_Forge
    level_7        kLevel_MP_H_2_Whoa
    level_8        kLevel_MP_Cavern1
    level_9        kLevel_MP_OblivionDM
    level_10      kLevel_MP_gaz01
    level_11      kLevel_MP_GazCity
}

Well I got it in there finally, but only by cheating and swapping my map into another maps hub definition. Jay wtf? did you get it in there? I see your picture but the file I sent you is not named Gazers City?

the comment about the cerebral bore was just to be sarcastic, or ironic. I figure some people will use the editor for that right off.




Yeah I made it myself since yours was not working but yeah its just the level numbers in hubinfo :)

I'm dying to remove the cerebral bore from all maps.

Why don't you just stub out the weapon's pickup actor definition?  Or change its max ammo to 1?

They really need to edit this weapon its completely op and spam. Man give the thing 2-3 shots I'm tired of it. You know there is trolls trolling the servers they really rush to the cerebral bores and troll the fouck out of noobs. If the devs dont care about troll spammers chasing away general users then IDK. but seriously the bore is fucked up but the people who do it are idiots they even send little troll text's after bore kills and winning. They won't beat me though I will shove my shotgun so far up there ass they will wish I used a bore.

There's a trick, works each time if other things worked, but it's all jacked ATM, but I know they'll have it sorted out soon. For exsample:
If the networking is allowing for a stable game, if players pings are good. IF the conditions are how they are Kent to be then....

 You can spin your player around the heat seeking bore bullet untill it's gone, but the networking and changes and pings, will call it bad connection for the sake of me not going deeper into it'll.

The bad connection always seems to it the bore gets the player, at least in most cases.

Offline Gazer

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Re: Turok 2 Seeds Of Evil Modding (Get Started Guides)
« Reply #23 on: April 11, 2017, 04:12:59 PM »
So as of the update last night - this kpf package does not work anymore. Accompanied by a lot of strange error messages. So I'm not sure what the intentions are here, but it's definitely been frowned upon by somebody. Too many scurvy lawyers in the world. There's a long winded legal jargon regarding GNU statement of usability in your Turok2 folder now. At least the new maps they added are better than the ones from campaign. I wonder if they looked at my map? lol  -The underwater spaces in City 4 map suck rhino balls. My opinion aside, anybody figure this one out?



seems like the editor assets are tagged to not function
« Last Edit: April 11, 2017, 04:17:00 PM by Gazer »
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Offline Dinomite

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Re: Turok 2 Seeds Of Evil Modding (Get Started Guides)
« Reply #24 on: April 11, 2017, 05:30:38 PM »
Hahaha snakes gonna get pissed. Time to focus on resume.

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Offline Duke64

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Re: Turok 2 Seeds Of Evil Modding (Get Started Guides)
« Reply #25 on: April 11, 2017, 05:32:18 PM »
Hmm a few things to consider here Gazer. New Mp maps means there are new numbers being used for the mp levels in hub info. You may have to edit your defs and switch numbers around. It may be best to extract the 3 def files again. And copy and paste you definitions into them again because there may even be new definitions in them. Which would then make it so when it loads yours it wont find certain things. So update your kpf using the newest defs is the cleanest way to go. I can't tel 100% yet without looking at anything though.

Checking now though excuse me just rambled that part out up there^ Worked fine for me just do what I say above should work. When there are updates we have to consider the changes they are not responsible for changes to our mods when they are trying to make the game better.
« Last Edit: April 11, 2017, 06:13:28 PM by Duke64 »
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Offline Gazer

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Re: Turok 2 Seeds Of Evil Modding (Get Started Guides)
« Reply #26 on: April 12, 2017, 04:20:30 PM »
Ok so there's an addition for "User Created.txt" in the multiplayer server section. And the 'Show Compatible Mods" checkbox. If someone with scripting talent would set that up and explain the necessary text files, would be cool. I suppose Kaiser is just giving us a few breadcrumbs to follow.

-gg -Gazer
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Offline Jay Doomed

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Re: Turok 2 Seeds Of Evil Modding (Get Started Guides)
« Reply #27 on: April 12, 2017, 04:30:08 PM »
I think that's just for user created maps that are included with the game like caverns-1. Does that mean there's possibly going to be more?? Hope so would be a neat idea yeah! Well i'm not sure yet haven't really looked at how that's set up quite yet.
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Offline ひまわりくん

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Re: Turok 2 Seeds Of Evil Modding (Get Started Guides)
« Reply #28 on: April 12, 2017, 06:47:26 PM »
So, which folder(s) control which songs/tracks play during the cinematics?

Already looked at the cinemas folder but I can't find what I'm looking for.

Offline Duke64

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Re: Turok 2 Seeds Of Evil Modding (Get Started Guides)
« Reply #29 on: April 12, 2017, 07:14:44 PM »
So, which folder(s) control which songs/tracks play during the cinematics?

Already looked at the cinemas folder but I can't find what I'm looking for.

Go into the cinema text files there is a place to override music.  You have to place a number there you get the specific number by looking into musicinfo.txt (inside defs)

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