• Turok Dinosaur Hunter and Turok 2: Seeds of Evil - Nightdive Studios' remasters
    542 replies, posted
Kaiser. I'm assuming you're a dev? There's a clip mesh issue in the port of aida that I'll upload a screenshot of where it is once I'm back from college; but on the whole everything seems pretty awesome so far, massive grats on the work
Well I bust the Primagen's skull open with my Shredder and nuked him with the totems. No achievements for it but oh well. I honestly wish I was able to better comprehend games like this when I was a kid, at least for the period I rented it one time, because I could see this as being one of my favorites back then. But fuck if the Lair of the Blind Ones and the Hive of the Mantids aren't full of the average player stumbling around like a drunk dumbass because almost everything looks the same and it's incredibly easy to miss a single door or alcove you need to progress. Turns out a deadend room in the Hive had a door I somehow never noticed which gave me the headlong shot for the second half of the place. I think in terms of the port, my only real issue is the collision detection for headshots feeling kinda wonky, which can be bad against late boss fights where what seems like a headshot didn't quite connect. A more minor nitpick is that it feels like the sounds sometimes don't seem to be all there, or environmental effects (lasers, lava, waterfalls, etc.) completely drown out all the audio if near the room containing them. But for all I know, maybe that's a holdover of the original. Great port, just wish my ping didn't go ballistic every time I tried multiplayer for whatever reason.
Collision detection definitely needs improvements; I feel like all of the hitboxes are just too small. I seem to be doing more damage with the single-fire pistol than I am really with any of the higher-powered weapons. Is the shredder better as a CQC / anti-spider weapon rather than a shotgun replacement? also actual fuck the Lair of the Blind Ones, why on earth aren't there more reinforcement stations? Hate having to go through generic corridor X 9 million times in order to sort of get to an area I sort of remember
There's a beta branch on steam now for the new patch [quote] 1.5.1 Patch Notes =========== Single-Player Gameplay ====================== * Actors scheduled to trigger when a level ends will be immediately triggered * No more crash or multiple teleports when entering Adon's checkpoints * A clipping error was repaired in River of Souls * The Tek Bow can now snipe with normal arrows after loading a saved game * Improved player clipping near bridges * Sunfire Pods can now set fire to and kill Blind Ones * Improved behavior when unlocking levels, may fix game-breaking glitch with missing keys * The Primagen can no longer become stuck in mid-air between phases 2 and 3 of his battle * An infrequent crash during the Primagen boss fight has been fixed * Player skin sounds no longer carry over from multiplayer games * Quicksave slot can now be loaded from the Load Game menu, including from the titlescreen * Blind One and Queen boss warp cheats are no longer reversed * It is no longer possible to save the game when dead or when at the game over screen * Shredder is now treated with higher selection priority than the shotgun * A crash when re-entering a specific area of Lair of the Blind Ones has been fixed * Queen Boss mite spawning rate has been limited * Improved AI leashing behavior - enemies will not return to their idle locations if they can currently see the player or their target * Hidden enemy appearance particle effect will occur less often with partially hidden enemies * It should no longer be possible to become stuck in the Death Marshes due to missing ammo bunker door locks * Changing weapons is no longer possible while riding the Styracosaur * Death animation now fully stops instead of looping. This addresses a bad looping behavior in one of the flesh eater models Local and Network Multiplayer ============================= * Stability improvements * Bandwidth usage improvements * Local player setup will always be fully completed for splitscreen * Private lobbies now function properly * Player radius is properly restored when becoming or ceasing to be the Monkey in Frag Tag * The nuke weapon will appear more rarely in Rok Mix mode * Local players in splitscreen can now independently change their ammo types * A point where the player could get stuck in the Port of Adia MP map has been repaired ==Audio== * Volume of ambient lava sounds reduced * Adon now announces the finding of Primagen keys * Tek arrow wind-up sound is no longer global, and is more consistent * Unique Raptoid sound effects from the N64 version have been imported * Turok now has unique pain sounds when taking damage from low oxygen while swimming * Shredder and shotgun firing sound effects improved * High-pitched noise eliminated from sound samples Renderer / Graphics ==================== * Shader language version 4.00 is now properly accepted * Bloom: Opacity and intensity can now be set by the user * Optimizations for masked texture rendering and deferred shadow maps * AMD-specific fix for flashlight, deferred decals, and SAO * Pipeline synchronization is now an end-user option and is no longer enabled by default * Actor outlining effects now cooperate properly with resolution scaling User Interface ============== * Video resolution setting will be saved without having to exit the game * Font size increased on Bindings menu * Clearer distinction between Exit to Title and Quit in English and French languages * Support for AMD GPU memory queries on the graphics option menu * Technical graphics options menu added * Users with ISO European keyboards can now access the console, and can bind two additional language-specific keys on the keyboard to actions * Options added to control all forms of player head bobbing and tilting * Step values have been tweaked for all slider-type options * Mouse smoothing is now available from the menus, and no longer crashes the game if set to zero Misc ==== * "Operation completed successfully" is no longer reported as an error if GL context creation fails * Lag reduced when messages are added to the console * Crash in math routine repaired[/quote]
Gonna try it out because I am on the bleeding edge of oldschool entertainment. I seem to be getting odd framerate issues. The original release was 60 but sometimes iffy. This seems to be consistently stuck at 50.
"* Changing weapons is no longer possible while riding the Styracosaur" RIP Turok Dinosaur Stomper [media]https://www.youtube.com/watch?v=bO2UVYxxolA[/media]
I figured the raptoids sounded different from how I remember, I just didn't realize they actually were.
The new update lets you set the fov to insane levels [t]http://i.imgur.com/xIL1rzk.jpg[/t] Also, I'm gonna upload this extra blood mod even though I'm not finished in case anyone wants to play around with it or change some things. I didn't really like the new blood so I replaced them with frames from the blood explosion animation. Old turok rarely had blood decals apply to surfaces and as far as I know [url=http://i.imgur.com/mYz93Oc.jpg]this[/url] was the only one [url]https://www.dropbox.com/s/0r8pimwnyimfv2o/moreblood.kpf?dl=0[/url] [t]http://i.imgur.com/CUywXC0.jpg[/t] If you just want the decals without the extra blood, delete everything in the /particles folder or play around with the instances in the .particle files
Nice. I admit I deleted the particles folder, but for what you've done so far it's real neat. No offense to Kaiser and the Night Dive team, but the pastel bright red and detailed blood decals pretty much stuck out like a sore thumb. [t]http://images.akamai.steamusercontent.com/ugc/82594844656798979/A1F297A00AFAEF87245677756974CFAD8B456B5C/[/t] [t]http://images.akamai.steamusercontent.com/ugc/82594844656799289/2F136D9E4DEC9C08FCDE42B0E20D077B9528E214/[/t] [editline]20th March 2017[/editline] I admit that I wouldn't mind a mod that also ports the classic UI and fonts, even if it's upscaled, just for those consistency/classic type people out there.
[QUOTE=doommarine23;51987933]Gonna try it out because I am on the bleeding edge of oldschool entertainment. I seem to be getting odd framerate issues. The original release was 60 but sometimes iffy. This seems to be consistently stuck at 50.[/QUOTE] Is this with pipeline sync disabled? I'll probably just revert some things back.
[QUOTE=SVKaiser;51989679]Is this with pipeline sync disabled? I'll probably just revert some things back.[/QUOTE] Yup, doesn't seem to give me any changes. At best I could achieve a shaky 54-55FPS, whereas pre-beta it was almost always rock solid 60. For reference I'm on a GTX1060 6GB model.
[QUOTE=doommarine23;51989715]Yup, doesn't seem to give me any changes. At best I could achieve a shaky 54-55FPS, whereas pre-beta it was almost always rock solid 60. For reference I'm on a GTX1060 6GB model.[/QUOTE] Same issue here, same graphics card.
[QUOTE=doommarine23;51989715]Yup, doesn't seem to give me any changes. At best I could achieve a shaky 54-55FPS, whereas pre-beta it was almost always rock solid 60. For reference I'm on a GTX1060 6GB model.[/QUOTE] I intend on doing another update tomorrow with yet additional patches to 1.5.1. This time I will be using a much more higher precision timer for the main game loop and it should address these issues. [editline]21st March 2017[/editline] [QUOTE=Instant Mix;51987738]Collision detection definitely needs improvements; I feel like all of the hitboxes are just too small. I seem to be doing more damage with the single-fire pistol than I am really with any of the higher-powered weapons. [/QUOTE] Actually, the hit boxes for each of the 'joints' for every character model is pretty large. To top it off, boxes belonging to arms, head and chest are expanded by 1.5x for projectiles, which was part of the original game's design. So most likely you were always hitting the head which has a defined damage scale (usually 2x or more) which was why they died so easily from pistol shots. I could always do a gameplay option of this to toggle that behavior off though.
[QUOTE=SVKaiser;51990413]I intend on doing another update tomorrow with yet additional patches to 1.5.1. This time I will be using a much more higher precision timer for the main game loop and it should address these issues. [editline]21st March 2017[/editline] Actually, the hit boxes for each of the 'joints' for every character model is pretty large. To top it off, boxes belonging to arms, head and chest are expanded by 1.5x for projectiles, which was part of the original game's design. So most likely you were always hitting the head which has a defined damage scale (usually 2x or more) which was why they died so easily from pistol shots. I could always do a gameplay option of this to toggle that behavior off though.[/QUOTE] I don't know if you've gotten any word of this yet, but on my 980 I've been experiencing intermittent FPS drops from 60 to 40-ish after the first level. I haven't been able to find any correlation between options and when it's happening. My CPU is high-end, with plenty of RAM. If you want I can give more detailed specs later.
That Primagens one crafty fucker, putting ammo spawns that hover over a bottomless pit on his fight level. [t]http://i.imgur.com/HvpET4I.jpg[/t] also, it's literally always been this way but anyone else find it weird that the very last eagle feather of the game is just... behind the computer you blow up? [t]http://i.imgur.com/0nbG7OS.jpg[/t] (i grabbed it already but it was behind this) no complicated obstacles to overcome or other talism powers needed first, it's just sitting there behind the computer lol. [editline]21st March 2017[/editline] [QUOTE=doommarine23;51989715]Yup, doesn't seem to give me any changes. At best I could achieve a shaky 54-55FPS, whereas pre-beta it was almost always rock solid 60. For reference I'm on a GTX1060 6GB model.[/QUOTE] [QUOTE=Zadrave;51990110]Same issue here, same graphics card.[/QUOTE] ey same issue here as well hi5
Now I am a bit curious. So what would happen if you bring down the console and then type "jobs_useTasks 0" (without quotes) Does that make any change to the framerate?
I'll check in a sec. Also I just compared the Queen boss fight from the original PC port to the current Remaster on Hard mode. Aside from the fact it took a lot more than just a few shots to kill her, there's an entire stage of the battle missing in the remaster (rib cage section). I'll have a full video comparison in a second but yea somethings wrong with the health values on the boss fights, at least on Hard mode. I think it's loading the health values for easy mode instead because you can literally kill any boss stage in like 2 or 3 grenades. [editline]21st March 2017[/editline] [QUOTE=SVKaiser;51992595]Now I am a bit curious. So what would happen if you bring down the console and then type "jobs_useTasks 0" (without quotes) Does that make any change to the framerate?[/QUOTE] Nope, no change and framerate is still running in the 40's for me. Also to clarify, I also have a 1060 6 GB model same as those other two guys, and I also had consistent 62 FPS before. [editline]21st March 2017[/editline] -SNIP- actually nvm now I'm not sure about the shredder explosive shots anymore. I'm gonna test some more and maybe just make a comparison video to see what's up with it.
There has been an update to the 1.5.1 beta build that should have some fixes for the framerate. [url]http://steamcommunity.com/app/405830/discussions/0/135512133546942918/?ctp=7[/url]
tried the beta branch patch and ye I'm up to 60 fps now (was at 62 originally but whatever lol) and it's not dipping a bunch randomly, so TYVM also the comparison video for the mantid fight finally finished processing: [media]https://www.youtube.com/watch?v=LojUA0qu_ZE[/media] I'm gonna guess bosses are loading easy mode HP values instead of hard. And also ye there's a missing phase of the mantid fight + super bright wall panels.
Party bore is finally done [url]https://www.dropbox.com/s/iagqmy6nxh7det5/Party%20Bore.kpf?dl=0[/url] [vid]https://cdn-e1.streamable.com/video/mp4/7sz0y.mp4?token=1491368866_0ed831a8909705ef9c8b236584aa02a06170c993[/vid] To install this, put it in the /mods folder in the Turok directory
Absolute art. Also is this the first Turok 2 mod release?? Because if it is we're starting off right.
[QUOTE=I_love_garrysmod;51994628]Party bore is finally done [url]https://www.dropbox.com/s/iagqmy6nxh7det5/Party%20Bore.kpf?dl=0[/url] [vid]https://cdn-e1.streamable.com/video/mp4/7sz0y.mp4?token=1491368866_0ed831a8909705ef9c8b236584aa02a06170c993[/vid] To install this, put it in the /mods folder in the Turok directory[/QUOTE] Aren't those the Diddy Kong Racing balloons.
[QUOTE=Clavus;51995057]Aren't those the Diddy Kong Racing balloons.[/QUOTE] Yeah, and the flowers are recolored from conkers bad fur day
After spending 3 hours and rage quitting a few times on Lair of the Blind Ones, just sat down, referred to the map Postal had posted and I fucking cleaned that level in less than 20 minutes. Never have I been so [I]relieved[/I] to be done with a level in game and to finally slay a childhood vidya boogyman.
[quote]Just a heads up, version 1.5.1 is now live in the main build. This also includes a few minor things [B]such as the Queen and Mother bosses having buffed health and recieving half damage from explosions. [/B]The difficulty settings were also fixed. Everything else is exactly the same in the beta build. I will be looking into to the renderer issues for the next patch, including porting the entire renderer over to DirectX 11 in favor for better AMD support (since their OpenGL support is absolute garbage).[/quote] TYVM
Feels good to get through the River of Souls without the need of maps, cheats, or missing objectives. 10 year old me has nothing on 28 year old me. [editline]22nd March 2017[/editline] Also why was there a tranquilliser rifle in this game again? Turok 2 pacifist run?
[QUOTE=Clavus;51997848]Feels good to get through the River of Souls without the need of maps, cheats, or missing objectives. 10 year old me has nothing on 28 year old me. [editline]22nd March 2017[/editline] Also why was there a tranquilliser rifle in this game again? Turok 2 pacifist run?[/QUOTE] Probably to stun an enemy briefly so you can set up specific kills.
Tranq gun/charge dart are pretty good if I'm trying to save ammo. Stun 'em, then line up a headshot or two with the bow.
I don't know what it was but multiplayer feels so much smoother now.
The Charge dart gun is crazy useful. If say you're facing down numerous enemies, just stunning one or two of them can make a huge difference in a fight. Especially with larger enemies like the Mantid Soldiers, a good hit with the stun gun can allow you to take your sweet time with lining up a Tek bow or a grenade launcher shot.
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