Turok Dinosaur Hunter and Turok 2: Seeds of Evil - Nightdive Studios' remasters
542 replies, posted
[QUOTE=Gubbinz96;51998445]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.[/QUOTE]
cerebral bore
[editline]23rd March 2017[/editline]
how hard would it be to replace skeletal models?
[QUOTE=Gubbinz96;51998445]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.[/QUOTE]
Yea every time I encountered one of the giant mantid enemies that run about too fast for the cerebral bore I'd just stun them then follow up with a bore. And in MP it's fucking hilarious as you can send a player spazzing out while they try in vain to shoot literally anything. Such a great gun.
You can tell this was a splitscreen game originally with how evil the Charge Dart and Cerebral Bore are in multiplayer. :v:
[QUOTE=Zadrave;51998266]I don't know what it was but multiplayer feels so much smoother now.[/QUOTE]
That's good to know that I'm on the right track. I optimized the transmission method for protocol commands (less packets, more grouped compression), although it still looks like there's a couple of things left to do.
I don't know why I aimed for running the network at 60Hz, but I'm glad it's coming out as good as it is.
[QUOTE=RikohZX;51999404]You can tell this was a splitscreen game originally with how evil the Charge Dart and Cerebral Bore are in multiplayer. :v:[/QUOTE]
A fun fact, the charge dart (both of them) was was one of the weapons that almost didn't work online. In fact, like the cerebral bore, it still kind of doesn't but the absolute craziness of player vibration it masks the server<->client desync issue. (The bore is a dead-end weapon so no any sync issue with the bore and its controller is masked by your inevitable death :v:).
[QUOTE=Edward850;52003264]That's good to know that I'm on the right track. I optimized the transmission method for protocol commands (less packets, more grouped compression), although it still looks like there's a couple of things left to do.
I don't know why I aimed for running the network at 60Hz, but I'm glad it's coming out as good as it is.
A fun fact, the charge dart (both of them) was was one of the weapons that almost didn't work online. In fact, like the cerebral bore, it still kind of doesn't but the absolute craziness of player vibration it masks the server<->client desync issue. (The bore is a dead-end weapon so no any sync issue with the bore and its controller is masked by your inevitable death :v:).[/QUOTE]
I hosted a server a few days ago for my first time playing MP and a few people mentioned it being smooth, so it's working nicely so far.
I remember another developer said you won't be able to connect online with mods, but would it be possible to allow multiplayer if everyone has the same mods installed?
[QUOTE=I_love_garrysmod;52003396]
I remember another developer said you won't be able to connect online with mods, but would it be possible to allow multiplayer if everyone has the same mods installed?[/QUOTE]
Which developer was that? Certainly not anything myself, Kaiser or Quasar would have said. :P
Network multiplayer with mods works as long as you don't have developer mode on (as we can no longer verify the content in that mode), and that you are running the same mods as the server.
If there'll be mod limitations for servers, might I recommend having an info box on the server list pop up on clicking servers rather than jumping straight into them, with things like reading off the server's modlists once the Workshop kicks in and so forth?
[QUOTE=Edward850;52003960]Which developer was that? Certainly not anything myself, Kaiser or Quasar would have said. :P
Network multiplayer with mods works as long as you don't have developer mode on (as we can no longer verify the content in that mode), and that you are running the same mods as the server.[/QUOTE]
Oh right that's what I read, developer mode. Thanks
i thought the shredder seemed different so i did a test to see how fast direct shredder explosive shots to limbs can kill enemies now vs before
[media]https://www.youtube.com/watch?v=YNZg7DRlwnY[/media]
Looks like direct shots to an enemy can ricochet now and cause even more damage. yea anyone else think the shredder's explosive mode is a bit too OP now lol. I didn't even bother with the scorpion launcher or Nuke since this gun you get earlier in the game is just all around better now. If that change wasn't intentional I hope it gets patched.
[QUOTE=postal;52005243]i thought the shredder seemed different so i did a test to see how fast direct shredder explosive shots to limbs can kill enemies now vs before
[media]https://www.youtube.com/watch?v=YNZg7DRlwnY[/media]
Looks like direct shots to an enemy can ricochet now and cause even more damage. yea anyone else think the shredder's explosive mode is a bit too OP now lol. I didn't even bother with the scorpion launcher or Nuke since this gun you get earlier in the game is just all around better now.[/QUOTE]
The Shredder is probably the only weapon that had deliberate changes in singleplayer. Before, the Shredder's shrapnel would get physically stuck in the enemy it collided with, dealing massive damage despite the smaller damage numbers (it would essentially bounce [i]inside[/i] the enemy hundreds of times a frame). However, because we fixed that flaw in the collision system from the get go, the Shredder was noticeably gimped, even for individual targets. Thus, the damage numbers of the shrapnel were buffed.
In multiplayer especially it when from Total Suck™ to OHSHITOHSHITOHSHITOHSHIT.
No idea why Kaiser changed the explosive rounds for it (assuming he did, I'm unsure), but then I'm welling to bet the original game didn't intentionally because of their flawed collision. And it's cooler anyway.
[QUOTE=Edward850;52005333]In multiplayer especially it when from Total Suck™ to OHSHITOHSHITOHSHITOHSHIT.[/QUOTE]
Yea the shredder is great in MP. It's probably my go-to gun, right next to pissing people off with the Charge Dart of course lmao.
Also, pausing on the explosive beam hit shows it goes on quite the journey
[t]http://i.imgur.com/QKZihIc.png[/t]
hits the enemy, goes down and bounces off the floor, then heads back up to hit the enemy once more before flying off into space lol. That's some serious damage happening there.
I guess this makes Turok 2 one of those few games where you can viably take a badass shotgun into the final boss fight and nuke the final boss with it. :v:
[sp]which is pretty much exactly what i did[/sp]
Pretty much. I hope it gets fixed tho just because I'd be way too tempted to be a cheap prick and spam it whenever I attempt a hardcore run lol.
also speaking of BUGS, any chance the AI for the wasps will get tweaked
[media]https://www.youtube.com/watch?v=PCRPHbjkYYE[/media]
because holy hell they are spectacularly non-threatening lol. Granted they seem to have been basically the exact same way before on the PC port but still, it'd be cool if they'd actually do something threatening like chase a player down for breaking their hive at least.
Looking at the PC port they were actually even more broken then, as they could hurt each other and thus ended up killing most of themselves off before you even had to do anything lol. If only all wasps did that.
[QUOTE=postal;52005243]i thought the shredder seemed different so i did a test to see how fast direct shredder explosive shots to limbs can kill enemies now vs before
[media]https://www.youtube.com/watch?v=YNZg7DRlwnY[/media]
Looks like direct shots to an enemy can ricochet now and cause even more damage. yea anyone else think the shredder's explosive mode is a bit too OP now lol. I didn't even bother with the scorpion launcher or Nuke since this gun you get earlier in the game is just all around better now. If that change wasn't intentional I hope it gets patched.[/QUOTE]
Adding on to this, I'm hearing that limb shots from explosives do the same damage as torso or head shots in the remaster, which would explain why shooting a giant mantid soldier in the toe kills him as fast as shooting one in the face in the original PC port, not even counting all the extra ricochet damage. So basically sounds like the gun got double buffed lol. yea this firing mode is a bit ridiculous atm.
if you haven't yet browsed the old turok 2 website, you should because it's pretty great
[url]https://web-beta.archive.org/web/19990224222552/http://www.turok.com:80/turok2/index.html[/url]
[img]http://i.imgur.com/h3rCv2z.gif[/img]
there's even a [url=https://web-beta.archive.org/web/19990427060355/http://www.turok.com:80/comics/novella/index.html]shitty novella[/url] up on the website written by [url=https://en.wikipedia.org/wiki/Fabian_Nicieza]one of the Xmen comics writers[/url], tho the final page wasn't archived so we'll never know how it ends lol
[editline]25th March 2017[/editline]
[url]https://web-beta.archive.org/web/19990421134603/http://www.acclaim.net:80/games/features/turok/t2Code-Dientsbier2.html[/url]
ahaha there's a mock interview that's just hyping the big cheat code, bewareoblivionisathand
I gotta admit, something was really endearing about Turok 2's marketing and personally I even kind of liked the comics, never read the novella(s) though. They weren't super good but something about them was very charming.
There's also a prequel comic on that site, but the pages didn't get saved in the archive and trying to go forward on the archive just triggers some weird popups telling me i'm a facebook winner and I need to claim my prize. Even tho the archive was from a year before facebook launched lol
[t]http://i.imgur.com/Bq3TcK6.jpg[/t][t]http://i.imgur.com/EI85ukv.jpg[/t]
apparently I got two miniguns in an MP match lol, the SP version and the MP version. Is there even a difference between these??
They do have different code-sets but I'd need to actually dig into them to tell you what is different performance wise.
These gifs are web 1.0 relics
[img]https://web-beta.archive.org/web/20030918202709im_/http://www.turok.com:80/turok2/weapons/images/cerebralbore.gif[/img]
[img]https://web-beta.archive.org/web/20010613041841im_/http://www.turok.com:80/turok2/weapons/images/war_blade.gif[/img]
[img]https://web-beta.archive.org/web/20010613035006im_/http://www.turok.com:80/turok2/weapons/images/tranquilizer.gif[/img]
Found some archived videos from turokcave.com. A lot of these are corrupt and cut short so I just put them all together. The last clip shows the 3d weapon wheel they used to have
[vid]https://cdn-e1.streamable.com/video/mp4/z5gyv.mp4?token=1491694248_529fb4f7feba52398c18390f8a96782b92b8df50[/vid]
[QUOTE=postal;52011963]there's even a [url=https://web-beta.archive.org/web/19990427060355/http://www.turok.com:80/comics/novella/index.html]shitty novella[/url] up on the website written by [url=https://en.wikipedia.org/wiki/Fabian_Nicieza]one of the Xmen comics writers[/url], tho the final page wasn't archived so we'll never know how it ends lol[/QUOTE]
[url=https://web-beta.archive.org/web/20010218053547/http://www.turok.com:80/comics/novella/chapter8/page7.html]Look harder.[/url] :wink:
Also of note, Fabian was, at the time, both the main writer for the Turok comic series and the Editor-in-Chief of Acclaim Comics as a whole.
the plasma rifle one is super fancy
[img]http://i.imgur.com/WMSU2JV.gif[/img]
ALSO we made a steam group for organizing MP games. Join up if you want to know next time we're playing and want to join in: [url]http://steamcommunity.com/groups/turok2mp[/url]
playing MP with mods is gonna be a blast. we did some experimenting with a simple shredder mod that super increases the particles per shot and moves them really slowly
[t]http://i.imgur.com/GMnXGy0.jpg[/t][t]http://i.imgur.com/ozwGNdE.jpg[/t]
we spammed them as much as we could and the server never crashed either. Just got super desynched to the point where i'd have to stand on ammo for over a minute before it'd register and let me resume shooting lol.
[QUOTE=postal;52015185]Just got super desynched to the point where i'd have to stand on ammo for over a minute before it'd register and let me resume shooting lol.[/QUOTE]
I suspect I know what's going on with that, and on that note, we now have a second beta rolled out: [url]http://steamcommunity.com/app/405830/discussions/0/135512625249130626/[/url]
Notably, the network will now always try to send new commands even if there are more than the resend limit, and there's a new experimental network cvar, cl_multithreadpackets. Turn it on and see if the game performance improves/doesn't crash (multi-threading is dangerous and equally hard to stress test due to unpredictability).
Cross-posting this from the Bugs thread on the steam boards for anyone that's curious
[media]https://www.youtube.com/watch?v=sAsoijRPb8c[/media]
I ~think~ I figured out the issue with the TekBow, and why people have been complaining about it being way weaker and way less gory: It's not counting headshots anymore. Better of sticking with normal arrows for now if you want to quickly kill something.
I KNEW the tek arrows felt weaker in the remaster, what a shame
[QUOTE=Kegan;52016854]I KNEW the tek arrows felt weaker in the remaster, what a shame[/QUOTE]
Well hopefully they'll fix it along with the shredder, but yea people have been saying it since this launched tho nobody actually checked for sure. The decision to make all explosives not do damage based on body location anymore makes sense for non-precise stuff like the grenade launcher and Scorpion Launcher, but it really fucks with the precise shredder alt fire and tek arrows, making one OP and the other nearly useless lol.
Holy shit lair of the blind ones can go suck a fat wiener. I recall getting lost in this level as a kid on the 64 too, and if memory serves right they actually made the level less of a horrifying maze in the remaster, and I'm still getting lost
[QUOTE=Edward850;52016214]I suspect I know what's going on with that, and on that note, we now have a second beta rolled out: [url]http://steamcommunity.com/app/405830/discussions/0/135512625249130626/[/url]
Notably, the network will now always try to send new commands even if there are more than the resend limit, and there's a new experimental network cvar, cl_multithreadpackets. Turn it on and see if the game performance improves/doesn't crash (multi-threading is dangerous and equally hard to stress test due to unpredictability).[/QUOTE]
we tested the command with the shredder spam mod again. it made a hell of a difference. I never desynched tho this time I did drop to like 1 fps when I had no fps drop before, but only at the height of the spam and up until like 5 seconds after i stopped shooting so whatever. but even when I was super lagging I could still instantly pick stuff up, so thxxx
[QUOTE=postal;52021765]we tested the command with the shredder spam mod again. it made a hell of a difference. I never desynched tho this time I did drop to like 1 fps when I had no fps drop before, but only at the height of the spam and up until like 5 seconds after i stopped shooting so whatever. but even when I was super lagging I could still instantly pick stuff up, so thxxx[/QUOTE]
The cl_multithreadpackets is more for hosts who have performance issues running high player numbers, but it's good to know that I fixed the throttling problem. :P
Before, the game would only ever try to send 2 packets worth of network commands, and if there were hundreds queued up even on a stable connection it would take forever for the server to deliver them.
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