Turok Dinosaur Hunter and Turok 2: Seeds of Evil - Nightdive Studios' remasters
542 replies, posted
[img]https://steamuserimages-a.akamaihd.net/ugc/93854504779401443/348E931D52C8A1C4345254EA88BF2EDD34821265/[/img]
absolutely beautiful spam. also lol I tried switching weapons while the shredder spam had me set to 1 fps. the result was me dry firing the 2nd gun i selected but still seeing the shredder effects when it fired, which continued until the ammo count for the 2nd reached zero. once the lag ended I wasn't able to select that gun again or pick up any ammo for it, so I guess my reaching 0 ammo only semi registered. but I doubt anyone else is gonna encounter that since we were sorta breaking the server with all the shredder spam anyways lol
[img]https://steamuserimages-a.akamaihd.net/ugc/93854504779395647/E01B8B70B4E96F75236F6FA40431353EAF61D443/[/img]
at one point the volume didn't get quiet like it usually did during the spam for like a split second, and my headphones just about blew out my ear drums from all the synchronized ricochet sounds RIP
Odd question, what happens if you add bNetLatched to the shrapnel? I'm welling to bet that would be way too many actors for the server to track and send at once, but it'd also be the first time I'd ever see that surely occur. Closest I have seen is ~800 bytes from the initial player connection (the 16 player player objects).
bNetLatched tells the server/client that the particle needs to follow the server position, and thus gives it a network object ID and delta-transmits the object data every frame, however there's only room for 1200 bytes total each frame for delta transmission, and thus only a limited number of variables can be tracked and sent depending on what changed. Predictably, the cerebral bore has this property.
[QUOTE=Edward850;52021797]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.[/QUOTE]
So now that we know the host running at 2 fps won't horribly desnyc everything, I have a question about multiplayer projectiles
[vid]https://cdn-e1.streamable.com/video/mp4/61y1g.mp4?token=1491883091_941335de83a3f587970d1601b2c66fdfa3fff5e1[/vid]
I got this thing working in singleplayer, but once the projectiles stop moving in mp, they don't do any damage and people can walk right through them. Is this even possible in MP?
[QUOTE=I_love_garrysmod;52021858]So now that we know the host running at 2 fps won't horribly desnyc everything, I have a question about multiplayer projectiles
[vid]https://cdn-e1.streamable.com/video/mp4/61y1g.mp4?token=1491883091_941335de83a3f587970d1601b2c66fdfa3fff5e1[/vid]
I got this thing working in singleplayer, but once the projectiles stop moving in mp, they don't do any damage and people can walk right through them. Is this even possible in MP?[/QUOTE]
Odd, granted the player collision is different in multiplayer, and I wonder if the player can't collide with an object in that form (rather the particle itself can only collide with players, and that can only happen if it moves). Could you upload an example mod for me to look at?
[QUOTE=Edward850;52021877]Odd, granted the player collision is different in multiplayer, and I wonder if the player can't collide with an object in that form (rather the particle itself can only collide with players, and that can only happen if it moves). Could you upload an example mod for me to look at?[/QUOTE]
[url=https://www.dropbox.com/s/v42hnwob4v8kzou/shredder.kpf?dl=0]Here's the blue one that spams projectiles in every direction[/url]
[url=https://www.dropbox.com/s/62nr2e58wahxvlq/shreddies.kpf?dl=0]And here's the red one with airfriction[/url]
[QUOTE=I_love_garrysmod;52021894][url=https://www.dropbox.com/s/v42hnwob4v8kzou/shredder.kpf?dl=0]Here's the blue one that spams projectiles in every direction[/url]
[url=https://www.dropbox.com/s/62nr2e58wahxvlq/shreddies.kpf?dl=0]And here's the red one with airfriction[/url][/QUOTE]
Hmm, well the issue isn't quite what I thought it was, the particles are still moving but aren't moving enough to collide with the player. All particle collisions on actors in multiplayer are treated as cylinders (doing mesh collisions over a network doesn't line up quite right due to the animations not syncing up), and something in the cylinder collision code just doesn't work right if the movement vector isn't large enough enough. I wonder if it's a floating point precision issue for the vector.
It's a rather strange situation and I'll toss it at Kaiser and see what he thinks of it. However, allowing the particles to move just fast enough should counteract the issue.
Cool, thanks for looking into it. I'll just lower the airfriction if it's something that can't be fixed.
Also just tested bNetLatched
[t]http://i.imgur.com/xHf78ZJ.jpg[/t]
Still desyncing and probably for good reason
[QUOTE=postal;52005400]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]
Enemies in the game have a very strict leash behavior where they will never leave outside its radius. This was why enemies would sometimes retreat while in the middle of fighting with the player. The next patch should make this a bit more forgiving.
There was also something I wanted to look into before shipping but I ran out of time. Basically I was going to incorporate a 'wondering' logic for the AI so that they aren't always tethered to their leash position. I do plan on revisiting this for the next patch and should make insects more interesting at least.
these tiny little ankle biter raptors are the worst
everytime i hear the sound they make i want to die
[QUOTE=I_love_garrysmod;52022178]Also just tested bNetLatched
[t]http://i.imgur.com/xHf78ZJ.jpg[/t]
Still desyncing and probably for good reason[/QUOTE]
:wideeye:
I should probably make that message a tad less... verbose. Good to know it doesn't actually break though. What part of it desynced?
[QUOTE=SVKaiser;52022206]Enemies in the game have a very strict leash behavior where they will never leave outside its radius. This was why enemies would sometimes retreat while in the middle of fighting with the player. The next patch should make this a bit more forgiving.
There was also something I wanted to look into before shipping but I ran out of time. Basically I was going to incorporate a 'wondering' logic for the AI so that they aren't always tethered to their leash position. I do plan on revisiting this for the next patch and should make insects more interesting at least.[/QUOTE]
Awesome. Anything to make the wasps better would be welcome since they've always been so useless lol. I think there's also a problem with them trying to kill each other which would explain why they just sit in the air stinging instead of flying about, but it's hard to say for certain since they just seem so wonky. fucking wasps
[editline]28th March 2017[/editline]
[QUOTE=Edward850;52022249]:wideeye:
I should probably make that message a tad less... verbose. Good to know it doesn't actually break though. What part of it desynced?[/QUOTE]
I think he's referring to how we were taking damage from invisible projectiles. i mean it's not like there wasn't still a lot that were showing lmao
[img]https://steamuserimages-a.akamaihd.net/ugc/93854504779727446/BE635F54FE53CF197E4AF1BED874BFE82991C8F0/[/img]
but spots that appeared empty would trigger damage so I guess we just couldn't see them. I saw ILGM just keel over when nothing but a single speck was around him at one point.
Ah, that'd make sense. The projectile positions would be horribly off but the server has no opportunity to sync them due to just how many there are.
In a perfect world, I wouldn't have to fight with a 1200 MTU standard, and could send however much data I wanted in a single packet.
But hey, at least it wouldn't desync in local splitscreen :v:
[QUOTE=Edward850;52022249]:wideeye:
I should probably make that message a tad less... verbose. Good to know it doesn't actually break though. What part of it desynced?[/QUOTE]
The shrapnel bouncing around was still different for each player. Not sure if that's because it's just too much for the server to handle or if I put bNetLatched on the wrong particle. I put it in zzplaceholder119, the shmr01 sprite that bounces around
[QUOTE=I_love_garrysmod;52022273]The shrapnel bouncing around was still different for each player. Not sure if that's because it's just too much for the server to handle or if I put bNetLatched on the wrong particle. I put it in zzplaceholder119, the shmr01 sprite that bounces around[/QUOTE]
It's just because it's too much for the server. It can't send more than 1200 bytes per delta frame for particle positions and velocity. The number is indicating how many objects failed to send for that frame. It tries to resend them later but as all of those objects are moving anyway, it never gets a chance.
So I had a lot of issues playing through the game; nothing game breaking, but enough to be really annoying. Now, I don't know how many of these issues were in the original game, I haven't played it in years, but there's definitely a few things I hope get patched:
-The mantid queen's weakpoints seem almost impossible to hit
-Those ceiling turrets in the mantid lair do a crazy amount of damage, like, dead from full health in 2 hits damage. Are they supposed to be like that?
-The turrets in the final level can shoot through doors
-Occasionally falling through moving platforms
-The razorwind seems to often pass harmlessly through enemies . It's possible it's just not spawning particles, but it's hard to tell.
And a few other minor issues here or there. Otherwise a very good port that I had a lot of fun with.
Yeah, generally the collision is one of the dodgier parts of the remaster. I get that we're not looking at anything aces at all on the N64, but it makes the platforming more of a pain than it needs to be even with the ledge grab since at times it feels like you just slip early or can't grab a ledge at all despite it being perfectly traversable space with no invisible walls. And enemy attacks / collision basically decides when it wants to work sometimes.
Feel like Postal should've been a beta tester..
[media]https://youtu.be/W7mMDzRCYvQ[/media]
Few issues I found in Port of Adia. Weird crate that kicks you off the minute you jump on it - why not just increase the height of it such that you can't jump on it at all? Second is an invisible bridge that you can easily jump on. Couldn't find the switch for this first time round so this was actually how I did my first play through of the level..
Damn, I forgotten that you get a coupon for Seeds of Evil if you've already purchased the first game, and it expired today...
[QUOTE=Instant Mix;52033058]Weird crate that kicks you off the minute you jump on it - why not just increase the height of it such that you can't jump on it at all?[/QUOTE]That crate is an actor and not level geometry, for reasons known only to Iguana Entertainment.
would crates being actors explain why they bleed when you shoot them at a certain angle with the shredder?
[t]http://i.imgur.com/NHBBKk1.jpg[/t]
[QUOTE=The Kins;52035788]That crate is an actor and not level geometry, for reasons known only to Iguana Entertainment.[/QUOTE]
It's actually so that enemies can take cover behind it. They can't track low geometry but they can track actors. At least that's what I understand from my quick skim through the monstrous-especially-for-an-N64-game amounts of AI code.
[QUOTE=I_love_garrysmod;52035864]would crates being actors explain why they bleed when you shoot them at a certain angle with the shredder?
[t]http://i.imgur.com/NHBBKk1.jpg[/t][/QUOTE]
... Yes... Yes it would. :downs:
You can blame Iguana for that as well. One of the programmers made a very poorly thought-out hack which switches to flesh impact types when a particle impacts an object. A lot of the impacts are oddly and unfortunately reliant on it.
I thought I was making things up but it really does seem like the colour has been incredibly desaturated / brightened compared to the older game.
Is there any possibility of decreasing the brightness further than the in-game setting (I'm finding 0 is still far too bright )?
I much prefer the darker yet vibrant look of the N64 version, and didn't know whether the only way I can accomplish this is via ReShade
I kind of wish enemies had some flesh slash sound effects when they're hitting you.
Bump with a blood mod
[video=youtube;UxHLvUWi6X0]https://www.youtube.com/watch?v=UxHLvUWi6X0[/video]
This is the most I can do without actually changing anything in /scripts cause I have no idea how angelscript works. I added a shitload of blood and more impact sounds, also changed that weird blood scaling
[t]http://i.imgur.com/Wi6JLZv.jpg[/t]
I also made the blood a little more obvious with the underwater weapons
[t]http://i.imgur.com/TDCz2uI.jpg[/t]
[url=https://drive.google.com/open?id=0B3fVrP98LiW4aXJTMHVjYm9zSm8]Download[/url]
Aw yea new (large) patch is supposedly coming Monday. Hope it fixes some of the balance issues. Was playing MP earlier and apparently the grenade launcher takes 3 shots to kill someone, even tho it's hard as shit to hit anyone with it. Yea that could really do with a buff.
Also idk if any devs are still reading this, but was curious about this pre-release footage that showed something not in the final game
[url]https://youtu.be/U83V-AWQcA4?t=50[/url]
at 0:50 you can see the player headshot a raptoid, triggering its head to fly off instead of the usual burst. Yea it wouldn't really make sense for a bullet headshot to trigger that, but stuff like the warblade or razor wind would be perfect for this. Was this just something you all ran out of time for and may revisit later, or was it just a test that ended up scraped?
either way I'm sure there's gonna be a mod for it eventually lol
Any of the devs still read this thread?
I'm trying to figure out how the bore is controlled but can't find anything about it in the game.kpf. There's missilecontroller and weapons in /scripts, but they don't seem to have anything for the bore attaching and drilling. The idea was to make the MP bore more tolerable and have it do a little damage by bouncing off heads with cartoony sound effects.
Smoke39's turok 1 modding guide mentions actors being controlled by a combination of code in the exe and script objects. Is that the case with this?
.
[vid]https://cdn-e2.streamable.com/video/mp4/owndk.mp4?token=1493004895_8a010e186e0487cb10157764c335a65664d9a44d[/vid]
[QUOTE=I_love_garrysmod;52082917]The idea was to make the MP bore more tolerable and have it do a little damage by bouncing off heads with cartoony sound effects.
[vid]https://cdn-e2.streamable.com/video/mp4/owndk.mp4?token=1493004895_8a010e186e0487cb10157764c335a65664d9a44d[/vid][/QUOTE]
god those sound effects are too good. that'd be great even for SP, having the cerebral bore just peg enemies in the head to death, spamming sound effects while they run about with their arms flailing around. Call it the ACME brand cerebral bore.
[QUOTE=postal;52082863]at 0:50 you can see the player headshot a raptoid, triggering its head to fly off instead of the usual burst. Yea it wouldn't really make sense for a bullet headshot to trigger that, but stuff like the warblade or razor wind would be perfect for this. Was this just something you all ran out of time for and may revisit later, or was it just a test that ended up scraped?[/QUOTE]
Not quite sure what's actually going on in that video, but we never had any sort of code for heads popping off. I'm not even sure we could do that without making a model for it.
[QUOTE=I_love_garrysmod;52082917]Any of the devs still read this thread?
I'm trying to figure out how the bore is controlled but can't find anything about it in the game.kpf. There's missilecontroller and weapons in /scripts, but they don't seem to have anything for the bore attaching and drilling. The idea was to make the MP bore more tolerable and have it do a little damage by bouncing off heads with cartoony sound effects.
Smoke39's turok 1 modding guide mentions actors being controlled by a combination of code in the exe and script objects. Is that the case with this?
.
[vid]https://cdn-e2.streamable.com/video/mp4/owndk.mp4?token=1493004895_8a010e186e0487cb10157764c335a65664d9a44d[/vid][/QUOTE]
The bore is partly hard-coded, yes, as it requires some rather specific information about the model of the actor its tracking, and then clipping information to stick to that object. The explosion is done by the bore particle itself, the rest by the actor the bore attached to, and for players it's a timer behavior (like the shock timer).
That weapon is weird, as evidenced by it being the only weapon to have netcode functions in the script files. How I even got that thing to work in multiplayer amazes me, it was the only weapon that had broken client replication for more than 1 month.
Edit: I do want to try and re-enable the clunking behavior in multiplayer (where if the bore hits something non-head it breaks) but I'm constantly worried that if I do that it'll break again where it never collided with anything if the host wasn't looking at it.
[QUOTE=Edward850;52082995]Not quite sure what's actually going on in that video, but we never had any sort of code for heads popping off. I'm not even sure we could do that without making a model for it.[/QUOTE]
I could swear I even see a severed head laying on the ground behind it as well, but the video quality is so rubbish that it's hard to tell lol. must be something else then. thx for the info tho
[editline]10th April 2017[/editline]
Speaking of the Cerebral Bore, if you fire a 2nd bore at a player currently getting drilled in Multiplayer right before the first one explodes, the second bore will hover over their dead body, then redirect to wherever the player respawned and try to get him again. pretty funny way to get double kills if you're lucky lol and as a bonus the 2nd bore doesn't make any sound and can sneak up on them.
[media]https://www.youtube.com/watch?v=-4QUBa6r7RQ[/media]
funny as hell on small maps