• Turok Dinosaur Hunter and Turok 2: Seeds of Evil - Nightdive Studios' remasters
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[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 attachment and drilling is actually hard coded. The bore and the PFM mines are the only particles that had to have its own native code due the complexity of their behavior. There are also certain particles that the AI will specifically 'listen' to when they receive damage from one. These include the tranq dart, charg darts and sunfire pods.
Version 1.5.2 patch is now live for both Steam/GoG builds [code] 1.5.2 Patch Notes =========== Single-Player Gameplay ====================== * Show both ammo types in the HUD for weapons with alternate ammo types * Bug fixes for particle splash damage (non-explosive) setting off event link triggers * All generators that should spawn random ammo now work * Minor collision fixes in first Death Marsh level * Fixed situation where player could become trapped in the spider-health trap chamber in River of Souls * Fixed a crash when switching levels while enemies are being triggered by an event * Charge dart now consumes 2 to 3 ammo based on charge level * Wasp enemies are now more aggressive and will become responsive after being spawned * Added fog effects to graveyard levels * Tweaked razor wind to be more effective against enemies with metallic parts * Trap doors in the crystal rooms in Lair of the Bline Ones now closes instantly, preventing sequence breaks * Turrets will now cease firing if the target is obstructed Renderer / Graphics ==================== * Major performance gain in the main world deferred shader * Addressed the 'checkerboard pattern' rendering glitch by avoiding depth buffer blitting * Non-deferred blood decals now adopt the proper red or green coloration depending on their source Local and Network Multiplayer ============================= * Improved situations where protocol commands would become over-throttled when sending to latent nodes. * Multithreaded packet transmission (which is on by default) * New multiplayer chat message system * Fixed issue with connecting to lobbies from startup * Rebalanced damage curve of charge-dart against players * Added mod and version filters to the multiplayer server lists * Added support for changing the network transmission speed of the client/server (lower speeds reduces bandwidth requirements) * Added support for custom map rotations * Fixed an issue where team-games wouldn't clear their scores properly on map change * Improved the reliability of sending information such as the scoreboard when a player connects to a game * Numerous weapon balance and tweaks * Three N64 multiplayer maps added (Bullseye, Crazy Eight, Experimentata) Audio ==================== * Voice volume setting is now independent of sound effect volume * Support added for German localized voices User Interface ============== * Ability to delete save games Misc ============== * Fixed collision detection issue when shooting at an object that is up against a wall * Better detection for avoiding pickups behind walls and other obstructions [/code]
'* Wasp enemies are now more aggressive and will become responsive after being spawned' A++ tyvm. and wow I was just posting in the modding steam board about the graveyard fog like 30 minutes ago, that's some freakish timing. also it's gonna be nice to not hear people bring up the turrets shooting them through doors every other day now lol. EDIT: oh hey I just checked the shredder explosive mode and it no longer spams ricochets after hitting an enemy anymore. that's great, especially during boss fights where it just dominated with all it's multi-hitting shenanigans lol. could still do with locational damage so you don't get instakill foot shots but other than that these patches are great so far, thx a ton
A lot of great changes in that patch, I'm liking the new multiplayer options. TY Nightdive I'm working on a dodgeball multiplayer mod now, complete with a custom intro and new menu background [vid]https://cdn-e2.streamable.com/video/mp4/2inhv.mp4?token=1493101799_a122ffd1254be8615694aaa71c549e8df8cd99b5[/vid] So far it's working alright in MP. Dodgeball grenade launcher works, superball turns into a pickup after you shoot it, though sometimes it desyncs after they roll around for a bit. That might be from the dodgeball nuke though, we only tested it for a few minutes. Edward, if you're here, I got some console spam for you [t]http://i.imgur.com/xvumXwA.jpg[/t] Instead of the nuke exploding, it just shoots out a bunch of dodgeballs that despawn after awhile. I can't find any similar kinds of files to compare to, so I don't know how the netcode handles something like that. I thought I just had too many balls bouncing around but I get console spam even 10 particles. I tried bNetLatencyComp, bNetSpawned and bNetLatched on the nukeballs. There's no console spam for the host, but I'm pretty sure it only started happening after I added in bNetLatched [url=https://www.dropbox.com/s/wgb5662udz4yoqq/dodgeball.kpf?dl=0]KPF[/url]
Well that shouldn't happen. Mind uploading the mod somewhere for investigation? I did all sorts of weird optimizations to the netcode and there might still be a few holes. Hindsight: Actually it get's weirder. It looks like the delta warnings are a red haring, rather your particles are doing something odd. The client doesn't seem to fully understand what the server is telling it to spawn. Are you sure both players actually had the same mod loaded? (I'm not sure what else could be going on, but then the server is supposed to be rejecting mismatched content as well.)
[QUOTE=Edward850;52088254]Are you sure both players actually had the same mod loaded? (I'm not sure what else could be going on, but then the server is supposed to be rejecting mismatched content as well.)[/QUOTE] yea we did. regardless of which of us hosted, the client still wasn't able to see any of the nuke's dodgeballs (and dodgeball pickups would keep showing as visible despite being picked up already) [url=https://www.dropbox.com/s/wgb5662udz4yoqq/dodgeball.kpf?dl=0]KPF[/url]
[QUOTE=Edward850;52088254]Well that shouldn't happen. Mind uploading the mod somewhere for investigation? I did all sorts of weird optimizations to the netcode and there might still be a few holes. Hindsight: Actually it get's weirder. It looks like the delta warnings are a red haring, rather your particles are doing something odd. The client doesn't seem to fully understand what the server is telling it to spawn. Are you sure both players actually had the same mod loaded? (I'm not sure what else could be going on, but then the server is supposed to be rejecting mismatched content as well.)[/QUOTE] 99% sure we had the same kpf. I kept forgetting small changes and had to reupload it a few times. I edited the kpf into my post. Probably is the particles doing something odd, nuke wasn't showing at all for the client so i put net related stuff on everything, probably made it worse Oh yeah ans I edited the localization file before the update went live, so my mod breaks a bunch of the new menu text
o also I noticed this latest patch added the ability to just paste an IP on the direct IP screen instead of having to retype it each time, which I think I requested awhile back. god that makes things easier tyvm for that <33
[QUOTE=postal;52088262]yea we did. regardless of which of us hosted, the client still wasn't able to see any of the nuke's dodgeballs (and dodgeball pickups would keep showing as visible despite being picked up already) [url=https://www.dropbox.com/s/wgb5662udz4yoqq/dodgeball.kpf?dl=0]KPF[/url][/QUOTE] I'm starting to wonder if your mod actually has your particles defined correctly. The network is actually fine, but the number of objects typeID 8686868 has is somehow confused based on whatever part of the particle manager is checking it. In short, the actual bug is somehow your superball particle has 3 types even though you defined only one, and only the client spawning command is getting it correct. Perhaps a conflict somewhere.
[QUOTE=Edward850;52088321]I'm starting to wonder if your mod actually has your particles defined correctly. The network is actually fine, but the number of objects typeID 8686868 has is somehow confused based on whatever part of the particle manager is checking it. In short, the actual bug is somehow your superball particle has 3 types even though you defined only one, and only the client spawning command is getting it correct. Perhaps a conflict somewhere.[/QUOTE] So I should be adding all these new particles into defs/common.txt? I totally forgot I used that crazy number lol, it was supposed to be a quick test because it was originally set as the arrow particle.
[QUOTE=I_love_garrysmod;52088337]So I should be adding all these new particles into defs/common.txt? I totally forgot I used that crazy number lol, it was supposed to be a quick test because it was originally set as the arrow particle.[/QUOTE] No that shouldn't be it. Common.txt is only for defining command names for numbers defined in the other definitions, the rest of the engine doesn't look or care about them.
[QUOTE=Edward850;52088341]No that shouldn't be it. Common.txt is only for defining command names for numbers defined in the other definitions, the rest of the engine doesn't look or care about them.[/QUOTE] Nukeball and superball have that same ID, could that be it? Also, is there any way of testing these effects without needing another person?
[QUOTE=I_love_garrysmod;52088352]Nukeball and superball have that same ID, could that be it?[/QUOTE] Almost certainly. [QUOTE=I_love_garrysmod;52088352]Also, is there any way of testing these effects without needing another person?[/QUOTE] Well you could run two clients at once and connect to localhost, but the key issue here is why you don't have conflicting IDs; different parts of the code will find different IDs first. It just so happens that the client and server have observably different lookup methods. We should probably try and add some kind of warning/assert if there is a conflict though. We never really anticipated that problem. :P
[QUOTE=Edward850;52088362]Almost certainly. Well you could run two clients at once and connect to localhost, but the key issue here is why you don't have conflicting IDs; different parts of the code will find different IDs first. It just so happens that the client and server have observably different lookup methods. We should probably try and add some kind of warning/assert if there is a conflict though. We never really anticipated that problem. :P[/QUOTE] Alright well it really was that simple, whoops. 40 particles worked fine, now I just gotta turn it up until it breaks again. Thanks for the help, you probably saved me hours of trying to figure this out.
[quote]* Charge dart now consumes 2 to 3 ammo based on charge level[/quote] Boo. :angry:
Well the dodgeball mod's coming along pretty well lol [media]https://www.youtube.com/watch?v=yVvMrOBZODk[/media] Currently has: Instakill dodgeball weapon (replaces bow), cluster (weaker) dodgeball launcher, voodoo bore because why not, and ofc a dodgeball nuke. here's the KPF if you want to take an early look at it [url]https://www.dropbox.com/s/wgb5662udz4yoqq/dodgeball.kpf?dl=0[/url] and can join our [url=http://steamcommunity.com/groups/turok2mp]steam group[/url] if you want to help test it with us also, to devs: should we report minor level geometry/texture issues? Probably should've asked this awhile ago but I'm going through a 2nd playthrough and I've been noticing more shit like floating rocks in the death marshes intro ALSO I was testing some more with that issue I reported before with explosive weapons. It seems to actually just be an issue specifically with explosive projectile weapons, as shotgun explosive shells and the plasma rifle are both able to take off arms and heads like they should, while Tek Arrows and Shredder explosives do not and also do uniform damage regardless of if it's a head or foot shot. I'm GUESSING this is probably also why the PFM layer never triggers the leg death animations since it's only registering as a chest kill? [media]https://www.youtube.com/watch?v=ZH36MzFSLd0[/media] I get this was probably done for the benefit of the grenade launcher and scorpion launcher, but hopefully that'll get fixed for those other guns
I recently posted some technical docs on the model formats for both Turok 1/2 games on the Steam forums. Particularly here's a link detailing technical specs on Turok 2 EX's model formats [url]https://gist.githubusercontent.com/svkaiser/1dac41cb70fa1ddf39be2bda4b464c6d/raw/b8ddcad75227ea207a09f459a430abdb13260558/gistfile1.txt[/url] Not sure if anyone will find this useful but it should be useful for those who wants to write a importer/exporter plugin.
Meanwhile, ever wanted to know how to configure your multiplayer experience like a pro? ... No? Well I'm posting this anyway. [url]http://steamcommunity.com/app/405830/discussions/0/135514402720424070/[/url]
Went ahead and hijacked the OP and made this thread for discussing both turok remasters. and so in now relevant news, the original composer for turok 1 just released the original turok 1 soundtrack uncompressed to bandcamp just last week. He also seems to have expanded and reworked them a fair bit so they work more as standalone songs. [url]https://darrenmitchell.bandcamp.com/album/turok-the-dinosaur-hunter[/url] it's pretty fucking great tbh
here's nearly 5 minutes of footage from a 5 man game of dodgeball mod [media]https://www.youtube.com/watch?v=aV2OjoMiz4c[/media] this shit is FUN. tho ignore the triple shot spam glitch at 1:20 because holy shit i have no idea what caused that lol
Played my original N64 copy of Turok 2 after a few hours earlier today, and I can't help but wonder how I managed to beat the game as a kid. The entire experience is so sluggish and unwieldy it baffles me, if the aim assist wasn't a thing I'd say it would be borderline impossible.
[QUOTE=postal;52105045]Went ahead and hijacked the OP and made this thread for discussing both turok remasters. and so in now relevant news, the original composer for turok 1 just released the original turok 1 soundtrack uncompressed to bandcamp just last week. He also seems to have expanded and reworked them a fair bit so they work more as standalone songs. [url]https://darrenmitchell.bandcamp.com/album/turok-the-dinosaur-hunter[/url] it's pretty fucking great tbh[/QUOTE] so when is this going to be a mod for the new port? [editline]16th April 2017[/editline] also damn his album art is bad lol
[QUOTE=Rusty100;52111175] also damn his album art is bad lol[/QUOTE] excuse me but CHILLER font is the best font ever. also holy shit the shredder explosive mode is ludicrous on the enclosed n64 maps. The splash damage from ricochets could really do with a nerf. I've one shotted people at full HP before with it and even managed to kill three people with three shots from it in a row once, without even realizing the third guy was around lol. Or just replace the explosive shells with normal shells on those close quarters maps. AlSo raptors are fucking amazing. The fact they're so fast, have full health, and are basically silent unless they jump makes them pretty ridiculous once again on the enclosed n64 maps, but I'm not complaining because holy shit they are fun to play as. It balances out too by them being hopeless on the other wide open maps.
[QUOTE=postal;52111100]here's nearly 5 minutes of footage from a 5 man game of dodgeball mod [media]https://www.youtube.com/watch?v=aV2OjoMiz4c[/media] this shit is FUN. tho ignore the triple shot spam glitch at 1:20 because holy shit i have no idea what caused that lol[/QUOTE] I didn't really notice until watching this video, but all the sounds I added played from the center with no direction at all. I found out that they just need to be in mono for direction to work properly. Sounds much better now. Nightdive was nice enough to include OpenAL Soft too, so HRTF works [vid]https://cdn-e2.streamable.com/video/mp4/e41mz.mp4?token=1493530097_f20e4f43846e2b80fa809e21cc4c87b58d1e292f[/vid]
Is there a way to get singleplayer maps into multiplayer? I'd love for a co-op mode.
[QUOTE=Zadrave;52111370]Is there a way to get singleplayer maps into multiplayer? I'd love for a co-op mode.[/QUOTE] No, any enemies in a multiplayer map just crashes the game
[QUOTE=postal;52111189]excuse me but CHILLER font is the best font ever. also holy shit the shredder explosive mode is ludicrous on the enclosed n64 maps. The splash damage from ricochets could really do with a nerf. I've one shotted people at full HP before with it and even managed to kill three people with three shots from it in a row once, without even realizing the third guy was around lol. Or just replace the explosive shells with normal shells on those close quarters maps. AlSo raptors are fucking amazing. The fact they're so fast, have full health, and are basically silent unless they jump makes them pretty ridiculous once again on the enclosed n64 maps, but I'm not complaining because holy shit they are fun to play as. It balances out too by them being hopeless on the other wide open maps.[/QUOTE] Holy shit you can play as raptors? I definitely need to pick this up when I get home, as if everything else about it wasn't reason enough
Huh, I just found out that Armorines on the N64 also used the Turok 2 engine and controls. Too bad it wasn't a very good game (which I bought instead of getting a Bomberman 64 strategy guide I really could've used and never saw again).
[QUOTE=I_love_garrysmod;52111522]No, any enemies in a multiplayer map just crashes the game[/QUOTE] It doesn't actually crash, it's an assertion failure because it doesn't know what difficulty -1 is, but otherwise will continue fine. The real issue is that enemies have no netcode at all, and one would need to be implemented before spawning them made sense.
[QUOTE=RikohZX;52115599]Huh, I just found out that Armorines on the N64 also used the Turok 2 engine and controls. [/QUOTE] Same with South Park 64, which I can barely remember but I think was fun? [editline]17th April 2017[/editline] all i remember is piss snowballs and angry turkeys
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