Turok Dinosaur Hunter and Turok 2: Seeds of Evil - Nightdive Studios' remasters
542 replies, posted
[QUOTE=postal;52117281]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[/QUOTE]
The biggest giveaway it was an Acclaim product was the fact that much like Turok, the levels were very open and massive. You could easily get lost in them.
The game itself wasn't very good though. It's amusing looking at it now, but it wasn't a particularly good game if you really get into it, at least that's my opinion. I'm sure I was able to tolerate it years ago just because I was a kid.
Kinda neat weapon design though, like that one gun that shot piranhas or something, and most, if not all weapons had an alt-fire.
[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]
The EWJ [B]AMMO![/B] yells really seal this :v:
[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]
The EWJ [B]AMMO![/B] yells really seal this :v:
[QUOTE=postal;52111189]
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. [/QUOTE]
coming back to this to confirm again that raptors are fucking ridiculous l m a o
from earlier today
[media]https://www.youtube.com/watch?v=Ld4X2xsrpi4[/media]
that entropy guy was actually really good, too, but raptor is just 2 fast. It's [B]so [/B] much fun but yea you can dominate so easily with it.
[QUOTE=Notanything;52117343]The biggest giveaway it was an Acclaim product was the fact that much like Turok, the levels were very open and massive. You could easily get lost in them.
The game itself wasn't very good though. It's amusing looking at it now, but it wasn't a particularly good game if you really get into it, at least that's my opinion. I'm sure I was able to tolerate it years ago just because I was a kid.
Kinda neat weapon design though, like that one gun that shot piranhas or something, and most, if not all weapons had an alt-fire.[/QUOTE]
Didn't that game have a mechanic where you could piss into a snowball and throw it at enemies?
[QUOTE=postal;52119061]coming back to this to confirm again that raptors are fucking ridiculous l m a o
from earlier today
[media]https://www.youtube.com/watch?v=Ld4X2xsrpi4[/media]
that entropy guy was actually really good, too, but raptor is just 2 fast. It's [B]so [/B] much fun but yea you can dominate so easily with it.[/QUOTE]
I'm honestly not sure what to do with the raptor. It's one of those cases where there's no middle ground for it so it's either too powerful or too weak.
Although I do wonder if removing its ability to pickup health would solve it or increase its damage scale factor...
Also Stephen needs to drop his network speed I think. ;)
[QUOTE=Edward850;52119152]I'm honestly not sure what to do with the raptor. It's one of those cases where there's no middle ground for it so it's either too powerful or too weak.
Although I do wonder if dropping its health would be the solution...[/QUOTE]
Yea it's tricky because it also depends a fair bit on the map itself. On Bullseye or Crazyeight he's unstoppable right now unless someone starts spamming shredder explosions, but on City4, Caverns, or Deathmarshes he'll struggle in the wide open areas as everyone's just gonna snipe him. tho that can be avoided by just never venturing into those areas lol. but yea I was also thinking 75 health might make him more fair. I could swear that's how he was on the n64 but looking it up apparently he had full health then as well.
I wonder how he'd play if he made slight footstep sounds, so he can't just sneak up behind people so much. It's not like he needs the sneakiness since he's already fast enough to dodge most shots if he can get close, but idk
I think footstep sounds would help a lot. Postal's snuck up with 2 free hits on me so many times
Same with making his claw swiping actually make sound. It sounds like a minor thing but I'd think if he's circling around you slashing you the sound could help a bit with pinpointing him, same for if he's sneaking up and happens to miss the first slash or two (which I do a lot because I suck). Maybe lol.
[QUOTE=postal;52117281]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[/QUOTE]
is that why the above dodgeball mod reminded me of south park 64
i really want to play mp but i can never ever seem to find any servers
So after playing a lot of MP on this latest patch and doing some testing with some people that volunteered to be targets, here's my thoughts on current MP weapon balance:
1. Firestorm cannon is too powerful given it's range and ammo count. It was a bit too weak before for sure, but doubling it's damage has now made it pretty ridiculous. That combined with it's high ammo of 150 makes it way too easy to just clear out a server. could maybe do with finding a middle ground for the damage between where it's at now vs where it was at before. Like it kills faster then the flamethrower but without the low ammo and range constraint lol, and it's accuracy is great enough to hit from pretty damn far away consistently. Could maybe instead lower the accuracy or at the very least it could do with halving the ammo if the damage is gonna stay this way (tho i really don't think it should since again it makes the flamethrower pointless).
2. Shredder explosive shells are wAY too powerful. I tested it out and I can instakill newly spawned people in a single shot rarely if I just aim a bit in front of their feet (happens SUPER rarely tho and the one time I got it during testing I wasn't recording lol). The damage seems inconsistent granted but it varies between ~85 to over 100, which is kinda nuts given how fast and far it can shoot. If nothing else, capping the explosive ammo at 3 so people can't stockpile an absurd arsenal would be nice but it still does crazy damage for it's speed and accuracy. It takes 5 rockets to kill someone in comparison so I don't think it makes that much sense for this shotgun to be so much better than a triple rocket launcher.
3. Grenade Launcher is still a bit too weak. IMO it doesn't really make sense that a slow projectile weapon with a slow fire rate and 10 ammo that's very hard to hit someone with only rewards 44 damage if you miraculously land a direct hit on someone, meaning you need 3 direct hits to kill, whereas the shredder explosive shot is super fast firerate and damn near hit scan and nets you 80+ per shot. It could do with at least doing 50 so you can 2 hit people with it because as is I never bother with this gun.
4. This one is super iffy since I'm biased and love trying to go for stupid melee kills, but IMO Warblade could [I]maybe[/I] do with another buff. It takes 4 complete swipes to kill someone but honestly how often do people even get close enough to use it lol. 2 or 3 swipes to kill would be a bit better imo since as is I never see kills from it. If you let someone sneak up on you, you deserve to get wrecked, but right now it's so weak that it gives you plenty of time to spin around and annihilate them instead.
honestly I almost feel like the damage values for the grenade launcher and the shredder explosive shells should just be swapped lol. The rest of the guns feel like they're in a good spot, tho.
I'll try and get a few videos to illustrate this later. Maybe try doing some firestorm only games and try again to see if I can't get a recording of the shredder instakill.
I'm trying out some new weapon ideas for the dodgeball mod. I wanted something where other players have to try and dodge slow 0 gravity balls, but it ended up not being the best choice for the plasma cannon so postal suggested a magic eight ball sunfire pod instead.
There's a problem with switching the sunfire pod texture though
[t]http://i.imgur.com/RucVSk8.png[/t]
I'm guessing this isn't something I can easily fix without the model editor?
I switched it to a magic baseball anyway
-snip video died RIP-
That is some good shit my man. I seriously can't wait until the tools release so I can help you guys with the graphics proper. Imagine actual fucking dodgeball arena maps and shit :cool:
Got some people together and recorded some vids to test the shredder MP shenanigans I was talking about. I didn't realize this at the time but it's actually the same issue I reported that got fixed already in SP: shredder explosive shots aren't stopping after hitting an enemy. instead they're ricocheting again and potentially causing multiple hits on top of the already high 87 base damage (assuming it's 87 as that's the lowest damage we ever got from a direct shredder hit). This leads to lots of 1-shot kills
either by just ricocheting inside the player itself (somehow) and instakilling them on a direct hit, or hitting the player, ricocheting off the map, and coming back to fuck him up again
[media]https://www.youtube.com/watch?v=wWVSCU1NDQ8[/media]
it could reaaally do with getting the fix it got in SP and no longer ricocheting after hitting a player (plus at least halving it's immense base damage if it really is at 87 given how quickly it can shoot)
ALSO idk if this is a legit bug or just something going on with my connection, but there's been a number of times where I could swear i had an extra shot left, only to have my weapon switch away to something else because it was supposedly empty. I was skimming over some old footage and noticed a couple of times where the game appears to be mis-reading my ammo counter: Instead of shooting the remaining shot, it switches to zero, changes the firing mode and fires off a shot of the other firing mode instead (or just swaps to another weapon entirely)
[media]https://www.youtube.com/watch?v=ZEYOiHHvv0I[/media]
So maybe I'm not crazy after all and something is wrong with the ammo counter online?? My first thought was maybe this was like when I fake emptied the scorpion launcher when I was super laggy at 1,500 ping on ILGM's server, and then couldn't select that gun anymore until I died, but this happened when I was actually the server host so idk. I guess I'll just start recording entire matches and see if I can't catch it again.
Not sure if it was intentional or not, but the shredder's secondary fire is still set to bounce off actors in multiplayer but not in singleplayer
[local]
onCollideActor = 1
[network]
onCollideActor = 3
[QUOTE=I_love_garrysmod;52123737]Not sure if it was intentional or not, but the shredder's [/quote]
Nope, it's not. Kaiser just missed the other part.
Can't explain the ammo counter yet, nor have I ever seen such an issue. Your ammo should forcibly be whatever the server says it is, so I wonder if there's a weird timing issue going on. The more-weird part is it switches, so it seems to become 0 before the client actually signals firing.
Heads up, NightDive Studios just added GOG's Crossplay feature. Now both GOG and Steam users can play the game online together.
[url]https://www.gog.com/news/release_turok_2_seeds_of_evil[/url]
is the kick feature not working yet? Some laggy guy keeps joining my server and sliding around the map and it's pretty annoying, but I can't kick him since he's not listed under the kick menu. this guy is so laggy that for a split second after I killed him, I saw him reappear over his dead body and I was able to shoot him a bunch for damage before he quickly teleported across the map to his actual respawn point lmao
[t]https://steamuserimages-a.akamaihd.net/ugc/812180760854383312/C8A2D8AB578CFA04F41984233BB29C9CA3B672FD/[/t]
Is there a way to kick via the console? on a similar note, is there a way to change the server name via the console as well?
[editline]21st April 2017[/editline]
Jesus I just went 20-0 on a 6 player match using exclusively the firestorm cannon. Sadly, the video didn't get saved (FUCK) but yea still want to go ahead and repeat my previous point that the firestorm cannon needs a nerf, baaadlyyyy. I'll keep trying to get a video, tho.
[QUOTE=I_love_garrysmod;52077419]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][/QUOTE]
I really feel as if some things featured in this mod should be considered for the live game, especially those flesh impact sounds, blood decals, and particle scaling. They really add much to the game and make the weapons feel a lot more punchier, meatier, and more satisfying to use.
[QUOTE=postal;52133023]Jesus I just went 20-0 on a 6 player match using exclusively the firestorm cannon. Sadly, the video didn't get saved (FUCK) but yea still want to go ahead and repeat my previous point that the firestorm cannon needs a nerf, baadlyyy. I'll keep trying to get a video, tho.[/QUOTE]
did more testing and the recordings actually saved. thank god. so yea here's some firestorm craziness I recorded while on doommarine's server to show what I was saying before (ofc it's even worse when I host since I can more precisely aim with it)
[media]https://www.youtube.com/watch?v=oJ4YCJ1BVxw[/media]
tl;dw: it's basically same deal I said before: high damage + high accuracy + high ammo + tons of full ammo pickups everywhere = pretty unstoppable, so long as you don't suck at aiming or are laggy ofc. I've also realized how easy it is to refill ammo since so many people are running around with plasma rifles. Basically hard as fuck to run out of ammo for it. As far as suggestions for balancing that go, maybe it should use 2 ammo per shot? Same deal for lowering all the crazy 150 ammo pickups laying around the maps since afaik no other gun gets full ammo pickups like that. And yea that all goes along with considering giving the damage and/or spread values a tweak as well since it currently also functions as a sniper rifle from afar and as a deadlier flamethrower up close. Just my 2 cents~~
[sp]i cant stop hearing that barrel spinning sound plz send help. also if you cba watching the entire video at least watch the last 35 seconds, it is A++ revenge[/sp]
I don't believe it.
... Somebody is actually playing splitscreen online, in that video!
so looks like people on here have figured out they can abuse the spectate command to avoid taking any deaths, giving the other team points, or even just avoiding a Bore detonation. actually the same issue we ran into in our own deathmatch game lol. it's pretty self-explanatory but this video makes me laugh (especially since I didn't figure out what he was doing till like the 5th time he did it) so whatever here it is anyways
[media]https://www.youtube.com/watch?v=oZZkS3ZtPWQ[/media]
either kill+death credits on spectate or just delayed spectating activation would seriously be A++ plz thx
also, i found the worlds most oblivious turok 2 player earlier
[media]https://www.youtube.com/watch?v=8YTvUwsPcTE[/media]
tbh i'm amazed people still join my server at this point with all the shit I pull on there lmao
[QUOTE=postal;52159521]so looks like people on here have figured out they can abuse the spectate command to avoid taking any deaths, giving the other team points, or even just avoiding a Bore detonation.[/QUOTE]
Seem to be a pretty easy way to solve that, spectating should actually clear your score. (I can't make it grant kills because there is not enough information on damage for that to be reliable.)
[QUOTE=Edward850;52159546]Seem to be a pretty easy way to solve that, spectating should actually clear your score. (I can't make it grant kills because there is not enough information on damage for that to be reliable.)[/QUOTE]
Is it possible to add any sort of delay to it activating as well? People would still be able to avoid giving the other team points in TDM with that (not sure if the score clearing would affect their team score too, but even if if did they could still abuse it temporarily until they actually get a kill themselves)
that, and it's a bit lame spending lots of ammo but not being able to kill some guy that keeps pulling a houdini on you. granted that's when the kick command comes in handy but not all server hosts can be bothered to actually do that as I was finding out in that video lol
Hmm, seems the answer to that would be to make spectating only take affect when a player is dead? That would work.
[QUOTE=Edward850;52159580]Hmm, seems the answer to that would be to make spectating only take affect when a player is dead? That would work.[/QUOTE]
yea that would be a very welcome change, tyvm
Can you also look into only allowing one instance of the hit register sound play at a time? The pellets from a shotgun get insanely loud because multiple play at once.
[QUOTE=doommarine23;52159691]Can you also look into only allowing one instance of the hit register sound play at a time? The pellets from a shotgun get insanely loud because multiple play at once.[/QUOTE]
i actually like that to an extent. gives it more impact when you smash someone in the face with the shotgun and gives me a rough idea of how much damage I landed. but maybe it could have something of a limit since yea that does get a tad loud
speaking of sound spam I just realized clients can hear the sound of the host spectating into water lol (not vice versa tho). which gets pretty funny if he just goes in and out of water and confuses the fuck out of everyone. I'm going to have fun with this.
I forgot to mention this earlier, but IMO the torpedo launcher could really do with a serious buff. Granted it's only even in h2whoa right now afaik, but still it's kinda laughably useless atm due to it's super low damage and super low ammo count (not to mention you can already swim as fast as it if you just mash the forward key enough). Doing something like at least doubling it's damage and increasing its ammo max a ton would be rad since it'd be cool to see some actual underwater battles with it that don't just end in 5 seconds when both sides run out of ammo lol.
also shout-outs to H2Whoa's knack for trapping me inside its walls lmao
[media]https://www.youtube.com/watch?v=Ny5UCbDrGVA[/media]
had this happen on an earlier game when someone shot a Bore at me, and I was forced to just sit there and watch it slowly cruise over to my face. That was not a happy moment :(
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