• Turok Dinosaur Hunter and Turok 2: Seeds of Evil - Nightdive Studios' remasters
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Started building a quick level. [img]https://i.gyazo.com/3bb62e9e429599fb02d59a876ddd6d36.png[/img] I started doing the sectors, but when I went to play it I can't walk/run. I can jump around on the sectors, and showcollisions shows everything looking fine. Am I missing something?
You have the friction set to 0. It's one of the args in the region property. Edit: I also now have the exact correct number of posts. I can never post again.
Got it. The magic number ended up being setting "Camera Movement Scalar" to 1.
Make sure camera movement scalar is 1 Whoops, a second late
Can you not copy/paste sectors in the T2 editor? Every time I try to copy, the editor crashes. That's a shame if that's the case. My map is symmetrical, so I'll have to essentially sector the same area twice. :suicide:
[QUOTE=TheGoodDoctorF;52401093]Can you not copy/paste sectors in the T2 editor? Every time I try to copy, the editor crashes. That's a shame if that's the case. My map is symmetrical, so I'll have to essentially sector the same area twice. :suicide:[/QUOTE] Correct. We never had enough time to finish the editor so some of the functions don't work right.
[QUOTE=TheGoodDoctorF;52401093]Can you not copy/paste sectors in the T2 editor? Every time I try to copy, the editor crashes. That's a shame if that's the case. My map is symmetrical, so I'll have to essentially sector the same area twice. :suicide:[/QUOTE] Yeah you can only copy the vertices by holding alt while dragging them. That's pretty much the reason I'm not making any more maps anytime soon, sectoring crossfire took way too long :v: [t]http://i.imgur.com/NXC0QcV.png[/t]
[media]https://www.youtube.com/watch?v=evY2LjD5CoI[/media] [media]https://www.youtube.com/watch?v=Y0-fxHQYbss[/media] yea these maps are awesome for dodgeball lol. also fuck that crate and expansion pak model, they are way too creepy with those eyes stuck on them god DAMN
Turok2 1.5.5 is now pushed publicly to all (Steam & GOG). If you didn't want dedicated server support, two new game-modes and DirectX optimizations, you can no longer hide from it. This build is different from the public beta if you happened to be on it, so take note anybody who was hosting servers during the beta. [url]http://steamcommunity.com/games/405830/announcements/detail/1346988836024801897[/url] [quote]1.5.5 Patch Notes =========== Renderer / Graphics ==================== Instanced rendering for particles (Direct X optimization) Shadow map optimizations (batched actor shadow casters) Uniform buffer optimizations (Direct X) Fixed cloaking effect not rendering Fixed explosions changing color when making contact with 'alien flesh' surface types Particles and trails can now be occluded by geometry (optimizations) Single-Player Gameplay ====================== Destructibles now flash red when shot Fix turrets in River of Souls not firing at player Some components of the AI is now multi-threaded (optimizations) Local and Network Multiplayer ============================= Dedicated server support (self hosted with included binary, server list browser built in) New InstaRok ("Instagib") game mode New Raptor-Fest (survival co-op/competitive) game mode Improved handling of large amounts of object synchronization Restored 3 N64 maps; Escheria, Endangered species and Moonlit Mayhem Stability updates Added 'playername' cvar to act as the local player name in case no social service (Steam/GOG Galaxy) is available User Interface ============== New quick weapon select feature Misc ============== Optimized collision detection with static meshes Fixed floating blood splats from shotgun bullets[/quote]
Just wrapped up the first pass of sectoring on my map. Gonna do some cleanup, and then gotta figure out how to set it up for multiplayer, and it'll be ready for testing. Oh, and texturing of course. It's a straight forward symmetrical map. Ideal for deathmatch and probably dodgeball, but not raptor fest so much. [img]http://i.imgur.com/w9gqkEu.jpg[/img] [img]http://i.imgur.com/Ks1czDl.jpg[/img] [img]http://i.imgur.com/i61Thr6.jpg[/img]
[QUOTE=TheGoodDoctorF;52408601]Just wrapped up the first pass of sectoring on my map. Gonna do some cleanup, and then gotta figure out how to set it up for multiplayer, and it'll be ready for testing. Oh, and texturing of course. It's a straight forward symmetrical map. Ideal for deathmatch and probably dodgeball, but not raptor fest so much. pics[/QUOTE] This looks like it could be pretty fun in both dodgeball and regular DM, nice work. Meanwhile, I went against what I said in my previous post almost immediately and started working on another map for Raptor Fest. It's going to be a small city map, pretty much a stretch of 2 roads that you can run fast on with a couple ramps. [t]http://i.imgur.com/XsmbrBO.jpg[/t]
[QUOTE=TheGoodDoctorF;52408601]Just wrapped up the first pass of sectoring on my map. Gonna do some cleanup, [U]and then gotta figure out how to set it up for multiplayer[/U], and it'll be ready for testing. Oh, and texturing of course.[/QUOTE] Place deathmatch player starts around the map, they act as player re/spawn points in multiplayer (as well as raptor-fest spawns). Then you just need object generators to spawn the weapons, there's a selection of prefab spawners in the actor list for all the weapons, ammo and items. You can then test the map directly in multiplayer mode using the netmap command with the path to your level (it works like the map command, except it spawns a network server in multiplayer mode on the specified map). This works without a mapinfo or hubinfo entry defined, although you'll need them when you want to actually release the map.
[media]https://www.youtube.com/watch?v=QAHTAWGnPq0[/media] truly there is no better shield from a server owner spontaneously enabling hydramode than Jerry. (jesus christ that default thumbnail is so perfect) I've only tested with 4 people at once so far but raptorfest seems to run a lot better now during peak madness. I'm not seeing almost any of that weird lag shit i was seeing tons of before with enemies doing random animation loops or teleporting or walking around headless. i'll find out for sure next time I can get a ton of people in the server. tho the only semi-downside is me and one other did crash a few times during peak hydramode server-choking spam lol. Only got a [url=https://pastebin.com/SvSESB3A]crashlog[/url] from one of the crashes oddly and idk if it's even worth posting since it happened while playing on mods and pushing hydramode to the limit anyways lol but hey there it is just in case. otherwise FUN STUFF
[QUOTE=postal;52409353]tho the only semi-downside is me and one other did crash a few times during peak hydramode server-choking spam lol. Only got a [url=https://pastebin.com/SvSESB3A]crashlog[/url] from one of the crashes oddly and idk if it's even worth posting since it happened while playing on mods and pushing hydramode to the limit anyways lol but hey there it is just in case.[/QUOTE] If you want to try reproducing the crash, type statjobtasks in the console and monitor the stats. If Memory pool usage >= 64mb then you got problems.
I think this engine deserves some kind of award [media]https://www.youtube.com/watch?v=FQjL5XZYuKg[/media] One of the nukes took like 4 minutes to detonate cause the framerate was so low. The game didn't freeze and postal never lost connection
What What How are you even still alive!? (Although now you know at least one reason why we went 64bit only for Turok2. Much less memory restrictions and we don't need to micromanage differences between the memory footprints in multiplayer and saved games.)
I survived that long cause we were on a ridiculous custom map that postal gave me the idea for. Musical chair, where everyone spawns on one chair and the floor is lava. I added a second chair with a nuke for fun [t]http://i.imgur.com/tQKhf0p.png[/t] I also got a musical chairs map. Same idea but more chairs [url]https://streamable.com/6qo6q[/url]
here's a highlight reel from that hydra nuke insanity from my perspective up in spectate [media]https://www.youtube.com/watch?v=i5vfaQd7-_A[/media] jump to 2:35 if you want to see 15k monsters get nuked at once (fyi those giant endtrails standing around not moving post-nuke in the vid (like right there in the thumbnail lol) are dead, it's just weird lag shenanigans showing them as standing idle instead of face down) [QUOTE=I_love_garrysmod;52413412] I also got a musical chairs map. Same idea but more chairs[/QUOTE] footage of that [media]https://www.youtube.com/watch?v=0Wu_aq6hsCw[/media] this map is going to be so great. and also aggravating.
how are you folks going about making levels for this? Had a quick google but couldn't find any programmes or tools to do it with
[QUOTE=Instant Mix;52415012]how are you folks going about making levels for this? Had a quick google but couldn't find any programmes or tools to do it with[/QUOTE] Type "kexstudio" in the console for the editor. It's not finished so it's little buggy. Copying from the context menu crashes, so use alt/ctrl+click while moving an object to copy Alt tabbing or bringing up the steam overlay has a problem where the editor sees those keys as being held down, just push them again to fix it. You can also use BehemothProgrammer's [url=http://www.turokforums.com/turok-2-seeds-of-evil-moddingmapping/fireseed-model-animation-editor/]Fireseed[/url] to import models instead of using console commands
A few new things in the dodgeball mod now Jerry Crowd Simulator 2017 [media]https://www.youtube.com/watch?v=Vq12sfzGnak[/media] I put some more jerry in the musical chairs map, not quite as many as shown in the video though. That city map I was working on is included too but it's very WIP and even has a fancy rendering glitch that I don't know how to fix New slow moving projectiles for some enemies in raptorfest to make the near-hitscan enemies less annoying [t]http://i.imgur.com/XSyUuai.jpg[/t] I also added in BehemothProgrammer's [url=http://www.turokforums.com/turok-2-seeds-of-evil-moddingmapping/behemothprogrammer's-mp-addons-v1-0/]MP addons[/url] mod, so now hosts can change stuff like gravity, player damage, speed, and a bunch of other stuff
[QUOTE=I_love_garrysmod;52433369]and even has a fancy rendering glitch that I don't know how to fix[/QUOTE] Send it to Kaiser. Although as a theory, what happens if you disable occlusion testing (r_useocclusionquery)? Don't leave it off by the way if you value performance. :P
[QUOTE=Edward850;52433437]Send it to Kaiser. Although as a theory, what happens if you disable occlusion testing (r_useocclusionquery)? Don't leave it off by the way if you value performance. :P[/QUOTE] Oh hey that worked, thanks. Here's the map for Kaiser. Zoom city, right infront of the spawn [url]https://www.dropbox.com/s/wgb5662udz4yoqq/dodgeball.kpf?dl=0[/url]
[QUOTE=I_love_garrysmod;52433682]Oh hey that worked, thanks. Here's the map for Kaiser. Zoom city, right infront of the spawn [url]https://www.dropbox.com/s/wgb5662udz4yoqq/dodgeball.kpf?dl=0[/url][/QUOTE] Well it's not "working" but it sure isolates the problem. :P Can you go to the location where the issue is, run the bugit command, and send us the resulting files? (bugit needs a filename provided so you'll know what file to look for.)
[QUOTE=Edward850;52433701]Well it's not "working" but it sure isolates the problem. :P Can you go to the location where the issue is, run the bugit command, and send us the resulting files? (bugit needs a filename provided so you'll know what file to look for.)[/QUOTE] [url=https://www.dropbox.com/s/tth7phcukndo6x2/bugitzoom.rar?dl=0]Here you go.[/url] It made a text file and a blank png
[QUOTE=I_love_garrysmod;52433743][url=https://www.dropbox.com/s/tth7phcukndo6x2/bugitzoom.rar?dl=0]Here you go.[/url] It made a text file and a blank png[/QUOTE] Occlusion testing uses grid bounds, which are bounding boxes that are collections of static meshes. Every 1024x1024 block it creates a grid bound and that bounding box is adjusted to tightly wrap around the meshes. For whatever reason, the min.z of the bounding box for that mesh is -inf, which is messing with the occlusion testing, so somehow the bounding box did not successfully find all valid points to shrink the box to. We might have this fixed but not sure when, however for now you can probably throw a mesh just under it to try and throw off that mesh and change the wrap points. [editline]5th July 2017[/editline] We found out why the editor got so confused. "models/sidewalk.staticmesh" is too thin, and by thin, it actually has no dimension at all resulting in this: m_bounds = {min={x=-nan(ind) y=-nan(ind) z=-inf } max={x=-nan(ind) y=-nan(ind) z=inf } } The editor should probably handle this better, but it is physically the error as you can't test the occlusion of something with no actual size. Give the mesh some size and all should be well.
we actually managed to get 8 (briefly 9) people into a dodgeball server at once oh my god. here's some highlights from the insanity that ensued on DM and Raptorfest across three maps [media]https://www.youtube.com/watch?v=Z-9Luiw1HCY[/media] also, nobody crashed. even when stephen accidentally enabled hydra mode a couple times late into the matches. A++ job devs
[QUOTE=Edward850;52433895]Occlusion testing uses grid bounds, which are bounding boxes that are collections of static meshes. Every 1024x1024 block it creates a grid bound and that bounding box is adjusted to tightly wrap around the meshes. For whatever reason, the min.z of the bounding box for that mesh is -inf, which is messing with the occlusion testing, so somehow the bounding box did not successfully find all valid points to shrink the box to. We might have this fixed but not sure when, however for now you can probably throw a mesh just under it to try and throw off that mesh and change the wrap points. [editline]5th July 2017[/editline] We found out why the editor got so confused. "models/sidewalk.staticmesh" is too thin, and by thin, it actually has no dimension at all resulting in this: m_bounds = {min={x=-nan(ind) y=-nan(ind) z=-inf } max={x=-nan(ind) y=-nan(ind) z=inf } } The editor should probably handle this better, but it is physically the error as you can't test the occlusion of something with no actual size. Give the mesh some size and all should be well.[/QUOTE] Thanks, I really appreciate all the effort you guys go through to fix this stuff. I just added a curb to that sidewalk model and now it's working fine
I've been playing around with materials, but am having little luck with this. In short, I want the material to be at it's brightest, and not darkened by the environment. [t]http://i.imgur.com/W2yjYye.jpg[/t] Any ideas? [editline]6th July 2017[/editline] *Found the fullbright command. I feel like a dummy.
Yeah you put fullbright into the .kmat file, and I believe "reflectivePower" is for screen space reflections, I haven't tried it yet
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