Turok Dinosaur Hunter and Turok 2: Seeds of Evil - Nightdive Studios' remasters
542 replies, posted
i've started learning how to map (!!!) and slowly but surely I've been adding stuff to the musical chairs map. Was attempting to record some footage of the new stuff I added when suddenly the jerrys became restless
[vid]https://cdn-e2.streamable.com/video/mp4/p8l9n.mp4?token=1500583486_a5dd7b091a7c5147d8166f0640ed31a6a6ba60c0[/vid]
fucking jerry ruining everything
I love how most of that map is the announcer insulting you.
speak of the devil and he will appear
[vid]https://cdn-e2.streamable.com/video/mp4/kwvdl.mp4?token=1500607339_b9a20c65a0992ca1f084d2945d3f8b5f80ae2070[/vid]
it's not like there's something that aims the jerries at you either, they get spawned from the top of the map in a random direction, bounce a few times, then just scurry about on the ground. yet somehow twice now I've had one bounce in the perfect direction at the perfect time. absolute magic.
More netcode fun facts: Negative frag counts cost 10 bytes to transmit, as they are variable length encoded and the signed bit means it needs to encode all 64bits of the integer.
There's a surprising amount of effort being put into this map now that postal's helping out. It's such a dumb idea but we keep adding to it. There's a new jerry type and a chair elevator for the nuke, postal got that second floor in and added a bunch of decoration for the outside of the map
[media]https://www.youtube.com/watch?v=M6T71hYt9gM[/media]
[t]http://i.imgur.com/e7gUFKu.jpg[/t]
[vid]https://cdn-e2.streamable.com/video/mp4/0u30l.mp4?token=1500788365_f1a0805eef45cec24d7b285e99f597302f3bcf8b[/vid]
Musical Chairs is still coming along pretty fukin well, and continuing to look more and more like a gmod server left up for far too long. I've added a shit ton more to it. Here's a demo of progress so far, as well as most of the guns currently in the mod (hello triple cannonball launcher)
[media]https://www.youtube.com/watch?v=I6tmcvVlYVE[/media]
still making steady progress, despite me hopelessly fumbling through the editor. I'm not sure what happened with a couple specific floor sectors, but some of them that were in the map already when Stephen sent me it can't be deleted without rudely causing a delayed [url=https://pastebin.com/0RtFAtev]crash[/url] whenever I [url=https://www.youtube.com/watch?v=6tgIFxV_zD4]go to save[/url]. Later on I also somehow managed to create a spawnpoint black hole from the wall sectors of these two [url=https://steamuserimages-a.akamaihd.net/ugc/831328358806585826/73EF1974F2131E1DC30AD5A6188F84503687537A/]pizza-slice lookin fuckers[/url] i was messing with, which resulted in almost all spawnpoints redirecting to inside the wall sectors. I fixed it by making the wall sectors slightly sloped instead of perfectly upright, and for the cursed floor sectors I've just had to get creative with bridges or work around them. god I spent so long trying to figure out what was even happening when both those issues first started lmao, but given how much shit I'm probably doing wrong it's not that surprising an outcome.
I don't think it's been linked for a couple pages but if you want to try it out, here's the mod dl [url]https://www.dropbox.com/s/wgb5662udz4yoqq/dodgeball.kpf?dl=0[/url]
and lastly
[vid]https://cdn-e2.streamable.com/video/mp4/ihe3q.mp4?token=1500967289_2321fb2658e58e21564039fff6fde63aa236eb53[/vid]
[QUOTE=postal;52456335]I fixed it by making the wall sectors slightly sloped instead of perfectly upright, and for the cursed floor sectors I've just had to get creative with bridges or work around them.[/QUOTE]
Like with Turok1, you cannot have a >=90 degree region. It must be upright as ground otherwise its collision becomes nonsense, among other problems. Imagine trying to move into a region where its upright position is actually above you. Logically, this also means ladders aren't actually perfectly vertical, but actually ever so slightly sloped.
[QUOTE=Edward850;52456429]Like with Turok1, you cannot have a >=90 degree region. It must be upright as ground otherwise its collision becomes nonsense, among other problems. Imagine trying to move into a region where its upright position is actually above you. Logically, this also means ladders aren't actually perfectly vertical, but actually ever so slightly sloped.[/QUOTE]
Ah makes sense. I'll make sure not to do that anymore then, thxxx.
The map I'm working on is mostly finished now, but I plan on adding a sewer section eventually. Maybe.
I added a secret room where you gotta jump infront of a train to get to. You're pretty much waiting on a rooftop to get some extra ammo
Here's a video showing that and a little bit of the new cannonball launcher.
[media]https://www.youtube.com/watch?v=P8lvBGQ1oUc[/media]
First part of the video looks weird cause SSAO ruined the illusion of being in a white void. I switched it to a sphere which works fine now except for SAO
Musical Chairs is now also mostly finished, pending lots of detailing I may or may not ever do
[img]http://i.imgur.com/i8uQRHB.jpg[/img]
[t]http://i.imgur.com/4qD3pzu.jpg?1[/t]
[t]http://i.imgur.com/wET2J9d.jpg[/t]
^ its a chairy tree forest (74 chairs per tree)
[t]http://i.imgur.com/u7IQp9Z.jpg[/t]
^you make your way to the center, then climb and head outwards to the tops of the outer pillars, then jump across some sky chairs to head back inwards and climb the center giant pillars where you'll reach the rainbow. lot of climbing.
[t]http://i.imgur.com/CrInAUK.jpg[/t]
^if you can reach this area without dying it'll take you to a sniper nest atop the mega chair
[t]http://i.imgur.com/OH7mMe3.jpg[/t]
^ added real jumppad shortcuts throughout the map to quickly send you to each of the main areas
I'll probably redo the plasma rifle area as well at some point now that I've got a way to do a moving light. Also, I've made two versions of the map. The map was kinda huge and at this point is really meant for 7+ players. So I made a smaller version where the giant-pillars-to-rainbow area is walled off leaving you just in the other 2/3 of the map. It works well for smaller games. But yea nearly finished with my first (and probably last) map ever. Ran into so many goofy problems with it, like the fact people sometimes would grapple onto jumppad sectors which resulted in them going into noclip lol (fixed by making all the jumppad sectors slanted), or the other bug right now that I can't do anything about where if a player dies on a moving actor, they'll respawn slightly off from the actual spawn point and thus fall onto the floor and die again. hopefully that'll get fixed in the game at some point but till then o well people die nonstop on here anyways.
[vid]https://cdn-e2.streamable.com/video/mp4/mflb8.mp4?token=1501404466_f6f96bd302c42dd50c66c8832a7b7fe1aefbe256[/vid]
[vid]https://cdn-e2.streamable.com/video/mp4/fuk5g.mp4?token=1501404501_331cebbcf13a213a98d6a229d960122eafc89312[/vid]
I'll post download links tomorrow.
dodgeball shot of the year
[media]https://www.youtube.com/watch?v=y2avEofTpeU[/media]
i think ive played this too much
I still have no fucking idea of what this is about or why I like coming to check it
I mean I thought Turok was about dinosaur hunting :v:
Well then here's another video of a weapon just for hunting dinosaurs, even better than the nuke
[media]https://www.youtube.com/watch?v=-p2ERyAOzsg[/media]
Also a laser chainsaw from Earth Defense Force, except to keep the ball theme postal suggested calling it "laser ball chainsaw". I added a particle that shows up when the weapon's equipped to actually make it look like a ball so it kinda works
[media]https://www.youtube.com/watch?v=G6iE1TxDxh4[/media]
Re-did the plasma rifle area on musical chairs finally, and made it into a maze you a navigate by walking towards the little green chairs
[t]http://i.imgur.com/f0ahTWw.jpg[/t]
and since that was the last thing I had left to do apart from any minor tweaks I went ahead and also did another walkthrough of the map, especially since it's doubled in size since the last one I did.
[media]https://www.youtube.com/watch?v=s1KNnKpvUKA[/media]
I may also add some more chair decorations here and there but either way the map now officially has over 2,000 chairs on it. beautiful.
Before I started mapping on it vs where I'm at now with the mapping (ty stephen for gififying them)
[img]http://i.imgur.com/pJlsM16.gif[/img] --- [t]http://i.imgur.com/OoFeuwi.gif[/t]
i have truly defiled what was once a pure little innocent map and created a monster. and after a bunch of ideas I just got for more extreme detailing, it's gonna look even more stupid. can't waittttt
i finished detailing the giant pillar on musical chairs
[t]http://i.imgur.com/mvCZ3zd.jpg[/t] --> [t]http://i.imgur.com/JSRgHwC.jpg[/t]
[media]https://www.youtube.com/watch?v=E50oKE3aHn4[/media]
517 more chairs on the map ... i may have gone too far.
[editline]25th July 2017[/editline]
[QUOTE=bloboo;52495516]jfc that map. That shit used to be as simple as water and now its like a cocktail of drugs and soup. I have a feeling if you threw up events/announcements or whatever on the turok 2 mp group showing off that map people would hop in considering its fucking insane. i mean if people are going as far as to join a t2 mp group they'll probably join games[/QUOTE]
I would but steam is horrible with steam groups. It keeps listing the group as having 0 people online, and whenever it thinks nobody is online it won't send any of my event notifications to people. Makes it even harder to organize shit short of me just adding everyone to my steam friends list, which is how I've been organizing games lol.
This stuff looks amazing. Gives me some serious goldsource mod vibes with all the retro soundeffects, seinfeld shit, etc
The Seinfeld theme is still the biggest single file in the mod if you don't count the oversized map files from that map editor bug. This mod is built around Jerry
[t]http://i.imgur.com/k4LvZn8.png[/t]
As a heads up, if you've been using the Doomseeker plugin, Doomseeker recently updated fully supporting the Turok2 plugin. You may need to update manually to support future updates automatically.
[url=http://steamcommunity.com/app/405830/discussions/2/2333276539611967816/]More info here[/url].
I never thought that I would one day be using Doomseeker to browse Turok 2 servers, this is good stuff.
In dodgeball news, here's a completely normal Seinfeld-themed map
[media]https://www.youtube.com/watch?v=cRrbFO1_rSE[/media]
Mostly a test for anti-gravity sectors which work fine in multiplayer. I still gotta figure out how to make it into a fun death match map
I came here looking for Turok 2. I like dinosaurs and futuristic weapons.
What's this ... silent hill + dodge ball + seinfield + balls of steel hybrid. Looks cool as fuck
this DM map idea didn't pan out since switches/doors apparently don't work right on MP, but I still love this SP-friendly proof of concept anyways
[media]https://www.youtube.com/watch?v=CAwBZH7ZlmY[/media]
the many uses we keep finding for jerry are just wonderful
i had another dumb idea for a weapon. stephen worked some magic and brought it into existence and after a few rounds of testing+tweaking it's pretty damn fun
[media]https://www.youtube.com/watch?v=FQAi9OCb48E[/media]
can either spam lots of little balls everywhere, or charge it up for more damaging shots at the cost of more ammo. still does damage after ricocheting. it's basically kinda like a more precision based tennis ball launcher.
Sorry for the up.
[media]https://twitter.com/Toxicoow/status/905370585869557760[/media]
[media]https://twitter.com/Toxicoow/status/905176522885095424[/media]
[sp]I can't believe how well it fit to Tom & Jerry.[/sp]
Decided to dig up the sounds from F.E.A.R's archive and put them in this game.
[QUOTE][video=youtube;nr5l9nrYxko]https://www.youtube.com/watch?v=nr5l9nrYxko[/video][/QUOTE]
Affects the following:
[QUOTE]- Pistol
- MAG 60
- Shotgun
- Shredder
- PFM Launcher
- Plasma Rifle
- Firestorm Cannon
- Grenade Launcher
- Scorpion Launcher
- Explosion SFX[/QUOTE]
[URL="https://www.dropbox.com/s/os142ep0fhc8veo/fear_gun_sounds.kpf?dl=0"][B]Download here![/B][/URL]
Just plop it into a mods folder that should be in your Turok 2: Seeds of Evil directory (create the folder if it's not present).
Mod will [B]NOT[/B] load in multiplayer due to KPF incompatibilities.
There is a new beta client available for the Steam version of Turok 2. It contains the ability to skip cutscenes (by request of speedrunners, since the game will be at AGDQ) and some minor tweaks and bugfixes.
[quote]Renderer / Graphics
====================
* Fixed issue where alt-tabbing in DirectX fullscreen mode could become stuck switching back to desktop
* Shadow maps are now disabled if uniform buffers are not supported or disabled in OpenGL
Single-Player Gameplay
======================
* Hub intro cinematics can now be skipped
* Primagen's head model is no longer fullbright during the intro cinematic
User Interface
==============
* Violence option implemented that toggles either red or green blood, or disables gore effects
Audio
====================
* Music now dynamically reduces volume during cinematics[/quote]You can opt into it the same way you opt into any other game beta on Steam. It'll be officially released in a week or so.
Don't really know who's still interested in dabbling with the Turok games, but here's a preview of all the sound stuff I've been messing with.
https://www.youtube.com/watch?v=7bM9T_d3fas
https://www.youtube.com/watch?v=QGFDYKmPnl8
https://www.youtube.com/watch?v=Om5uC-xwZ_4
And one I actually finished for Turok 2.
https://www.youtube.com/watch?v=XxT_UmThY24
https://www.youtube.com/watch?v=oOKmcS79jWk
Another sound mod!
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