Turok Dinosaur Hunter and Turok 2: Seeds of Evil - Nightdive Studios' remasters
542 replies, posted
The 25% off T2 is a nice gesture. I would've bought it regardless, but I'm certainly appreciative.
[t]http://i.imgur.com/paPGIOo.jpg[/t]
some of these new map reflections are pretty ugly tho. Same for the blood effect which looks like it doesn't scale according to distance so whenever I shoot someone from far away, globs of blood bigger than they are fly out
I got 25% off for no reason. I don't own the first one, so I threw in DNF with the DLC because I never got to try said DLC and it was the same all-together price.
The blood effect looks cheesy at a distance.
Also, if you're having random frame dips, turn off [B]Light Scattering[/B]. Was dropping me to 30-40 for no reason even when everything else on max is having no impact.
[sp]Disclaimer: My Turok 2 experience is about 2 minutes in the original PC port before giving up. Really enjoying this otherwise.[/sp]
[QUOTE=postal;51970790][t]http://i.imgur.com/paPGIOo.jpg[/t]
some of these new map reflections are pretty ugly tho. Same for the blood effect which looks like it doesn't scale according to distance so whenever I shoot someone from far away, globs of blood bigger than they are fly out[/QUOTE]
Screenspace reflections are pretty wonky even in games with more advanced graphics.
[QUOTE=postal;51925662]Found some more stuff about the creation of turok 2 (and a bit from turok 1) from a turok thread on SA. I wish all this shit was compiled in one place lol.
[URL="https://lpix.org/sslptest/index.php?id=54034"]Turok 1 beta stuff[/URL]
[URL="https://lpix.org/sslptest/index.php?id=54035"]Turok games and the comics background info[/URL]
[URL="https://lpix.org/sslptest/index.php?id=97376"]Info on the first level of the game, the cut Hunter monster that I keep seeing everywhere, and why the scale of the game changed so much[/URL]
[URL="https://lpix.org/sslptest/index.php?id=145635"]The river of souls level and the cut Deadside level[/URL]
That's neat about the title "Seeds of evil" referring to the boss each level was originally meant to have.[/QUOTE]
Hello! I'm the guy that wrote these over on SA. It's nice to see that these popped up somewhere else! If I'd known this thread existed, I might have been here sooner. You missed the link for the [URL="http://lpix.org/sslptest/index.php?id=146407"]Death Marshes[/URL] write up, though. Haven't gotten around to doing any of the others. One day.
[QUOTE=postal]
What it sounds like they originally planned:
1. River of Souls
2. Death Marshes
3. Some sorta Oblivion level
4. ???
5. Lair of the Blind Ones
6. Hive of the Mantids
7. Deadside
8. Primagens Light ship[/QUOTE]
The fourth level was originally going to be a flight level, along the lines of what we got in Turok: Evolution, but they scrapped it when they realized they would practically have to build an entire other game engine just for the one level. Best I can tell, the flight level was replaced with Port of Adia and moved to the front of the game, but this is speculation based solely off of the Port of Adia making a late appearance in a UK gaming mag that still reported Turok 2 as having eight levels.
Also, those faction images on the previous page were from a guy who goes by Coyote Knight and were made with strategy guide elements that appeared in a grouping of files called the Acclaim Archive. There are a few inaccuracies, but he seems proud of his work.
I replaced the cut PC soundtrack with the uncut version. Since these are all ogg I just did what nightdive did for the n64 soundtrack and looped it a bunch of times before it fades out and restarts. The original PC version would cut the ending out of a few songs and fade out instead, so they were a lot shorter.
[url]https://www.dropbox.com/s/fj9y3xzp4sn7phi/music%20fix.rar?dl=0[/url]
Just a warning for anyone that wants to use this, I changed musicinfo.txt so it would play the .ogg files instead of the flacs. It uses the mods folder, so you'll need to start a new save. You might be able to convert all the oggs to flac and use the original file names if you don't want to restart, I didn't do that because it ended up being over 1gb. Also, multiplayer doesn't work with mods installed
To install this, backup the pc music folder and then extract the files into the T2 folder
What is the control for the triceratops machine gun?
I didn't catch it on the control screen, and it's been too long for me to remember from the last time I played.
[QUOTE=Kickasskyle;51971775]What is the control for the triceratops machine gun?
I didn't catch it on the control screen, and it's been too long for me to remember from the last time I played.[/QUOTE]
primary fire is grenade launcher, secondary is tusk melee and jump is machine gun
So I have a coupon for 25% off Turok 2. If anybody in this thread wants it I'd be happy to send it over.
I should be able to buy the game for $10 tomorrow.
Just beat the single player. The backtracking is just as rage-inducing as I remember, but god dam this is still one of the gooiest bloodbaths of a game out there.
Already playing around with the game's guts, hoping to have some cool stuff to show soon. Digging through I also found the SDK splashscreen and little icons/images it uses, so I have no doubt its coming along at a better pace than Turok 1's did.
So is this based off the games original engine, or is it rebuilt? I only ask because the Dev console looks like it came out of the Unreal engine :v:
Man, all the improvements they made really give this game new life. It's really, really cool.
I know the objective markers are a bit of a controversial addition, but I really think they cut down on those moments where you just miss something, and have to backtrack a ton. That shit was never fun. My only gripe with them is that secret ammo and health caches get markers too. Like, how does that make sense?
Also, I wish they had tweaked the bow zoom a bit, maybe made it at least keep your zoom level when you deactivate it. It's kinda not worth using if you have to slowly zoom in each time you want to snipe something.
[QUOTE=Tuskin;51972199]So is this based off the games original engine, or is it rebuilt? I only ask because the Dev console looks like it came out of the Unreal engine :v:[/QUOTE]
50/50 some parts are the original code, mostly the gameplay. But the rendering engine and other parts of the gamelogic are Kex engine, a new engine made for this and Turok 1
[editline]17th March 2017[/editline]
Really ugly early test, but I'm replacing all the high resolution decals with the original blood textures as decals instead. These will be edited and enhanced in my actual final release, but I feel these fit the game's art far better than the new blood decals
I also mean no disrespect to the developers but I really don't understand the lack of quality in them. They're bright neon red with almost no shading, don't fit the game's art, and some lack transparency. They quite frankly look like basic photoshop brushes and that really disappoints. But I will admit the new decal feature itself is top-notch.
[img_thumb]http://i.imgur.com/xhxL0aF.jpg[/img_thumb]
[QUOTE=doommarine23;51972237]50/50 some parts are the original code, mostly the gameplay. But the rendering engine and other parts of the gamelogic are Kex engine, a new engine made for this and Turok 1
[editline]17th March 2017[/editline]
Really ugly early test, but I'm replacing all the high resolution decals with the original blood textures as decals instead. These will be edited and enhanced in my actual final release, but I feel these fit the game's art far better than the new blood decals
I also mean no disrespect to the developers but I really don't understand the lack of quality in them. They're bright neon red with almost no shading, don't fit the game's art, and some lack transparency. They quite frankly look like basic photoshop brushes and that really disappoints. But I will admit the new decal feature itself is top-notch.[/QUOTE]
i was disappointed when i turned off deferred decals and it still kept the added blood sprays.
[editline]17th March 2017[/editline]
[QUOTE=doommarine23;51971856]primary fire is grenade launcher, secondary is tusk melee and jump is machine gun[/QUOTE]
and change weapon makes the dino disappear but you can still run enemies over
anyone else find that sunfire pods do absolutely nothing? threw them at a blind ones face and he just kept shooting me
[QUOTE=abcpea;51972877]anyone else find that sunfire pods do absolutely nothing? threw them at a [B]blind ones[/B] face and he just kept shooting me[/QUOTE]
Well, they're blind aren't they?
It's like throwing a flash bang at a blind dude and expecting it to affect him.
Just the heads up for GOG owners of Turok 1. The level editor has been silently added which can be launched by going to More->Other->Editor in Galaxy.
Also, appearently NightDive Studios will may add the Crossplay feature for online multiplayer. According to this [url=https://www.gog.com/forum/turok_2_seeds_of_evil/when_can_we_expect_multiplayer_support/post3]post[/url] regarding the reason why the online MP isn't available (Least at GOG).
Man, this game makes me splatter my seeds of evil all over the place. It's fantastic. Is there a map with the locations of the children, though?
I'm conflicted, normal is too easy but on hard mode enemies are a little on the bullet sponge side, Endtrails can take a tek arrow to the face and keep coming, and the little spiders take 2+ swipes with the damn war blade.
One of the cheats is a superhot mode "Super Rok :v:
[t]http://i.imgur.com/lf163Jx.png[/t]
Enemies even freeze when you don't movie.
[editline]17th March 2017[/editline]
It breaks the graphics on some objects though, some doors are invisible on one side, ladders don't have hand holds.
[QUOTE=abcpea;51972341]i was disappointed when i turned off deferred decals and it still kept the added blood sprays.
[editline]17th March 2017[/editline]
and change weapon makes the dino disappear but you can still run enemies over[/QUOTE]
They might add it as an option in a patch but I can actually disable it for you via giving the new sprays a blank texture. I am actually also working on making it look better and fit the original turok 2 blood sprays.
So give me a bit and I'll send over a mod that is just blank blood sprays.
well, now I own Turok 2 thanks to my brother
can't download it immediately due to him installing Mass Effect Andromeda right now on our shit net, but once online multiplayer's fully working I wouldn't mind hopping on some matches with you all
On the Steam side, MP is working. I'm not sure if there is some issues I am unaware of as you're the second person to mention it, but I played an hour of public online MP
[editline]17th March 2017[/editline]
[URL]https://mega.nz/#!KxQX3BiY!BiPghb2_zG6PbHd63Zn5QSU4CqOWePBZNjAu9fALSC0[/URL]
Here you go, blank sprite files which disable the new blood sprays. Instructions included, just put the .kpf into your mods folder, create one if it does not exist.
UPDATED README WITH DEV MODE
[QUOTE=Tuskin;51973577]One of the cheats is a superhot mode "Super Rok :v:
[t]http://i.imgur.com/lf163Jx.png[/t]
Enemies even freeze when you don't movie.
[editline]17th March 2017[/editline]
It breaks the graphics on some objects though, some doors are invisible on one side, ladders don't have hand holds.[/QUOTE]
I love it when games do stuff like this. It also tells me that Nightdive really enjoyed making this remaster.
i have a strange issue where a lot of my textures are blue if i look at water
[img_thumb]http://i.imgur.com/cgWpg21.jpg[/img_thumb]
looking away makes most of them appear correctly but not all of them
[img_thumb]http://i.imgur.com/c8n136D.jpg[/img_thumb]
[QUOTE=doommarine23;51973729]On the Steam side, MP is working. I'm not sure if there is some issues I am unaware of as you're the second person to mention it, but I played an hour of public online MP[/QUOTE]
Sorry, I guess I assumed there due to hearing the first person or someone else talking about online not being active at the moment. Seems that's dead wrong. :v:
[QUOTE=RikohZX;51973795]Sorry, I guess I assumed there due to hearing the first person or someone else talking about online not being active at the moment. Seems that's dead wrong. :v:[/QUOTE]Multiplayer is disabled for GOG users due to a last-minute bug that resulted in pings of 1000+.
At least they're going to fix it. I still can't play one of the Serious Sam HD games because my ping goes up so high, it glitches out the counter and turns it to Arabic.
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