• Turok Dinosaur Hunter and Turok 2: Seeds of Evil - Nightdive Studios' remasters
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[QUOTE=operative lm;51971220] You missed the link for the [URL="http://lpix.org/sslptest/index.php?id=146407"]Death Marshes[/URL] write up, though.[/quote]oh awesome. do you know if there was any other depictions of the Purlinn Headsman boss? Or was that the only image of him from the comics? [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.[/QUOTE]Wow I haven't heard that anywhere, that's pretty awesome but understandable they opted to cut it. I always felt Port of Adia was rather redundant since they already have River of Souls, and both are about exploring an invaded city. I don't think I saw it in the posts of yours that I found but how did you come across all this stuff? thxxx for sharing tho. This games development is pretty interesting to say the least.
Real talk, can't wait for the full SDK. Imagine the cool ass levels, I'd love to make an expanded version of Ports of Adia with more of the gates open. For what purpose? Dunno. Just seems cool as fuck.
I want a mod where you get that nice infinite ammo crossbow for single player instead of the wooden bow. You get the tek bow in the first stage anyway
I'm sure that is easy to do, I'll look into it.
[QUOTE=Super Muffin;51971929]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.[/QUOTE] You still got this and is it for steam version?
I want a mod for the razor wind where you don't have to wait for it to return to throw another + doubling the speed of the throwing animation [editline]17th March 2017[/editline] Call it razor hurricane
[QUOTE=postal;51974090]I want a mod for the razor wind where you don't have to wait for it to return to throw another + doubling the speed of the throwing animation [editline]17th March 2017[/editline] Call it razor hurricane[/QUOTE] I'll look into it. Not sure how much the weapon logic is tied to animation though. But we'll see! [editline]17th March 2017[/editline] Alright, thats one request done. [img_thumb]http://images.akamai.steamusercontent.com/ugc/158029750993469618/AC03880F5D35F605D1754B244A469C4A17DB7378/[/img_thumb] will upload soon after I test it
Shame about the sunfire pods not instakilling the blind ones anymore lol. That's the entire point of you being given that weapon so many times on the Blind Ones level, plus it'd basically just be a weaker charge dart rifle without that bonus. Hope that next patch comes soon. [editline]17th March 2017[/editline] [QUOTE=Gentleman Cat;51973339]Well, they're blind aren't they? It's like throwing a flash bang at a blind dude and expecting it to affect him.[/QUOTE] Uh no, they cause them to burst into flames and die in the original game. It's just other enemies that get stunned by it. It'd be a dumb change if it was on purpose since it'd mean you're getting lots of useless weapons on a stage filled with enemies that are immune to it.
PSA turn developer mode on in order to load your saves with new .kpf mods and also enable several console commands like model exports seta developer "1" In your kexengine.cfg located in the game's root folder.
[QUOTE=doommarine23;51974690]PSA turn developer mode on in order to load your saves with new .kpf mods and also enable several console commands like model exports seta developer "1" In your kexengine.cfg located in the game's root folder.[/QUOTE] Does this disable achievements? Also, razor hurricane here [url]https://www.dropbox.com/s/ifscf45kaelniwl/razorhurricane.rar?dl=0[/url] All I did was comment out these 3 lines in scripts/weapons.txt // self.RenderMeshComponent().AltTexture() = -1; // self.RenderMeshComponent().SwapOutMesh(1); // self.LockControls(true);
Nah it seems fine so far, I been getting achivements
Seems the game uses the n64 cheats not PC. Beware, Oblivion is at hand
For a good reason, the PC port was absolute anus.
Alright so after searching for hours, it seems that some of the weapon code logic is either inside the animation file or the mesh file, more than likely animation. Like I swapped the pistol's mesh and animations with the shotgun and it is now 100% the shotgun in functionality besides its weapon slot and ammo type TL:DR probably no complex weapon modifications or anything until the SDK comes around. Very weird they did this, very different from Turok 1, but probably because of the use of delta-timing for certain things like weapon animations.
Just started playing this. It's fixed just about every grip I've had with the original and I'm absolutely loving it. Barely an hour into and I've almost finished Port of Adia.
Made this for Kegan because he requested it. This adds a copy of the MP Crossbow to your inventory. You start new games with it but I am unsure how to add it to a game in-progress. Perhaps it might add itself if you change levels/teleporters. It is overpowered because at the moment I cannot change the projectile it shoots, it also uses no ammo. It does not change the original MP Crossbow so you can still enjoy MP [URL]https://mega.nz/#!ag5kDYpD!Srk0EwwTWXVXPMI595PPb0-jjrrqy3-fTlgffqxmESQ[/URL]
I still haven't fucking completed that second level, I've gone back and through it like 3 times and I still can't find any paths or anything I missed.
[QUOTE=simkas;51975208]I still haven't fucking completed that second level, I've gone back and through it like 3 times and I still can't find any paths or anything I missed.[/QUOTE] there's a hint system that should be on by default. doesn't that guide you to the objectives or something? idk i haven't tried it yet but what may also help is the minimap. press tab. it fills in for places youve already explored so keep it open as you walk and if you come across a hallway not filled in on it, it means you haven't entered it yet.
Now give us turok evolution, that game was amazing!
[QUOTE=postal;51975444]there's a hint system that should be on by default. doesn't that guide you to the objectives or something? idk i haven't tried it yet but what may also help is the minimap. press tab. it fills in for places youve already explored so keep it open as you walk and if you come across a hallway not filled in on it, it means you haven't entered it yet.[/QUOTE] The hints only show up when you get within a certain range within them. And I've been running back and forth just looking at the map and I can't see any hallways or anything I haven't gone through.
You rate me funny postal, but you love the zoo map too and you fucking know it
[QUOTE=orcywoo6;51975865]You rate me funny postal, but you love the zoo map too and you fucking know it[/QUOTE] i mean yea you gotta admire the beautifully detailed birds [img]http://i.imgur.com/KgyrF7L.png[/img] if you listen closely you can hear it begging for death
[QUOTE=postal;51975876]i mean yea you gotta admire the beautifully detailed birds [img]http://i.imgur.com/KgyrF7L.png[/img] if you listen closely you can hear it begging for death[/QUOTE] oh god i just made a really fucking loud snort what the fuck happened to that bird
That bird ain't got shit on the fucking freaky monster children. I think they might be the real villains of Turok.
Evolution had some neat moments and it did more to show the Lost Lands and some of its craziness. But man that game had some problems.
[QUOTE=postal;51973875]oh awesome. do you know if there was any other depictions of the Purlinn Headsman boss? Or was that the only image of him from the comics?[/QUOTE] Not outside of that one comic. That image is part of a small sequence, but then he decides to go off and die. The junior novels describe the Headsman as an overly large Juggernaut with a giant cleaver, so that might have been where the game would have went with its design. [QUOTE]Wow I haven't heard that anywhere, that's pretty awesome but understandable they opted to cut it. I always felt Port of Adia was rather redundant since they already have River of Souls, and both are about exploring an invaded city. I don't think I saw it in the posts of yours that I found but how did you come across all this stuff?[/QUOTE] As far as Turok 2 stuff goes, a lot of it comes from that Acclaim Archive that I mentioned before. There are a good number of text files from old versions of the strategy guide and pieces of concept art from marketing CDs. The rest of it I get from having spent a few years collecting articles and magazine scans and other assorted information. Everybody needs a hobby, I guess. :v:
[QUOTE=Gubbinz96;51976031]Evolution had some neat moments and it did more to show the Lost Lands and some of its craziness. But man that game had some problems.[/QUOTE] You remind me, Evolution had a bugged cut scene I still fondly remember. Tarkeen, that monk guy, was stuck halfway into the floor while in the default model pose throughout the entire cut scene. That bug really weirded me out.
What was wrong with Evolution, anyway? I don't remember much about it, but I remember enjoying it while everyone online seemed to hate it.
[QUOTE=SuperPlamz;51976772]What was wrong with Evolution, anyway? I don't remember much about it, but I remember enjoying it while everyone online seemed to hate it.[/QUOTE] For me it was the lack of enemy variety, rushed levels and not enough ammo for some of the more ridiculous fun weapons. If I recall correctly you only get ONE shot with the Nuke launcher in the entire game and never again, and the only shot you're ever given with it, is at a very difficult fight where the game kinda wants you to use it. And that's like at the half way into the game.
From what I'm hearing from one of the programmers, they're aiming to kick out a big bugfix patch on Monday.
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