Turok Dinosaur Hunter and Turok 2: Seeds of Evil - Nightdive Studios' remasters
542 replies, posted
the cerebral bore is fucking pissed
One thing I wouldn't mind down the road is a sound mod for the Turok 2 weapons. Some of the sounds are okay, but others like the pistol sound pretty weak.
Alright, Lair of the Blind One is pissing me off big time. I don't even know where i'm going anymore, it's hell just to make it to a checkpoint station to go back to the Hub as is. And apparently it was tweaked enough that falling back to old guides doesn't cut it anymore.
WIP party bore
[vid]https://cdn-e1.streamable.com/video/mp4/6fbeo.mp4?token=1491121156_706eda76551c7f493256291ffd9b518c3772e9b3[/vid]
it's so fucking wonderful, even more so when he sorts the rest of the sound effects
workshop isn't even out yet and we've already witnessed the best mod
[QUOTE=doommarine23;51980344]
You can, its just .wav/ogg files and the .kpf which contains all game data of both games is simply a renamed .zip file
If you want, I can do it for you, just tell me what sound you actually mean, the GL sound that plays when you draw it? Yeah that would be simple.
[/QUOTE]
I mean if it's not too much trouble? and yes you were correct it is that sound.
[QUOTE=Rusty100;51980909]i saw your mod to disable the new blood sprites, did you release one that replaces them with the old ones yet?[/QUOTE]
Not yet, sadly
[QUOTE=Kickasskyle;51983141]I mean if it's not too much trouble? and yes you were correct it is that sound.[/QUOTE]
Sure I can do that
[QUOTE=Ghost101;51981809]One thing I wouldn't mind down the road is a sound mod for the Turok 2 weapons. Some of the sounds are okay, but others like the pistol sound pretty weak.[/QUOTE]
I plan on a sound overhaul sooner or later. Might not be what everyone expects but I think its gonna be cool
[QUOTE=Ghost101;51981166]Do you need to do anything special to enable mods for Turok 1 or 2, or is it just on once it's subscribed to in the workshop?[/QUOTE]
You can also put .kpf files into the mods folder for both games like steamapps\common\Turok 2 - Seeds of Evil\mods
@kickasskyle
I'm running into some technical difficulty with the sound replacement, give me a bit to get it sorted out.
Okay so, I got it "working" but I think this might require some more work to get proper. The Turok 2 GL plays two sounds when it deploys and the sexy old GL sound is getting cut-off. So I'll see what I can do
[editline]19th March 2017[/editline]
[url]https://mega.nz/#!CoxmzDTY!uO1tghKdkf-yWzdQqRAXizZAabMAwQBAPvQUpk09u0g[/url]
Here you go KickassKyle, readme included in the zip.
A few notes though:
The draw sound sometimes doesn't play, not entirely sure why.
I included the classic firing sound.
If you want to use the original do this:
delete sounds\shaders\Greneade Launcher Fire.ksnd to use the T2 sound effect
I changed the reload sound as well, just delete the Grenade Reload.ksnd if you want the original. I might speed it up a bit to sync up with the animation ingame better.
If you need anything else, please let me know
[QUOTE=RikohZX;51981918]Alright, Lair of the Blind One is pissing me off big time. I don't even know where i'm going anymore, it's hell just to make it to a checkpoint station to go back to the Hub as is. And apparently it was tweaked enough that falling back to old guides doesn't cut it anymore.[/QUOTE]
Yeah, Lair of the Blind Ones is a pain in the ass. It's not too bad until after you hit the second checkpoint by the land bridges. After that it's pretty much just clear a floor and go down to the next barring the couple times you have to go back to unlock a door or something.
[QUOTE=RikohZX;51981918]Alright, Lair of the Blind One is pissing me off big time. I don't even know where i'm going anymore, it's hell just to make it to a checkpoint station to go back to the Hub as is. And apparently it was tweaked enough that falling back to old guides doesn't cut it anymore.[/QUOTE]
I've found two of the Thermal vents. The fiendishly dickish thing is, whenever you pick up one of the Satchel charges, the game isn't telling you is that a Thermal Vent is actually [B]VERY[/B] close to you. And I've missed all but 1 of them. And I can't remember where it is. And I'm missing a skull key to open the door to one of the vents. This is driving me nuts.
This level is the worst it is so exasperatingly frustrating searching high and low for those insane little clues.
[QUOTE=Gubbinz96;51983624]I've found two of the Thermal vents. The fiendishly dickish thing is, whenever you pick up one of the Satchel charges, the game isn't telling you is that a Thermal Vent is actually [B]VERY[/B] close to you. And I've missed all but 1 of them. And I can't remember where it is. And I'm missing a skull key to open the door to one of the vents. This is driving me nuts.
This level is the worst it is so exasperatingly frustrating searching high and low for those insane little clues.[/QUOTE]
I have one Satchel Charge and one spare Cave Key, but i've basically lost all track of where i'm supposed to go at this point.
wish there was an option to turn down the bloom intensity, much better having it off completely than on just now. I'm also preferring the look of how old-school the weapon bobbing is, so not even bothering with the alternate animations.
Having a blast playing through this, it's very back-tracky so I am so bloody happy they included an automap styled thing.
How does one go about modding for this?
[QUOTE=Instant Mix;51983657]wish there was an option to turn down the bloom intensity, much better having it off completely than on just now. I'm also preferring the look of how old-school the weapon bobbing is, so not even bothering with the alternate animations.
Having a blast playing through this, it's very back-tracky so I am so bloody happy they included an automap styled thing.
How does one go about modding for this?[/QUOTE]
[url]https://steamcommunity.com/app/405820/discussions/1/[/url]
It's pretty simple. Everything you need is in game.kpf which is just a zip file, and most files can be opened with a text editor. Make a custom .kpf file for your mod with the same folder structure as game.kpf and put it in the /mods folder which the game autoloads
[QUOTE=Gubbinz96;51983624]I've found two of the Thermal vents. The fiendishly dickish thing is, whenever you pick up one of the Satchel charges, the game isn't telling you is that a Thermal Vent is actually [B]VERY[/B] close to you. And I've missed all but 1 of them. And I can't remember where it is. And I'm missing a skull key to open the door to one of the vents. This is driving me nuts.
This level is the worst it is so exasperatingly frustrating searching high and low for those insane little clues.[/QUOTE]
You probably missed the same one myself and literally everyone else in this one steam board thread about being lost on that level missed. Remember the area where you jump down from this room filled with water using a hole in the center of the room, and then you follow the water down under a lot of rock pathways and into a big flooded chamber? The entrance is somewhere in that place. [sp]its an opening in the rock wall in the area with all the cross crossing rock pathways you first passed under after jumping down from the flooded room with the hole in the floor. You have to jump to it y using that one floating rock platform. [/sp]
[QUOTE=postal;51983846]You probably missed the same one myself and literally everyone else in this one steam board thread about being lost on that level missed. Remember the area where you jump down from this room filled with water using a hole in the center of the room, and then you follow the water down under a lot of rock pathways and into a big flooded chamber? The entrance is somewhere in that place. [sp]its an opening in the rock wall in the area with all the cross crossing rock pathways you first passed under after jumping down from the flooded room with the hole in the floor. You have to jump to it y using that one floating rock platform. [/sp][/QUOTE]
This is actually the one I found which requires a skull key that I do not have. I found the Thermal Vent at bottom (?) of the level. I thought it was the first one because it was so obvious and easy.
There must be one more before the Water Cavern area that I missed.
[QUOTE=postal;51983846]You probably missed the same one myself and literally everyone else in this one steam board thread about being lost on that level missed. Remember the area where you jump down from this room filled with water using a hole in the center of the room, and then you follow the water down under a lot of rock pathways and into a big flooded chamber? The entrance is somewhere in that place. [sp]its an opening in the rock wall in the area with all the cross crossing rock pathways you first passed under after jumping down from the flooded room with the hole in the floor. You have to jump to it y using that one floating rock platform. [/sp][/QUOTE]
Son of a bitch, that was the one I was missing. Thankfully found the key for it last night, too.
[QUOTE=doommarine23;51972161]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.[/QUOTE]
The editor is already included (type kexstudio in the console). Though be warned that its unfinished and unstable as well. There's plans to revisit it and do a proper official announcement about it once all major issues are out of the way.
[QUOTE=abcpea;51972341]anyone else find that sunfire pods do absolutely nothing? threw them at a blind ones face and he just kept shooting me[/QUOTE]
Its a bug, something that I completely overlooked on my part and will be addressed in the upcoming patch.
[QUOTE=doommarine23;51973616]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.[/QUOTE]
Sounds like another bug to me. Turning off deferred decals should of disabled everything and not just certain blood splatters.
[QUOTE=doommarine23;51975024]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.[/QUOTE]
Its a mess. A lot of the particle/sound events are tied into the animations themselves. The only way to use custom projectiles is to edit the definition files for those weapons.
[QUOTE=The Kins;51976995]From what I'm hearing from one of the programmers, they're aiming to kick out a big bugfix patch on Monday.[/QUOTE]
Thats the plan I hope. I've also been focused entirely on optimizations for AMD users as well.
O shit it's Kaiser. Great job with this port, I'm loving it so far.
Here's a question if you're sticking around: the tek bow animation for pulling back an arrow seems to be faster than how long it actually takes to fully charge an arrow. Which means my follow up arrows always seem to go short since I release as soon as I see the animation finish. Is there a bug with that? No idea if this has even be reported yet already, I was gonna record a video to check before reporting it to make sure I was even right first
Following what postal said, what's your stance on text-to-speech?
[t]http://images.akamai.steamusercontent.com/ugc/80342665817319637/79A9B50BA9094FE0736818D02F34B6D30BAFE7F0/[/t]
[media]https://www.youtube.com/watch?v=Ij8y9eSuSDM[/media]
[QUOTE=postal;51984467]O shit it's Kaiser. Great job with this port, I'm loving it so far.
Here's a question if you're sticking around: the tek bow animation for pulling back an arrow seems to be faster than how long it actually takes to fully charge an arrow. Which means my follow up arrows always seem to go short since I release as soon as I see the animation finish. Is there a bug with that? No idea if this has even be reported yet already, I was gonna record a video to check before reporting it to make sure I was even right first[/QUOTE]
I would need to see a comparison video but regardless, it sounds like a trivial thing to fix. Though the arrow is hooked to the first frame of the firing animation...
[QUOTE=Marphy Black;51984602]Following what postal said, what's your stance on text-to-speech?
[t]http://images.akamai.steamusercontent.com/ugc/80342665817319637/79A9B50BA9094FE0736818D02F34B6D30BAFE7F0/[/t]
[media]https://www.youtube.com/watch?v=Ij8y9eSuSDM[/media][/QUOTE]
Sounds like a interesting feature so it could be something to add in the future. I would have to research on that some more.
[QUOTE=SVKaiser;51984622]I would need to see a comparison video but regardless, it sounds like a trivial thing to fix. Though the arrow is hooked to the first frame of the firing animation...
[/QUOTE]
Alright, I'll try and get a video made to figure it out for sure
I appreciate all the responses and I'm not sure if you can answer but, is there plans to still support the Turok 1 SDK? As its still missing functionality such as the models tab.
[QUOTE=SVKaiser;51984622]I would need to see a comparison video but regardless, it sounds like a trivial thing to fix. Though the arrow is hooked to the first frame of the firing animation...
Sounds like a interesting feature so it could be something to add in the future. I would have to research on that some more.[/QUOTE]
[vid]https://cdn-e1.streamable.com/video/mp4/7z4cy.mp4?token=1491183917_e3514b434db192ca4f01b7d1525c4c73967eed85[/vid]
Bow comparison here, you gotta overcharge the new bow longer to get the same distances as the old one.
Small differences aside, I really love the port, you guys did an amazing job
[QUOTE=I_love_garrysmod;51984924][vid]https://cdn-e1.streamable.com/video/mp4/7z4cy.mp4?token=1491183917_e3514b434db192ca4f01b7d1525c4c73967eed85[/vid]
Bow comparison here, you gotta overcharge the new bow to get the same distances as the old one.
Small differences aside, I really love the port, you guys did an amazing job[/QUOTE]
why are his hands so much bigger, is that just a fov setting? also textures look significantly more blurry in the new port
[editline]20th March 2017[/editline]
also I've just noticed the lighthouse is broken
The bow range is pretty weird, that drop-off is crazy.
[QUOTE=Rusty100;51985018]why are his hands so much bigger, is that just a fov setting? also textures look significantly more blurry in the new port
[editline]20th March 2017[/editline]
also I've just noticed the lighthouse is broken[/QUOTE]
viewmodel fov, not sure where to change that
I found my old PC port disc laying around and checked it out and yea I was totally remembering wrong about the whole end of the arrow pull back animation signaling the arrow is fully charged. so yea NEVERMIND on that. It does take a bit longer to fully charge an arrow now, maybe that was what was throwing me off idk
Oh god I made an infinite loop of particles
[vid]https://cdn-e1.streamable.com/video/mp4/54j89.mp4?token=1491191852_46af37b89f0bf16dce042336069df624dc7fb38e[/vid]
The devs mentioned making the game's levels 'less cryptic and labyrinthian' so with help from I_love_garrysmod and the beta editor, I did a comparison using what looks to have previously been probably the most confusing section from the lair of the blind ones (used [url=http://vignette1.wikia.nocookie.net/turok/images/0/0e/T2_Level_IV_-_The_Lair_of_the_Blind_Ones.jpg/revision/latest?cb=20140222003739]this[/url] image combined with [url=http://gpuronen.deviantart.com/art/Turok-2-Lair-of-the-Blind-Ones-540697861]another map image[/url] for the before shot)
(left is original, right is remaster)
[t]http://i.imgur.com/0YHhvRO.png[/t]
They really unfucked this area lol, that shit was a mess. I'll probably make more of these images once I get my head around the editor.
[editline]videogames[/editline]
I browsed through the other maps. Only one other map was (at least noticeably) altered for lair of the blind ones: the underwater one
[t]http://i.imgur.com/f0BzX7g.png[/t]
for the hive of mantids, only this map was noticeably altered:
[t]http://i.imgur.com/Gueloq2.png[/t]
for river of souls, just these two, with the top one just moving a warp portal around
[t]http://i.imgur.com/bHXvybG.png[/t]
and for port of adia, this one got expanded a bunch
[t]http://i.imgur.com/yB0V185.jpg[/t]
Nothing major changed in the Primagen's Lightship or death marshes afaik
anyone else notice how the shotgun spread seems to be calculated after the impact? like, if you're a pixel off an enemy at a decent range you miss completely? probably like that in the original but man does it suck
[editline]20th March 2017[/editline]
also why is first 5 press shotgun and not shredder?
[t]http://images.akamai.steamusercontent.com/ugc/82594844653955212/A1668745D106778367E0CD5F172E12054EDE024C/[/t]
Alright, i've got the totems for Port of Adia, River of Souls, Death Marshes, and Lair of the Blind Ones. Not sure if those roman numerals are the totems, but if so then one if them didn't activate apparently and I can't figure out which. I'm guessing that last key I need to hit up Primagen's Lightship is in my unfinished Hive of the Mantids progression?
Shit wait, those are Primagen Keys.
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