Author Topic: Turok 2 EX Turok 2 remaster 2017  (Read 296135 times)

Offline Jay Doomed

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Re: Turok 2 EX Turok 2 remaster 2017
« Reply #290 on: May 23, 2017, 10:01:24 AM »
* Texturing on the Plasma Rifle has been fixed

Essentially it just changed from the PC Plasma texture to the N64 Plasma texture. It is the N64 Plasma texture now right? I know the first one was the PC version. Haven't played T2 on N64 in years. I like the pc textures of the Plasma more.
The texture between the N64 and PC is actually exactly the same. The issue is most subtle in that the PC version didn't change anything. The N64 had a function to mirror textures to reduce VRAM and storage usage for models, however DirectX/Glide at the time had no such function (or if it did, Iguana strangely didn't use it). The end result is one of the textures for the plasma rifle was stretched over the entire weapon, instead of being mirrored part way.

Thank you for clearing that up I always just thought the texture was different :) That's some pretty oddball stuff lol!
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Offline Mon-Ark

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Re: Turok 2 EX Turok 2 remaster 2017
« Reply #291 on: July 25, 2017, 09:44:42 PM »
Whats this thing about beating the game and afterwards it lets you do the game all over, but backwards (starts you at the lightship stage). Ive heard this for a long time (even before the remaster, but never knew how to acces it)

Offline Dinomite

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Re: Turok 2 EX Turok 2 remaster 2017
« Reply #292 on: July 26, 2017, 08:41:22 AM »
Whats this thing about beating the game and afterwards it lets you do the game all over, but backwards (starts you at the lightship stage). Ive heard this for a long time (even before the remaster, but never knew how to acces it)
You fixed your icon  :D

Offline Smoke39

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Re: Turok 2 EX Turok 2 remaster 2017
« Reply #293 on: September 08, 2017, 09:41:51 PM »
I think the tranquilizer has another mirrored texture wrapping error like the plasma rifle did.

Top is unmodded, bottom is with scope U coordinates doubled.

Offline operative lm

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Re: Turok 2 EX Turok 2 remaster 2017
« Reply #294 on: September 09, 2017, 11:18:09 AM »
Can confirm that the unmodded image is correct, at least on my cartridge. :P

Offline Smoke39

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Re: Turok 2 EX Turok 2 remaster 2017
« Reply #295 on: September 09, 2017, 02:27:34 PM »
Can confirm that the unmodded image is correct, at least on my cartridge. :P
In that case I don't expect Night Dive to change it.  Judging by the HUD icon and the color around the lens, I do believe this was the intention (plus I just think it looks better), but unmodded doesn't really scream "error" like the plasma rifle did.

There is no difference whatsoever.
Additional detail around the outside of the back of the scope.

Offline Jay Doomed

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Re: Turok 2 EX Turok 2 remaster 2017
« Reply #296 on: October 19, 2017, 12:49:59 PM »
Just in case you missed this:

Kaiser  [developer]   Oct 16 @ 7:54pm
New Beta Version 1.5.7 Update Now Available For Testing
Greetings everyone,

Its been a while, but there is a new patch available in the beta branch (version 1.5.7). One of the key features of this patch is that it now allows the ability to skip cinematics due to the numerous requests from the speedrunning community.

Opting in the Beta patch
To opt-in to the Beta patch, Restart Steam, right-click on Turok 2 in Steam and go to Properties. On the Betas tab, you should see a dropdown box where you choose to opt-into the 'beta' branch. When you choose the Beta branch, the game will swap to that branch and download the patch.

If you are having problems with Turok 2, please opt-in to the Beta and let us know if these issues have been addressed for you or not.

Please remember that this is a BETA patch and not necessarily the final patch, problems may occur if you decide to check out the patch ahead of time. This branch may also be updated at any time without warning, containing new features and fixes.

This patch will go live in the official branch in about a week or so.

Patch Notes (KEX Engine (Horus) 1.5.7)
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

Have fun!


Edit: Be sure to report any bugs found in the beta patch here:
http://steamcommunity.com/app/405830/discussions/0/1484358860955233348/

Source: http://steamcommunity.com/app/405830/discussions/0/1484358860955200029/
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Offline Dinomite

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Re: Turok 2 EX Turok 2 remaster 2017
« Reply #297 on: November 02, 2017, 02:21:14 AM »
Mr. Bean yea

Offline BehemothProgrammer

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Re: Turok 2 EX Turok 2 remaster 2017
« Reply #298 on: December 28, 2017, 05:37:51 AM »
I was going through the static meshs in the game and came across some things that I've never seen used in the game.


I found several meshs with tracks in a cave. Was the Lair of the Blind Ones going to have a mine kart area?


There was also a few sand textures, possibly a sand level?


And this scary looking face on the wall, seems it could have been for river of souls?
Turok 2 Co-Op Mod

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Offline Mon-Ark

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Re: Turok 2 EX Turok 2 remaster 2017
« Reply #299 on: December 28, 2017, 12:45:50 PM »
Maybe they intended lair of the blind ones to stand on a mineshaft in the desert or something like that.

Game has a hella lot unused stuff but this is certainly new. Too bad we never got the unused enemies in the remaster.

 

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