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Thanks again for these guides. Here's a quick question hopefully someone will know: How do I go about making these green sectors that only block a player if the door they're on is closed or not? Unless I missed something, all I can find changed under their sector properties was 'block player' being checked, but that just makes the sector white and always block. Anyone know how to make it tie itself to the door as well?

<-- these (from lightship4)

i probably am missing something but any help would be gr8

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Turok 2 Seeds of Evil / Re: Patch #4 is available now!
« on: July 19, 2017, 05:02:21 PM »
Hi Edward great job guys. Hey was there an update on T2 yesterday? Anything specific there?
you mean the 166 mb update yea?

http://steamcommunity.com/app/405830/discussions/0/1458455461472508262/

"Reprocessed the N64 music, notably making it much smaller shaving off ~200MB, and we pushed it to public now to keep it in sync and it wasn't going to affect any versioning."
"Adding to what Edward said, the actual substantive change is that we boosted the volume by around 6 to 12 dB depending on the track, so it now matches the volume of the PC tracks."

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Turok 2 Seeds of Evil Modding/Mapping / Re: Turok 2 MP - Dodgeball
« on: July 05, 2017, 05:13:16 AM »
Here's some clips from our biggest game of dodgeball yet, and also some of the new maps being worked on currently. Managed to get up to 9 players at one point.



total insanity

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This is some super handy stuff right here, great job man

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Turok 2 Seeds of Evil Modding/Mapping / Re: Turok 2 MP - Dodgeball
« on: June 23, 2017, 07:16:01 PM »
some more footage from the latest build


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Turok 2 Seeds of Evil Modding/Mapping / Re: Turok 2 MP - Dodgeball
« on: June 19, 2017, 03:36:57 AM »


it is beautiful

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Turok 2 Seeds of Evil Modding/Mapping / Re: Turok 2 MP - Dodgeball
« on: June 03, 2017, 12:17:55 AM »
this mod is fun as fuck. also, cross post from the videos thread:



after tomorrows game I'll have a new video up. got some ridiculous footage from today's testing session so I'll just combine them together

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Turok 2 Seeds of Evil / Re: Turok 2 & Multiplayer: Bug Reports Only
« on: May 25, 2017, 11:52:14 PM »
So is it true that tek arrows can trigger any kind of dismemberment death animations in the original game? if so which other explosive weapons do too?

I can't really check the n64 version (tho i'd imagine it's the same for both) but for the original PC version at least yea. As could explosive shredder shells. I think those are the only two that changed for the remaster.

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Turok 2 Seeds of Evil / Re: Turok 2 & Multiplayer: Bug Reports Only
« on: April 13, 2017, 12:04:04 AM »
Hah I forgot about the normal shotgun's explosive shots. Yea that one and the plasma rifle at least work like they should. maybe it's because they're hitscan.

and yea it's definitely fine for the grenade launcher and scorpion launcher, but it'd be pretty gr8 if it was just for those two guns so tek arrows didn't also lose their head shot damage bonus.

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Turok 2 Seeds of Evil / Re: Turok 2 & Multiplayer: Bug Reports Only
« on: April 12, 2017, 07:25:47 PM »
-PFM never triggers the leg cutting death animation on any enemy that is possible to achieve.
...
-Shredder's explosive shell's rebound should deal less damage than the initial hit. MODIFIED (wount bounce after a direct hit anymore, but still deals high damage)



Yeah explosive projectile weapons are kinda messed up atm. They seem to not do different damage based on where you hit the enemy (limb, torso, or head), and instead always register as a chest shot, at least from what I've tested so far. Like how a tek-arrow headshot kill on a pur-linn triggers the chest burst death animation instead of the head burst one.  I'm not sure if this was done for the benefit of heavy explosives like the grenade launcher and the scorpion launcher so you don't have shots getting blocked by an enemies hand and taking a damage reduction or what, but it causes some issues with at least three of the explosive weapons currently:

Shredder does full damage even if you just shoot their foot or hand
Tek arrows don't blow up heads or even instakill on headshot anymore (not counting the giant Mantid Soldiers which always took extra headshot tekarrows to kill for some reason), instead requiring as many as 4 arrows to the head to kill
PFM launcher never triggers the leg-death animation since I guess it's only counting as chest damage.

plus you don't get any unique death animations based on where the explosion occurred outside of the normal chest-triggered ones, like tek arrowing an arm or something.

or just watch this and you'll see what I mean


Hopefully it'll get fixed for those.

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