Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Smoke39

Pages: 1 ... 10 11 [12] 13 14 ... 21
111
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v1.45
« on: June 01, 2017, 07:30:30 PM »
Small update today, but I wanted to get this out for y'all to play with: double-barrel shotgun upgrade for the pump-action. Tap to fire one barrel, or hold to fire both in sequence.

Also added a visible fire selector to the pulse rifle, so you can keep track of the current fire mode, revised the tracer effects, and added a couple of minor fixes.

Updated link in the OP.

112
Kaiser's notes aren't code, they're just specifications of the file formats.  If you missed my earlier post about it, I wrote my own C-style pseudo-code that represents the data in the same structure as the files, with some additional comments on how all the parts fit together.  You can find my notes at the bottom of my guide, which is linked in my sig.

Just read each variable in order.  When you get to an array, read each element in sequence.

113
Found an error in the static mesh notes: vertex count and vertex list are stored in one block after the surface loop, not one block per surface inside the surface loop.

The correction is reflected in my notes.

114
But honestly, failing all of this? I think just making it upgrade the shotgun and having it only consume 1 shot despite shooting more, would be the best compromise. I don't think players will care all that much, I don't think any of us really cared in Turok 2 that it was double barrel and only used 1 shell.

Either way, its a really cool proof of concept and I'm just excited that you got animations working which I'd like to ask how you did it, if possible? Animation support has been halting my more complex ideas.

Using only 1 shell is a cosmetic issue in T2.  In T1, it's a balance issue -- the difference in ammo efficiency between the double shotgun and auto shotgun would be pretty big if it only used 1 ammo.

Animations are just converted from T2's format to T1's.  They're mostly the same, so it wasn't that hard.  Converting from other formats, like obj or something, will require more research.

Hey Smoke any reason why some mods are not compatible with each other?  I use your mod and Level mods but every time i start the game via Editor Mode a box always pops out.

Like Jay said, if two mods try to override the same file, they'll conflict with each other.  I think Duke's maps only include main.txt to make "new game" start his map.  If you subscribe to Turok+ after the map (to make it take precedence in the load order), and load the map manually, it might work.

I advocated for reorganizing main.txt in the base game to reduce the chance of maps and mods conflicting over it, but never got a response.  We could do it ourselves, but it'd require everyone agreeing to the standard, and would be an additional hoop for players to jump through.  And there'd still be other files that could be in conflict (e.g., the defs files).  Kex just isn't very modular when it comes to its file structure, so it's kinda inherently prone to conflicts.

115
It's progressing well, but I'm not sure how I should integrate it into the game.  Upgrade for the shotgun (would require yet another keybind for single/double shot toggle), replace the auto shotgun (lose the auto shotgun), or just as a third shotgun (weapon list is already long, weapon order issues).

116
Got a T2 model converted to T1, animations and all.

117
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v1.4
« on: May 14, 2017, 01:22:39 AM »
Those pictures you showed me were pretty awesome you should share one or two pics of your updates looks are good buddy.

I actually added a couple of shots of the flamethrower to the OP when I updated the download link and change log.  I guess I should've actually mentioned that before. :b

118
Code: [Select]
kevin@Linoox ~/Games/[extra]/Turok $ ./a.out
materials/mat_dyn_pistol/surf_663_0000A

Loaded the first person pistol model and successfully printed out the first material as a quick test to see if it even remotely worked.  It may not look like much, but shut up it's the first time I've written C++ in years and I'm excited that it seems to be working. O:<

edit: Okay, here, I did something actually useful now.  Finally fixed the backward faces in the offhand knife/grenade in Turok+.

119
Other Games / Re: Strafe
« on: May 11, 2017, 07:22:49 PM »
It sounds a little disappointing.  I might get it when it goes on sale.  I'm keeping an eye on the updates to see how much of the criticism they address.

120
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v1.4
« on: May 10, 2017, 09:08:17 PM »
New version is up!  The alien weapon got a lot of attention this time, most notably with the addition of a flamethrower fire mode.  I also reverted the rocket launcher burst fire.  You should find it easier to use in the cramped corridors of level 8 now, especially against those asshole pulse rifle cyborgs around every other corner.

Download and full change log are in the OP.

Pages: 1 ... 10 11 [12] 13 14 ... 21
SimplePortal 2.3.6 © 2008-2014, SimplePortal