121
Other Games / Re: Project Warlock
« on: April 27, 2017, 01:48:44 PM »
Flat level design. Atrocious color palette. This reeks of nostalgia pandering. Wake me when Dusk or Strafe is here.
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. 121
Other Games / Re: Project Warlock« on: April 27, 2017, 01:48:44 PM »
Flat level design. Atrocious color palette. This reeks of nostalgia pandering. Wake me when Dusk or Strafe is here.
122
Turok 2 Seeds of Evil Modding/Mapping / Re: Kaiser's Model/Animation Format (Technical Documentation) T2« on: April 23, 2017, 02:42:07 PM »
As with the first game, I cobbled together some kinda pseudocode for the data structures. You can find it in my notes, if anyone cares (also linked from my modding guide).
123
Turok Dinosaur Hunter Modding/Mapping / Re: Kaiser's Model/Animation Format (Technical Documentation)« on: April 20, 2017, 10:05:43 PM »
I wrote some kinda pseudocode to help me wrap my head around how all the pieces fit together. If anyone's interested, you can find it in my notes (also linked from my modding guide).
124
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v1.3« on: April 13, 2017, 02:05:35 PM »Speaking of the humvees, I really think the developers should tweak their AIs a little bit, so they try to go in reverse if they cant reach you because you are inside their turning radius. All bosses are plain ol' kexActors rather than kexAIs, so presumably their AI is entirely script-based. I haven't really put much effort into deciphering their scripts yet. I wonder what the purist add ons are about? Full update notes are in the OP: It removes the pistol burst fire upgrade, and reverts the AR to burst fire. 125
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v1.3« on: April 13, 2017, 12:15:29 AM »
New version is up. Rebalanced full-auto AR, minigun fire rate rampup, more interesting humvees on Hard+, reduced oversized enemy hitboxes, a new addon for the purists, and a few other small tweaks
126
Turok 2 Seeds of Evil Modding/Mapping / Re: Turok 2 Seeds Of Evil Modding (Get Started Guides)« on: March 31, 2017, 01:37:43 PM »I'm dying to remove the cerebral bore from all maps. Why don't you just stub out the weapon's pickup actor definition? Or change its max ammo to 1? 127
Other Games / Re: PREY (Game Series)« on: March 30, 2017, 04:57:57 PM »Why they changed Prey 2? I really liked the Bounty Hunter gameplay style Bethesda/ZeniMax wanted to acquire Human Head, so they started withholding funding for totally arbitrary reasons to try to push Human Head to the brink of bankruptcy so they'd sell out for cheap. Human Head refused to cave, and so the project imploded. They pulled the same shit with Arkane and succeeded, so now they're doing Dishonored In Space with the Prey brand pointlessly slapped on. I don't think I can look at the new game objectively as a result. I'm so mad about Prey 2. It was one of my most anticipated games. 128
Turok Dinosaur Hunter / Re: Post T1 Videos« on: March 30, 2017, 04:20:05 PM »
Level 4's become one of my favorites, too. I really like the way it's structured, with a kind of a central "overworld" with side areas containing the keys branching off of it. I just wish there was more of it.
129
Turok 2 Seeds of Evil / Re: Turok 2 EX Turok 2 remaster 2017« on: March 20, 2017, 03:30:07 AM »
Like I said, this is the first time I've really played the game seriously, so I haven't had a lot to say before now. Also a lot of the conversation seemed to be dominated by bickering over MP, which I haven't played, and am less interested in anyway.
I got it working well enough on Linux with a newer version of Wine, so I gave up on trying to get Windows to behave itself. Still hoping for a proper Linux version one day, though. edit: I think the marshes may be the most linear level, but more importantly I think it has the least of that "indistinguishable connective tissue" I was talking about. Instead of identical hallways all over the place, you have stuff like: - a broken bridge submerged in sludge - rocks to jump across - ledges to traverse - overhead walkways that you can look down from and see an area you were just in Stuff like that. I think pretty much everything in the level is recognizable, instead of just hallway #1234987 and hallway #98453. Which one goes where? Better check the map -- whee, it's like I'm playing a top-down shooter instead of an FPS. Whoops, there's a teleporter, who knows where the fuck that goes. Okay I'm just ranting at this point I'm going to bed. 130
Turok 2 Seeds of Evil / Re: Turok 2 EX Turok 2 remaster 2017« on: March 19, 2017, 11:56:23 PM »Just finished the campaign for the first time ever. I'm kinda underwhelmed. Pur-linville. |