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Messages - BehemothProgrammer

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141
Turok Dinosaur Hunter Modding/Mapping / Re: Turok: Mountain of the Sun
« on: November 24, 2017, 10:06:41 AM »
Updated the mod. Extended the maps with more secrets and routes. And Adon is playable after beating the game with 10 or more Sacred Feathers or just call for help in the console.

I'm loving the updated areas in the new patch. You're just trying to see how many times I can play this thing in a two week period, aren't you? :V

I'm having a hell of a time getting the rope grapple point in the Primal Valley to trigger, though (i really want that feather :< ). And I kept falling through the platforms in the water elevator room, but only when I got too close to the walls.
thanks for playing it! I gave up with trying to get the collision to work correctly with the rope shots, just keep trying you get it after a couple shots. Yeah that water room I could make better by making the elevators wider, but then I'd have to resector that whole room so I said no to that and just reduced the players speed by half while in them.

Also want to say I was working on the hummer as another playable character, but it was getting too annoying to do it correctly so I tossed that idea.


Also Also want to note that in this update for Adon's Grapple Beam I made my first real Turok animation for it. Where she shows both her arms and presses the button with her hand. Not too amazing, but just happy I did that.

And if someone could tell me if the stalagmites for the final boss spawns up nice and smoothly or just pops in and out, that'd be great to know. Thanks!

142
I copy and pasted what you did and it works just fine for me. It shows up in the weapon selection carousel. You need to lower the priority value to something like 7950 for it to show up on the weapon wheel with those slot and quickslot values, but other than that it should be working fine. Maybe you did something else and forgot about it? Try starting over. Copy just the script additions you've done and don't copy the materials, icons, models just yet and see if it works.

143
Turok Dinosaur Hunter Modding/Mapping / Re: Turok: Mountain of the Sun
« on: November 12, 2017, 07:40:08 PM »
@Manhs: Awesome I'm glad you liked it! I watched your playthrough and I see some of the things I should change in some areas to make it easier and less annoying so thanks for that. Coyote Talismans permanently increase your resistance to all damage. Cougar Talismans permanently increase your speed. Mortal Wounds permanently grant you 5 Max Health. Power Totems will upgrade the chronoscepter. On the harder difficulties there are more enemies and the bosses are a bit harder. Something important you missed in the first lava catacombs level is the Heart of Fire which will allow you to walk/swim through lava without taking damage and making you reach new secrets.

@Coyote Knight: Seems like you missed the Duke. He's the first one you can get. He's in the first jungle in the big waterfall area, Underwater Cave, dead end with a skull on the ground indicates a fake wall (I should put more skulls for all secret walls. Just 1 skull doesn't seem very noticeable to anyone).

So I'll be adding a new mode soon to play it through again look for that. And the things I need to fix are: Change the waterseeker platform map a lot and make it less annoying. Make the first lava catacombs area easier on easy/normal difficulty. And make secrets more noticeable.

144
Awesome. I noticed the sound flag AIF_HEARDLOUDNOISE gets turned on whenever the player moves inside the enemys loud noise radius which seems to always be set to there sight radius meaning they always go after the player when in sight. It makes me think that since the original game had a walking mode for the player that that was also a stealth concept in the game I never noticed. Makes me want to pop the original back in and just see if that's true. (edit: played the n64 version and walking does indeed prevent loud noise.)

These are the ones I know of (named from the debugai screen):
Code: [Select]
EnumAIFlags
AIF_ATTACKING = (1 << 0), //Already defined
AIF_WASSOLID = (1 << 1), //Already defined
AIF_FIRSTATTACK = (1 << 2),
AIF_HEARDLOUDNOISE = (1 << 3),
AIF_BLOWNAWAY = (1 << 4), //Already defined
AIF_GOBACKTOLEASH = (1 << 5),
AIF_RESURRECT = (1 << 6),
AIF_REGENDELAY = (1 << 8),
AIF_SEETARGET = (1 << 9),
AIF_NOCHASE = (1 << 10), //Already defined
AIF_REGENERATEANIM = (1 << 11),
AIF_NOTHINK = (1 << 12), //Already defined
AIF_RUNNING = (1 << 13), //Already defined
AIF_GETATTENTION = (1 << 14),
AIF_REGENDELAY2 = (1 << 15), //not really sure what this is
AIF_HEARDQUIETNOISE = (1 << 16),
AIF_AWAYFROMLEASH = (1 << 17),
AIF_TELEPORTAWAY = (1 << 18),
AIF_TELEPORTMOVESLOW = (1 << 19),
AIF_TELEPORTING = (1 << 20), //Already defined
AIF_WAITFORCYCLE = (1 << 22),
AIF_DAMAGEPANIC = (1 << 23)

I'm missing 7, 21 and I'm not sure what 15 is but I think it has something to do when an enemy regens.

145
The agitation value(range 0..299) of an enemy tells you if they are going after the target or not. There's no way to get the value directly but certain AIFlags can indicate it's current value. So you could try to simulate the agitation.

- If the ai sees the target then the agitation value will remain at max value 299. The AIF_SEETARGET = (1 << 9) AIFlag doesn't seem to turn off after the enemy loses sight of the target. Maybe the use of the actors CanSee function would be better instead?
- agitation > 150 means the ai is running after you
- if the AIFlag AIF_RUNNING is on then it's value is somewhere between 150 and 299
- agitation is max if AIF_HEARDLOUDNOISE = (1 << 3) or AIF_HEARDQUIETNOISE = (1 << 16) AIFlags is on
- if AIF_DAMAGEPANIC = (1 << 23) was off but is now on then agitation is 299
- takes about 12 seconds for agitation to go from 299 to 0. And about 6 seconds from 299 to 150. (goes down by intervals of 7)

Can the ai see me? (max agitation value)
- ai target is me
- can see me

Is the ai looking for me?
- target is me
- can't see me
- simulatedAgitation > 0

Is the ai wandering around?
- target is null or can't see target
- simulatedAgitation == 0

146
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v1.55
« on: November 10, 2017, 04:42:21 PM »
Looks great. I like the distance counter too.

147
Turok Dinosaur Hunter Modding/Mapping / Re: Turok: Mountain of the Sun
« on: November 10, 2017, 04:35:04 PM »
I didn't think it was that hard so far. I'll get the update anyways but yeah I think the extended draw distance isn't really meant in Turok. I play with it off still to this day because enemies don't have the same behaviors with it on. Even though its a cool feature and a needed one it effects the gameplay of Turok 1.
I never play with it off, and didn't know it actually effected anything else other than the fog distance. So I never tested to see how this mod looks and behaves with it off. hopefully it's fine.

It wasnt unbeatable for me neither. BTW adding easy/normal? before starting I set the game on hard, do you mean that even if I didnt they game would had done it automatically?
Yeah I set to hard automatically before.

148
Turok Dinosaur Hunter Modding/Mapping / Re: Turok: Mountain of the Sun
« on: November 09, 2017, 08:12:23 PM »
By the way those water elevators? PURE FUCKING GENIUS.
That's the reason why I started making the first maps for this mod. I said I wanted water that moves and the player can go in and around it. So my first maps I made was the floating water maps. Then I wanted a bow that could hook on to things, and then I just kept making more maps until I got tired.

149
Turok Dinosaur Hunter Modding/Mapping / Re: Turok: Mountain of the Sun
« on: November 09, 2017, 07:59:37 PM »
Updated on steam to version 1.1 (Turok Sanctum soon to follow)
- You can now select Easy and Normal difficulty and they both have 50% less enemies on the maps.
- After you beat the game the dismemberment cheat is automatically activated and you warp to the first level of the main game.

150
Turok Dinosaur Hunter Modding/Mapping / Re: Turok: Mountain of the Sun
« on: November 09, 2017, 05:07:21 PM »
This shit is hard.

I gave up and used cheats to blaze through the level and let me tell you, this is a masochist's wet dream.
Alright, incoming mode in next update. lol. I hope Adon said her famous words to you for cheating. I would like to see how you're playing though. How much are you moving and shooting? Are you only dying a couple of times and then quiting? Because the amount of lives you rack up can be alot and I don't want players to go through the maps with 9 lives and 99 life forces all the time like the main game. I want some challenge. Did you find any secrets with coyote talismans that increase your defense?

What do the cheats you unlock do?

Also, I think the longhhunter bossfight is harder than the final boss itself, just because if you die at the final boss, you respawn and it keeps the damage you already dealt. With the longhunter's second phase, if you die he goes back at full health.
Try them and find out is what I'll say. Maybe I should put an invincibility on the upcoming easy/normal difficulties as well on the longhunter map. Try to move away from him while shooting and strafing. and hide behind the walls when he throws the boomerangs and pickup health/ammo from the spawners when you need it. I'll also make the Longhunter boss not reset his health on the upcoming easy/normal difficulties.


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