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Messages - Smoke39

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151
mapInfo.txt associates map file names with ID numbers.  To associate your map with an ID number, you can either give it a file name already in mapInfo.txt, or you can give your map whatever name you want -- like "Gazer.map" -- and modify mapInfo.txt to then point at "Gazer.map".

However, when you use the "Test level" button in the Level Editor tab, the editor saves a temporary copy of your map with some name like "test.map," which won't match however you've set things up above.  So you can either temporarily modify mapInfo.txt to point to "test.map" or whatever, or you can ignore the "Test map" button and just save your map with its proper file name and load the map yourself.

Was that any clearer, or am I just talking in circles?

152
enemy drops

Check the DropItem function in scripts/enemy/enemy.txt for how Spawn Flags 2 are interpreted.  They're listed in hex in the script, but they're in order, so you should be able to just count them.  I can add a listing to my modding guide later, once I get a chance to properly verify them.  I've been meaning to get some form of mapping reference started.

153
The manual's in the game's root directory.  Turok_Editor_Guide.pdf

I think someone was having the same problem on the Steam forums, and it was because one of the arguments is a map ID from defs/mapInfo.txt.  So, you can name your map to match one of the existing maps, or modify mapInfo.txt.

The problem is, even if you get that sorted, if you launch your map from the editor, the temporary map file won't have the right file name.  So you can either point mapInfo.txt at "temp.map" or whatever the editor names it while you're working on it, then change mapInfo.txt back when you release your map, or you can save your map properly, start the game normally, and manually load your map with its proper name.

154
Turok Dinosaur Hunter / Re: Dinosaur Hunter Screens
« on: January 26, 2017, 06:45:10 PM »
I dunno if you've explored my guide any further, but you can indeed add new texture variants in textureSetInfo, which can then be applied via script or in the level editor, depending on what you're trying to apply it to.

If you're talking about adding a new model to the game with its own textures, you have to do some arcane bullshit only a few people seem to really have a handle on.

155
Turok Dinosaur Hunter / Re: Dinosaur Hunter Screens
« on: January 26, 2017, 02:29:10 PM »
It takes a little effort to put them in your game.kpf file.

You really shouldn't be modifying game.kpf: https://smoke39.github.io/turok/getting_started.html

156
Not going to be done for quite a while, but I think i can post an alpha in the workshop sometime soon.

I like the way you flipped the bridge segment to make a covered walkway.  That's clever.

157
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v1.11
« on: January 16, 2017, 10:08:25 PM »
-Any difference with dragon's breath or its just some visual change?

Limited range, slower projectile speed, 5 projectiles in a spread instead of 1 (same total damage).

-Keep mortal wounds for hard and hardcore

I made sergeants drop a small amount of ammo on Hard+ because energy cells are so few and far between that the pulse rifle -- only an upper mid-tier weapon -- felt like it couldn't really be utilized much.  Keeping mortal wounds just kinda seems like making the game easier without any greater purpose.

-Any way to have the new keybinds already implemented when starting the game?

I'm not entirely sure what you're asking, but in any case the only ways to change keybinds are through the console or config file.

158
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v1.1
« on: January 11, 2017, 02:19:03 PM »
Updated OP with a tiny hotfix for the lower-case version of the "call ToggleMode" keybind.

159
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v1.1
« on: January 10, 2017, 02:29:51 PM »
v1.1 is out.  OP updated.

160
New version, new name, now also on the Steam Workshop.  See OP for all the info.

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