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Messages - Smoke39

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161
Just make them use pulse rifles

If you're talking about changing the weapon model, I don't think it can be done programatically.  You'd have to modify the model itself, and I don't know if we even have the tools for that.  If you're talking about the projectile, you just need to modify enemy_longhunter.kfx.

As for more generally, you could try changing the projectile spawned in TurokGrunt::ThrowGrenade() to the longhunter's boomerang if self.ModelVariation() == GV_COMMANDER_RIFLE4.

162
It's in the OP.

I'm not sure what you mean with the poachers.  You mean like change their projectiles to blue?

163
I've finally done it. I found a way to add an ammo toggle button. There're a few caveats, but I think they're pretty small compared to the clunkiness of the old method of having two of each weapon.

I also reduced the auto shotgun's spread a bit, and gave the dragon's breath slightly greater range and speed, a spread shot, and a new hit effect against enemies for better feedback. The auto shotgun's close-range role should feel a little less hamfisted and a little more versatile now.

The alien weapon's damage and ammo use have been increased, and its blast radius reduced (to rocket launcher level - still better than the original). The previous alien weapon felt more functional than the original, but still didn't feel like it had a distinct purpose, and was easy to damage yourself with. These changes are intended to give it enough DPS to give you a reason to use it over the pulse rifle, while keeping its ammo efficiency low enough to not overshadow it. The shockwave weapon is still the king of AOE, as it always was.

Added an exit portal to the beginning of level 8 to not screw over newer players. Also fixed up a bunch of the random portals to not exit into walls and stuff.

The mantis boss no longer flies in a circle breaking all the walls down after losing 25% of its health. This requires a little more spatial awareness, and doesn't let you get all those free shots in while it's going through its predictable destruction spree. It's also more fun to see the boss break down a wall to get to you, than just breaking them randomly. Doesn't really make the boss any more challenging, but I think it makes it a little more involved and fun. Might try doing more with the bosses in the future.

Plus some other miscellaneous stuff.

Novelties like the burst pistol and plasma boomerang are no longer included. I might check them for compatibility and put them in a new extras package if anyone still wants them.

Le'me know if I broke anything! :b

164
Turok Dinosaur Hunter Modding/Mapping / Re: Smoke's Modding Guide
« on: November 15, 2016, 01:38:09 PM »
Moved to GitHub, updated OP.

165
Turok Dinosaur Hunter Modding/Mapping / Re: Smoke's Modding Guide
« on: November 14, 2016, 08:47:41 PM »
Shit.  Looks like dropbox removed html rendering over a month ago.  I'm gonna have to figure out some other way to host this. :/

166
Turok Dinosaur Hunter Modding/Mapping / Re: Smoke's Modding Guide
« on: October 31, 2016, 03:47:15 PM »
Just put up a pretty massive update.  The scripts section's been completely overhauled.  Almost all the native class function signatures are listed.  There's also some more general info, like areas and sectors, and how the tick rate works.  I've also tried to add links connecting related concepts, plus you can click on class names in function parameters and variable declarations to go to that class' page.

There's still a lot that needs to be tested and documented, but what's there now should make it a lot easier to get a feel for how things fit together, as well as an organized basis for further research.

167
Turok Dinosaur Hunter Modding/Mapping / Re: Smoke's Modding Guide
« on: September 28, 2016, 08:26:49 AM »
"max," "start," and "end" can be > 1.0.  Volume seems to get capped to 1.0 in the end, but you can still do stuff like max=2, start=0.5 to get there.

There's an edge case where "start" will have an effect in the "volume_envelope" block, even if "bEnableVolumeEnvelope" is 0.

When the volume envelope is enabled, "start" and "end" get scaled by "max."  When the pitch envelope is enabled, "start" and "end" will be used as-is; "max" is only used when the pitch envelope is disabled.

Basically the envelope blocks are full of quirks, so pay close attention to the details.

168
Turok Dinosaur Hunter Modding/Mapping / Re: Smoke's Modding Guide
« on: September 26, 2016, 02:57:30 AM »
Just updated the guide with a ksnd reference, and a variety of other fixes and refinements.  This isn't the first update I've made, but I wanted to bring attention to it because Kaiser has his own ksnd guide on the Steam forums, but it has some errors and omissions.

169
Turok Dinosaur Hunter Modding/Mapping / Smoke's Modding Guide
« on: September 10, 2016, 12:29:02 AM »
I decided that hiding this in my sig was a dumb idea. :b

Turok EX Modding Guide

I just updated the Getting Started guide to be a lot more detailed.  Hopefully it will better explain how things work, rather than simply throwing out instructions.

I also finally got started on the scripting reference.  Still working out how to organize things, but it's a start.

Next I'd like to write a series of tutorials for adding a weapon to the game.  A sufficiently complex weapon could walk modders through a whole bunch of aspects of the engine.  I was thinking something like a poison dart rifle or something.

170
Other Games / Re: Duke Nukem
« on: September 05, 2016, 04:25:00 AM »
It doesn't include the expansions?  Seriously?  For all my cynicism, I still thought it would at least be complete.  And Randy's already alluding to yet another "definitive" edition in the future?  They're seriously going to try to double-dip with a 20-year old game that's already had two prior digital re-releases.

This is fucking pathetic.

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