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Messages - Duke64

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171
Won't it lag like crazy on hardware due to moving tip tups and such?

Nope lol but only because I do not even test on the emulator, no point things can break in a instant without checking console N64 before. Emulator by-passes lots of things. You can see I posted less balloons and bananas overall to save room for all the Tiptups. I cut bare minimum lol. But yeah it runs fine there too.

172
Who needs Diddy Kong Racing 2 when you could have:

Good video. :)

Yeah lmao  ;D plz send lynx of it!

174


================================================================

Title                   : Tiptup Choir
Date Completed          : 7-15-18
Buld Time               : 2 days
Filename                : TiptupChoir64.xdelta
Author                  : Sixty Four
Email Address           : duke64nukem@gmail.com
         
Misc. Author Info       :

Description             : Tiptups Choir shell room from Banjo Kazooie's Bubblegloop Swamp.
                          Just a simple converted level more of an experiment.
                          Since I added animated Tiptup's I can't seem to add more objects to the track then I already have without breaking N64 compatibility.
                         
                     
Additional Credits      : Banjo's Backpack used to export Tiptup Choir Room, Moskey2000 for creating the music.
================================================================

* Play Information *

Race Type:              : Standard
Adventure Mode          : No
Tracks Mode         : Yes
Silver Coin Challenge   : No
New Sound               : No 
New Music               : Yes - Moskey2000 Created/Ripped the Tiptup Choir midi
New Textures            : Yes Banjo Kazooie Textures
Vehicle(s)              : Car
Emulator Compatible     : Yes
N64 Compatible          : Yes
================================================================

* Construction *

Base                    : Imported Model extracted from From Banjo Kazooie
Editor(s) used          : Setup Editor, Blender, Banjo's Backpack (to export Tiptup room)
Known Bugs              :

Important Notes         : I have a main project that I am working on, but I wanted to release something on the side.
                          So hope you enjoy this one its pretty nostalgic at the least.


Installation            : Apply a xdelta patch to the xdelta file and run the rom on your choice of software or N64 console.

Download: http://goldeneyevault.com/viewfile.php?id=470
                         

175
Nice sounds there neat idea. Minigun cool down was nice also the quad rocket launcher is powerful.

176
Ok I understand how to make a new animation for the secondary fire modes.

My next question: Is there a way to tell in the scripts what type of ammo you are using?

Also how exactly do you cut the firing animation off in the weapon scripts to increase the firing rate?

The type of ammo is defined in

defs>weaponinfo.txt

Weapon kWpn_Magnum
{
    offset                  "6 7 10"
    actor                   kActor_Wpn_Mag60
    defaultWeapon           FALSE
    owned                   FALSE
    allowUnderwater         FALSE
    allowLand               TRUE
    allowMultiplayer        TRUE
    icon                    "gfx/hud/weapons/h_w_mag60.png"
    ammo                    "Ammo_Bullet"
    ammoConsumption         1
    projectileParticle      kParticle_MagnumBullet
    charMeshIndex           kWpnChar_Mag60
   priority                8000
}

I wouldn't cut off firing animations there is a way you can make the firing animations speed up or any generally. Used it in my mods 'Fossil Cavern' and 'Turok lives again' scripted to fire fast.

    /*
    ==============================================================
    OnFire
    ==============================================================
    */
   
    void OnFire(void)
    {
        self.PlaySound("sounds/shaders/TOMMY.ksnd");
   self.AnimTrackComponent().ChangeSpeed(0.64f);

    }
   
    /*

177
I have added an example mod that shows how to do a secondary fire on a weapon its a kpf that you can download and view. I added it to main post also under Modding Guides section.

https://turoksanctum.com/secondary-fire-weapons-guide/

178
Turok 2 Seeds of Evil Modding/Mapping / Re: Secondary Fire Modes
« on: July 03, 2018, 06:50:44 PM »
That’s exactly what I was looking for. What can I download to get a better understanding of this? Did u release a mod with that mag60 feature? I could look at what u did and replicate it for other weapons.

https://www.turokforums.com/index.php?topic=326.msg11956#msg11956

Ok so when you guys mod this game do you have to go into the game and start a new game every single time you add something or edit something to check it out? Or do games saved with your custom KPF mod file always show the new changes you've made as long as the same KPF file is being used?

When I test I just open the console and enter a map, you don't have to do new game. You can open console and type "map levels/level name".

Example

Open Console and type:
map levels/Blind_Lair_1.map

179
Turok Sanctum / Re: Turok Sanctum Published
« on: July 02, 2018, 08:18:50 PM »
I can try to help tell others but ultimately yeah folks got to look. Making a post or sending messages every time you update is tedious af.

Thanks though if you can help. Its not a problem though, it can just be tough to relay that somethings updated each time is all. I've kept up pretty well I say.

180
Turok Sanctum / Re: Turok Sanctum Published
« on: July 02, 2018, 12:58:02 AM »
Earlier today updated two mods.

T2 Co op mod

Fun Sway mod

But I don't know if i can announce every time I update mods there. But I will try, also try to check.

 :raptoid:

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