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Messages - BehemothProgrammer

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181
I don't think it has anything to do with my mod. I didn't do anything with enemy particles. If it's a network thing, try starting a local game (which is offline) and see if the enemies hit you or not. I don't know what I could suggest that might be the problem.

182
Turok 2 Seeds of Evil Modding/Mapping / Re: Raffine52's Mod Pack
« on: July 02, 2017, 03:16:44 PM »
I like that you made all weapons have violent kills. and Adon's voice lol. and also



183
Thanks I hope it helps. I should also say for those that have already edited scripts (if you haven't then don't worry about what I'm about to say) - that the scripts/weapons.txt file is no longer used and weapon scripts are now put into there own separate files in the scripts/BP/Weapons folder. And the base weapon script is ScriptWeapon.cpp

I did the same thing for scripts/missileController.txt. All the controllers are in scripts/Actors/Controllers

Enemies are in scripts/BP/Actors/AI (Base class is AI.cpp)

Player script is located at scripts/BP/Actors/Player.cpp

And the base class for all actors(Player,AI,Controllers,Maps) is scripts/BP/Actors/ScriptActor.cpp

The default settings for the mods are located at the top of the file in scripts/BP/Actors/Player.cpp

If you need any help let me know with that.



184
This mod contains MP addons that can be integrated into your own MP mod. Or if you just want to use it as is then rename the .zip to .kpf and throw it in your mods folder.

Download https://www.dropbox.com/s/wzaphuavodotlnp/BP_MPAddon_1.0.zip?dl=0

Features
  • Host commands to change gravity, speed, damage, abilities such as double jump, dashing (double tap movement direction), ground pounding (Press <Crouch> when high in the air), and player slapping
  • Flare Gun causes damage to enemies and sets ai enemies on fire
  • Mag60 new fire sound effect. Press <Alt Fire> to enter it's alternate fire mode where each shot causes massive damage but consumes 25 rounds.
  • Razorwind throws and moves faster and always comes back to player and keeps it's blood texture up to 3 non hits. Seeks to ai enemies (OP).

How to add to your existing mod
Copy the folders to your mods folders. If your OS asks are you sure you want to overwrite a file then you have conflict and you need to take note of the described core Turok 2 file changes below. The changes to those files are required but you may have changed those files for your own mod. If you don't want to overwrite them you can read below and make the changes I've detailed below yourself for each file conflict.

Changes to core Turok 2 files
  • defs/enemies.txt (Added scriptcomponents for all enemies and added more defs for enemies that didn't have one)
  • defs/misc.txt (Changed scriptclass on kActor_Misc_MissileController, kActor_Misc_BoreController, kActor_Misc_BladeController)
  • defs/player.txt (added scriptcomponent)
  • defs/weapons.txt (added scriptcomponents for all weapons)
  • particles/Flare.particle (required changes for modded flare gun)
  • particles/Sawblade.particle (Changed hits to be violent and increased damage values)
  • sounds/shaders/Flare Fizzle Loop.ksnd (changed some volume and pitch settings)
  • sounds/shaders/Mag60 Pistol Fire.ksnd (changed wavefile path to play the new sound file)

Console commands
call help (Shows a list of all available commands)
call showmods (Displays a list of the current servers mod settings)

Host only commands
call grav0 to 100 (Sets gravity. Default value 60)
call speed0 to 100 (Sets player speed. Default value 50)
call dmg0 to 100 (Sets the damage scale that players deal out. Default value 10)
call dmg1000 (Sets the damage scale that players deal out to 1000 aka insta kill)
call dmgshowon (Turns on damage number popups)
call dmgshowoff (Turns off damage number popups)
call def0 to 100 (Sets how much scaled damage players will receive. Default value 10)
call def1000 (Sets how much scaled damage players will receive to 1000 aka 1 hit death)
call jumpon (Turns on Double Jump ability)
call jumpoff (Turns off Double Jump ability)
call dashon (Turns on Ground Dash ability)
call dashoff (Turns off Ground Dash ability)
call airdashon (Turns on Air Dash ability)
call airdashoff (Turns off Air Dash ability)
call slamon (Turns on Ground Slam ability)
call slamoff (Turns off Ground Slam ability)
call cloakon (Turns on players cloaking)
call cloakoff (Turns off players cloaking)
call slap0 to 15 (Slaps a player with id. Type playeridx in console to find the player id to slap)

Example:
call grav52
will set gravity for players to 0.52

185
Turok 2 Seeds of Evil / Re: New BETA Update
« on: June 27, 2017, 12:52:38 AM »
Ah I see. No problem I can wait until it eventually gets patched and do a work around for it in the mean time. Glad that you know of it now. Thanks again for looking into it!

186
Turok 2 Seeds of Evil / Re: New BETA Update
« on: June 26, 2017, 04:00:42 PM »
I found a problem that only happens in MP. OnDamage seems to be getting called twice, meaning everything is taking twice the amount of damage it should. Unless that's intended but I don't think it is. In SP it only gets called once.
Can't reproduce this. OnDamage only ever triggers once, and frankly only has one place it can be called.
If you are sure this happens, you are missing an important detail.

What I'm doing to get the result is attaching a script on a player or enemy that simply prints a message to the console when OnDamage is called.

Here is the .kpf file of it for you to be able to replicate it. https://www.dropbox.com/s/3okq8jd4iriad6y/test.kpf?dl=0
contents:
  • defs/actors/player.txt - added the script component to the player def
  • scripts/main.txt - added the line: #include "scripts/ScriptPlayer.txt"
  • scripts/ScriptPlayer.txt - OnDamage prints to console

Here is a video of it happening in MP and then in SP. You can see whenever I get hit the prints to console happen twice at the same time in MP.


Thank you for taking the time to look into this I really appreciate it.

187
Turok 2 Seeds of Evil / Re: New BETA Update
« on: June 25, 2017, 09:16:02 PM »
Love the new maps and raptorfest mode. Happy to see enemies in MP for some coop style gameplay it's been fun playing that mode.

I found a problem that only happens in MP. OnDamage seems to be getting called twice, meaning everything is taking twice the amount of damage it should. Unless that's intended but I don't think it is. In SP it only gets called once.

188
Turok 2 Seeds of Evil Modding/Mapping / Re: Behemoth's Mod (WIP)
« on: June 17, 2017, 08:51:56 PM »
Downloading now sounds really cool. Here we go :)
Thanks! Glad you enjoyed it.

Many things to name that I like this time I will go with I love the feather power ups and how they mock Doom 2016. Haste xD And really nice level edits.

https://turoksanctum.com/behemoths-mod-wip/
Thanks. Yeah I made quad damage, haste and regen. Doing Berserk would be fun and bloody but a lot of work lol.

Would be cool if the sacred eagle feather actually gave skills you can use anywhere. Like the feather in river of souls unlocks that air dash, and things like that.

About the permanent stat boosts, how about being able to upgrade at checkpoint stations? mod would run on a score system where you get points for killing enemies, and a multiplier that increases each time you kill by headshot (explosive weapons would only increase multiplier if they damage more than one enemy at the same time).

Getting hit lowers or resets the multiplier, also entering a station resets the multiplier creation the situation where you have to decide to cash in your points or go further and see if you can get a bigger amount of points.
The mod right now is all very temporary, I imagine it changing greatly later on. The points system sounds great for an arcade type of mode.

This is amazing, really liking the weapon changes.
What font are the damage numbers from? Looks familiar
Thanks. I want to make more weapon changes when I get time to. I doubt anyone will know where the font is from. It's from an N64 game called Hybrid Heaven.

Great stuff dude all around fun mod I really like that ground pound and the Razorwind :o How in the world is it heat seeking. Love it though. I want to make a video hopefully I get some damn time man. What's up with the grappling hook? That sounds interesting since its in Turok 3.

Btw nice Turok 2 cancelled photos added ;)
Thanks. It's Predator tech Razorwind. :) The grappling hook will be like T3's except you'll be able to hook on to any surface. Should be a fun end game item.

Really enjoyed playing!
Expansion Pack Found
Haha and now you got 8mb of RAM.

189
Turok 2 Seeds of Evil Modding/Mapping / Behemoth's Random Mods
« on: June 14, 2017, 06:30:50 PM »
Singleplayer_RemixDownload

This mod adds several things:
  • All Port of Adia maps have been slightly changed to add more enemies and items
  • Ground and Air Dash - Double Tap any direction to dash in that direction
  • Ground Pound - Get high into the air and press crouch to slam down on the ground killing any enemies around you
  • Loading a game will give you a penalty unless your in the HUB map. On Easy/Normal/Hard a monkey will take your ammo and half your Health. You can kill it to get some ammo back. On Hardcore you will not be unable to load your game, but since you're such a Hardcore player you won't need to load right?
  • Flare Weapon damages anyone near it
  • Once you acquire the Mag60 upgrade you can right click to fire a super shot
  • Once you acquire the Razor Wind upgrade it will heat seek to enemies
  • You can pickup health items until your health reaches your max Health limit instead of always 100.
  • Feather power ups can be collected that will temporary increase your speed/damage/health regen
  • You can find secrets hidden in the levels and collect life forces to increase your damage/speed/max health permanently
  • There's more barrels in the level and they do heavy splash damage to anything near them.
  • Enemies of the same type can damage themselves. Example: An Endtrail can hurt another Endtrail.
Map_-_PalaceDownload
This includes a level called Palace that connects to the 2nd map of the HUB world (theres nothing there, but it's fully sectored). Theres also another HUB map you can only see if you type map HUB.map in the console and you can noclip around to see it. Also included was some coop work, You'll find that you can play the first map of Port of Adia with no enemies (or play raptorfest mode) and events trigger and you can pickup and activate the beacon and any health, weapons, inventory items, and ammo you have carry over to the next map.
Map_-_Supply ShipDownload


Install Instructions: Unzip "BP_SnowLand.zip" and copy the "mods" folder to your "Turok 2 - Seeds of Evil" folder (Steam) or "Turok2 EX" folder (GOG).

Story: The Purr-Linn are marching towards the Northern Lost Lands with the intend to wipe out all humankind in their path. The Primagen has fooled the Purr-Linn into believing that he will turn the Lost Land over to them once they have helped free him. A high-tech weaponry and ammunition supply ship, maintained by a horde of lethal biomechanical droids, is currently on route toward the Purr-Linn army. Turok must destroy the ship and stop the Purr-Linn before it's too late.
Skip_CinematicsDownload
Stay_DeadDownloadEnemies will not respawn
Reflections_On_All_MaterialsDownload
Dark_BloodDownload
Less_BloodDownload
No_Blood_With_GibsDownload

190
1) i opened the model viewer for the first time. I imported "bannana_Eater", he is all collapsed on the flloor. I then imported its animations, after going to the animation tab. Nothing changed. Is there a specific order in which we have to import them?

2) As for custom animated models, do we just rig and export the models as obj? Sorry im not sure what the process would be for that.

3) How do you play animations? i didnt see a "play" button.

4. Can we export the skinned meshes out, as in if i load in a weapon, would i be able to export it out into my modeling package to check the scale, etc?

I understand this is work in progress, but just wodnering if those things are possible already. Keep up the great work!

1) I haven't done anything for viewing Animations yet. What you're seeing is the skinned mesh with no bone transforms.

2) You create your animated model in an appropriate format that supports bones and animation like you normally would in your modelling program. Then you'll be able to import it in. You can import the skinned mesh right now but theres no animation yet.

4) I haven't done exporting yet. not sure I will, well maybe....we'll see. If you need to check scale right now you can import a static mesh and compare it to a model in the game such as the endtrail enemy.

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