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Messages - ilgm

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21
Turok 2 Seeds of Evil Modding/Mapping / Re: Turok 2 MP - Dodgeball
« on: June 18, 2017, 11:14:30 PM »
Yeah I wasn't expecting to be playing dodgeball vs AI, that was great.
Ontop of figuring out why my map was getting an assertion failure, Edward's being incredibly helpful by setting up a dedicated server just for us to crash. So if we can get another game going pretty soon that'd be good. Me and Doommarine just played for awhile and threw all the nukes we had at it with no luck, so we just need a bunch of players. I updated the download if anyone wants to try it out
We crashed the server and Edward fixed it, all is good

22
Turok 2 Seeds of Evil Modding/Mapping / Re: Turok 2 MP - Dodgeball
« on: June 17, 2017, 07:06:07 PM »
Thanks to BehemothProgrammer's model editor, I imported Crossfire from half-life 1. Here's a video of me and postal testing it



Dodgeball link was updated to include it, and here it is without dodgeball:
https://www.dropbox.com/s/11gfdo1zdn36vc5/Crossfire.kpf?dl=0

23
Turok 2 Seeds of Evil Modding/Mapping / Re: Turok 2 MP - Dodgeball
« on: June 15, 2017, 03:29:26 PM »
There's some really neat stuff in there gj man interesting and funny with Duke quotes ;)

https://turoksanctum.com/dodgeball-2/
Thanks for getting this onto your site. It's worth mentioning that this is only being made for multiplayer. Any weapon I haven't modded yet won't spawn at all in the SP maps, and I messed with the item and weapon pickups, so singleplayer would probably be ridiculously hard to get through. Maybe once I add the ability to pick up balls after they bounce around it'll be possible

24
Turok 2 Seeds of Evil Modding/Mapping / Re: Behemoth's Mod (WIP)
« on: June 15, 2017, 03:22:09 PM »
This is amazing, really liking the weapon changes.
What font are the damage numbers from? Looks familiar

25
Turok 2 Seeds of Evil Modding/Mapping / Re: Turok 2 MP - Dodgeball
« on: June 11, 2017, 04:04:36 PM »
We update whenever the modder updates and yes we host the files. We make a post about the mod and then add a download to it. If a modder updates there mod then we add the new version. Take Badgers Open World mod for example its updated 2-3 times since we started. Even though we have in store all of the versions we just present the latest. We still have some organizing to do but when we are done. Each post will have:

A link to the release threads, a link to the original supplied download (dropbox google drive etc etc), and a current download from the site.

https://turoksanctum.com/open-world-alpha/

This one is close to how we want to have them when finished:
https://turoksanctum.com/fireseed-model-animation-editor/

Btw cool stuff you added dude.
Sounds good. I guess I'll keep posting whenever I add stuff to the mod.



I added a razorwind player model that can throw razorwinds. Jumping at players causes damage too, but it's not all that consistent cause it just shoots out damage particles whenever you jump. Haven't tested razorwind and shotgun in MP yet so they might be really op. I also wanna change their player models eventually, right now they're just the weapon viewmodels.
Raptor has larger footstep noises that have screen shake and it also moves faster, but with slower acceleration and less sidestep/backwards speed.
postal suggested adding a few trees to Ballpocalypse, so I did that, fixed the sectors and lowered the amount of meteors that spawn. I think it's mostly finished now. I also tried to fix up some more n64 maps but it turns out most of them get assertion errors whenever you try to save, something about blocksize, so I guess that's up to the devs

26
Turok 2 Seeds of Evil Modding/Mapping / Re: Turok 2 MP - Dodgeball
« on: June 08, 2017, 10:52:44 PM »
Looks pretty crazy here and fun. We are working on getting this mod on Turok Sanctum :) Your mod should be here soon. We just work a lot. Good work.

Btw looks like Duke 64 chose one of the dodgeball videos for this months featured video.

https://turoksanctum.com/
Hey that's pretty cool, thanks. Do you link to this thread or host the file on your site? I update the dropbox file whenever I add or fix anything so I'm not sure how that'll work


I've got a new video showing off the new shotgun player model and some lighting changes I did to the bullseye map.



At this point this mod is barely about dodgeball anymore. I'm just seeing what I can do with the remaining weapon slots. The last 3 weapons I've added, which are locked to the model that uses them, rely less on bouncing balls. Maybe that way there can be a balance between balls and bullets. Dodgeballs are the only weapon that can get a jerry crit though so they're still the best
I wanted to change the lighting in Bullseye, but since you can't remove lightmaps I had to copy and move everything up outside of the original lightmap and then placed some different lights. Kinda strange but it worked. Maybe I'll add some stuff to the map too, but I gotta finish Ballpocalypse first

27
This is great. The database of objects is gonna save a ton of time, thanks

28
Turok 2 Seeds of Evil Modding/Mapping / Re: Turok 2 MP - Dodgeball
« on: June 03, 2017, 11:35:16 AM »
This looks cray.

It won't set my rig on fire, will it?
That depends on what kind of potato you're running on. I have a GTX 770 and an i5 4670, haven't really noticed any framerate drops. The nuke is probably the most taxing with its 40 balls, used to be 64.
There's a few hitches in my latest video, shadowplay's fault.

29
Turok 2 Seeds of Evil Modding/Mapping / Turok 2 MP - Dodgeball
« on: June 02, 2017, 11:09:40 PM »
Here's a dodgeball mod that I'm updating pretty frequently

There's 13 modded weapons right now, all seem to be working fine in multiplayer


Dodgeballs/Superballs
Standard dodgeballs with a small chance to crit and send balls of steel flying everywhere. Secondary ammo is the superball, which shoots 3 faster balls. You can only hold one superball at a time. All dodgeballs are instakill
Each superball will turn into a box of regular dodgeballs each giving you 5 balls, and a regular dodgeball crit will turn into a superball pickup

Tennis ball launcher
Fires tennis balls with high bounce energy, each doing a small amount of damage, making it the only projectile that isn't instakill. Maximum 3 shots

Magic baseballs
A baseball that splits into more baseballs when it hits the ground. Replaces the 10 health pickup spot. You can only hold 2 at a time

Nuke balls
Nuke with smaller blast radius, but shoots out 40 superballs

Meteor Gun
The pistol received a small upgrade allowing it to call in meteor airstrikes. Only has one shot

Laser Ball Chainsaw
It's a laser chainsaw except it's also a ball

Plasma balls (Texture by DoomMarine23)
Plasma rifle that shoots a line of slow moving plasma balls. Maximum 10 rounds where each shot costs 5

Voodoo Bore
With the power of voodoo magic, Wilson will latch onto your head and explode into 16 mini-Wilsons. Maximum 1 shot and takes the place of the Cerebral Bore and ultra health spawns

Rubber Blue Ball Launcher
Fire rubber blue balls as fast as you can click, or hold to charge for a stronger, faster shot. Strongest charge will gain speed with every bounce

Torpedo
A weapon that isn't really a weapon. It doesn't shoot anything but makes you go really fast on land and in water. Leftclick to honk
https://streamable.com/y4t92

Cannon Ball Launcher
Fires 3 giant cannon balls at a time, pierces enemies

Pingpong Cannon
Superfast firestorm cannon that shoots pingpong balls, 150 shots.
https://streamable.com/zhunn

Wave Blade
Turok now shoots wave beams. Penetrates walls, low damage


You can also play as:

Jerry

Drone
Giant green alien bug that shoots lasers. Does around 35 damage per hit

Sister of Despair
She can move fast and fire slow moving blue skulls, instakill

Child
A giant child, you pretty much need to crouch to get through doorways

Shotgun
Play as a shotgun, secondary ammo shoots a max payne head that shoots flames

Razorwind
Play as a razorwind that can also throw razorwinds. Jump at players to cause damage

And the following inanimate objects:
Large Spinning Object
Dead Soldier
Giant Alien Egg
Crate (custom model by DoomMarine23)
Nintendo 64 Expansion Pak (custom model by DoomMarine23)
Chair

More Raptor Fest Enemies
12 more enemies, including 3 larger variants that start spawning after 100 kills.
Nala, Bio-bot, Fireborn, Death Guard, Primagen Trooper, Lord of the Flesh, Juggernaut, Sister of Despair, Swamp Wasp, Grub, Giant Endtrail and Cave Spider

8 new maps (plus one that barely counts as a map)
Ballpocalypse
Crossfire
Zoom City
Musical Chair
Musical Chairs by me and postal
Jerry's Chamber

mariolol and notdwango by Kaiser/Edward850
(Link to his Facepunch post because Steam removes mediafire links)
Grid Map by Doctor Flounder Box

Old video showing off the weapons


Video from earlier today showing some of the new stuff


Download - last updated 8/3/2017
https://www.dropbox.com/s/wgb5662udz4yoqq/dodgeball.kpf?dl=0


Thank you to postal for testing and coming up with some weapon ideas, and DoomMarine23 for some custom textures, lightmap building, and (eventually) models.
Edward850 and Kaiser have also been very helpful with their mod support by fixing a few problems I was having

Also Behemothprogrammer's Fireseed model and animation editor has been very useful, letting me modify the warblade, torpedo launcher, raptor, and also add footsteps sounds and blood to the turok_and_friends animations. I also wouldn't have been able to add the sister of despair model into MP without it cause one of the keyframes would spawn an actor when she died, causing an assertion failure.

30
Thanks for the fix! I still got stuck on the jump pad, but that was only once in about 15 tries and only from one side, maybe just a big with the editor.
I also noticed the jump pad ceiling is actually on the ceiling this time, is there a way to set the height of that? The original map's ceiling was pretty low, and it was getting in the way of projectiles. Nevermind, found out it's hold shift while moving the vertex



Actually I think I figured it out. Found out what region I was getting stuck on by turning on "showcollisions"



I don't know why, but the sectors I added had 0 set for everything which I guess somehow stopped movement. You fixed it by redrawing them but missed one region. All I had to do was put the same numbers in that one and now its working fine. Thanks for the help

Edit:
I think my problem was making a new region with selected vertices rather than using the region create mode, which carries over all the region settings. I can add in more jumppads without any problems now

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