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Messages - Smoke39

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1
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Cliffside Outpost
« on: January 19, 2019, 06:55:32 PM »
Interesting.  I guess that makes sense.  I'm glad to know you found #1; I wasn't sure if it was unreasonably hard to see the path.

I'm guessing you'll find 3 easier to find than 2. ;)

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Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Cliffside Outpost
« on: January 19, 2019, 12:25:00 AM »
Almost found all the secrets first try.

Can you tell me which numbers?  I'm curious to know which ones people find easier or harder to find.

Bet this all took a really long time and it's great work!

It did. :P  Glad you liked it! :)

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Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Cliffside Outpost
« on: January 17, 2019, 09:50:09 PM »
Just updated both versions on dropbox and steam to fix a bug where you could fall through one of the pillars in the forest after reloading the map (by respawning or loading a save) after raising the pillars.

4
Turok Dinosaur Hunter Modding/Mapping / [Release] Cliffside Outpost
« on: January 16, 2019, 09:07:59 PM »


Turok infiltrates a mercenary outpost built into the side of a cliff.

Make sure Projectile Collision is set to Precise in the gameplay options, or a few enemies will be very difficult to hit.

Download
Vanilla
Turok+ Version

Steam Workshop
Vanilla
Turok+ Version

Finally finished my first map after like a million years.  Hope y'all enjoy it.

5
Turok Dinosaur Hunter / Re: Losing my way
« on: February 22, 2018, 05:09:11 PM »
Run diagonally (forward + strafe) for more speed.  Level 2's totally linear, so there's not much else you can do to get through it faster.

All the keys on level 2 are plainly visible from the main path, it's just a matter of finding the path to them.  Also none of them require teleporting, so if you spot the key and reach the teleporter for the next area before collecting it, turn back and keep looking.

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Turok Dinosaur Hunter Modding/Mapping / Determining when an enemy is idle
« on: November 09, 2017, 09:42:14 PM »
Been trying to come up with a way to determine when an enemy is just standing or wandering around.  I tried using kActor::GetTarget(), but it seems to get set to the player once you're within a certain range, even before they notice you.  It's also non-null even before that. (edit: this was an error in my testing)

kAI::AIFlags() or the enemy's animation can check for running and attacking, but standing, turning, and walking are all used both in and out of combat.

Any ideas?

7
Turok Dinosaur Hunter Modding/Mapping / Cutscene Help
« on: September 27, 2017, 03:56:16 AM »
I have a scope mostly working by using a cutscene to change the FOV, and making the camera move along with the player.  There are two technical problems, though:

1. Sector properties are not updated when moving from one sector to another (e.g., fog color and distance don't change when entering/exiting a cave).  This one's not so bad, since players are unlikely to move too far while scoped anyway.  I could also disable the scope if you move too far, if I really wanted to minimize the issue.

2. Level geometry occlusion doesn't always update.  So, for example, if you zoom in, then walk around a corner, any level geometry that was originally blocked will still not be rendered (screenshot).  I think I've only seen this happen on level 5 (even the corridors of level 8 seem fine), but it's a pretty big error to expect players to just re-scope and ignore.

Currently, as a workaround, I have it so you can't move while zoomed in.  If you try, it just deactivates the scope.  This isn't terrible, but it's kinda clunky and feels like a lame compromise.

Anyone have any idea if there's some "proper" way to update the camera so sector properties and level occlusion actually get updated?  Here's how I'm doing it currently:

when activating the scope:
Code: [Select]
Camera.StartCinematic( CMF_NO_LETTERBOX | CMF_SHOW_HIDDEN_OBJECTS | CMF_NO_INITIAL_FADEOUT );
// at least one of these allows camera position to be updated in OnTick() after key acquisition cutscene
Camera.ClearLookAtActor();
Camera.ClearFinalView();
Camera.ClearViewTracks();

in OnTick(), while scope is active:
Code: [Select]
kStr s;
if ( Sys.GetCvarValue("r_fov",s) )
Camera.fov = s.Atof() / ScopeMag;

kPuppet @owner = self.Owner().Actor();
// update camera orientation
Camera.origin    = EyePos();
Camera.pitch     = owner.Pitch();
Camera.roll      = owner.Roll();
Camera.yaw       = owner.Yaw();

I tried using Camera.SetEyeView() to see if it would more robustly update the camera's position, but it did nothing on its own, and fixed neither issue when used in conjunction with setting Camera.origin.  I've also messed with some other camera functions, but haven't been able to get them to even do anything. :/

8
Other Games / Gearbox Screwing Over EDuke32 Dev
« on: June 02, 2016, 06:42:28 AM »
This is a month old already, but I only came across it recently:

http://techraptor.net/content/duke-nukem-dust-up-gearbox-vs-gobeille

Basically, Gearbox contends that a contract TerminX has with 3DRealms is invalid, because they claim 3DR no longer has the rights to Duke3D.  But rather than taking it up with 3DR, Gearbox is threatening TerminX, probably to avoid a legal battle with 3DR since they think TerminX will comply to avoid a lawsuit.  TerminX is calling their bluff, though, and is expecting to go to court.

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