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Turok Comics Discussion / Re: Turok Comics
« on: April 03, 2017, 09:42:50 PM »
Any way to get the online-only comics? (basically the comics showing the events from the games)
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Turok Comics Discussion / Re: Turok Comics« on: April 03, 2017, 09:42:50 PM »
Any way to get the online-only comics? (basically the comics showing the events from the games)
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Turok 2 Seeds of Evil Modding/Mapping / Re: Retexture« on: April 02, 2017, 01:56:25 PM »
I dont know if you are being ironic or not, because being able to make a human face is quite a sign that you are good (unless some of the stuff are prefabs but wathever)
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Turok 2 Seeds of Evil / Re: Turok 2 & Multiplayer: Bug Reports Only« on: April 02, 2017, 02:40:33 AM »
WEAPONS:
-Flare doesnt doesnt light the area, and the flare's sprite usually gets hidden behind level geometry. -Tek bow takes the same amount of time as the regular bow to fully charge its arrow -Tek bow cant trigger every (not inlcuding PFM's exclusive leg chopping animation) death animation like it used in the original game - -Sunfire pods still have some trouble killing blind ones (can take more than one pod to kill them, might even need to actually make contact with the enemy) - -PFM's idle wave effect is non-transparent. -Razorwind sometimes goes trough enemies without damaging them (biobot and elite guards for example) -Razorwind gets sutck on water. -Cerebral Bore deploy sound is a bit low in volume. - ![]() ![]() ![]() MONSTERS: -Primagen's "blue ring beam" doesnt work properly. Bounces back at him when it touches the ground and can hit the player incredibily fast several times which kills you almost instantly. -Undead's textures from their mouths and left side of the torso are wrong. - -Mantid mites seem to have trouble locking-on onto the player when up close, and end up jumping circles around the player. -Mantid drone's death animation where it loses both legs and one arms make them release red blood witht he green blood. It should be all green. -Some mantid drones (the green bugs) seem unaffected by the cerebral bore. I just keeps on drilling but never kills them. - - -Cant relaunch dead enemies into the air with explosives -Various death animations dont trigger (purlinn's losing their arms or head, elite guard losing arms, etc) -Sword handle of the Sentinel (blind one) is transparent -On the cutscene right after defeating the primagen, the gooey membrane of his damaged head is not transparent, same for the one on his damaged jaw. -When fighting the primagen, on its second phase where you have to destroy its two claw-like hands, only the small one flashes AND needs to be destroyed, while the big one stays forever. -On the primagen's "good ending" death scene, the final beam that kills the primagen should be big enough to cover him completely. HIVE OF THE MANTIDS -Underside of the floating turrets doesnt change colors -Ceiling turrets' death animation works wrong (goes direct into being completely down, then plays the death animation properly) -The tubes that constantly drop Mites never stop dropping blue health after you blow up the hole with a grenade launcher. - PRIMAGEN'S LIGHTSHIP: -Assembly plant's conveyor belt areas are completely broken. -At the part where you are at the assembly plant conveyor belts and you have to switch the blue tubes with the red tubes, you only have to do it for one conveyor belt for the objective to register as complete. OTHER: -Enemy shadows dont always appear on every shot on a cutscenes. - -Non-fleshy objects producing blood when shot at (Eg: beginning of stage5 turrets, or some machinery in one oblivion portals) -Solid Insta-kill surfaces (lava, green mud, laser grid on ground) can be survived by bunnyhopping. -Oblivion portal cutscenes have the voiceclips from only the PC version, not the N64 one. -Postcredit oblivion voice clip never plays SUGGESTIONS (SINGLEPLAYER): -Opening/ending outher space area should have the sky pulled away a little bit more like how it was done in the hub -Shredder's explosive shell's rebound should deal less damage than the initial hit. MODIFIED (wount bounce after a direct hit anymore, but still deals high damage) -Shredder's normal shells' ricochet are completely useles both in SP and MP, to the point they barely seem to hit anything even on very enclosed spaces. - -Gameplay option that allows player to exit a stage without completing all mission objectives, thus giving the chance to get the bad ending unless the player goes back to unfinished stages to complete all missions and trigger the totem defense when going trough the end-of-stage portal. SUGGESTIONS (MULTIPLAYER): -Setting to enable each character's special stats like in the n64 version -Buff pistol slightly (reported at dealing only 8 damage) NOT REALLY BUGS: -Endtrail self-destruct sounds are from the PC version, not the N64. -Cerebral Bore deploy sound is not N64 version -Grenade Launcher deploy sound is not the N64 version. 54
Turok 2 Seeds of Evil / Re: Post T2 videos« on: April 02, 2017, 12:52:42 AM »
Turok has been doing the old "spiritual invincibility" again.
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Turok 2 Seeds of Evil Modding/Mapping / Re: Turok 2 Seeds Of Evil Modding (Get Started Guides)« on: March 31, 2017, 03:50:56 PM »
Im pretty sure there at least two people working on T1 and T2, at least by checking who are the developers answering the boards. Edward is in charge of the netcode, and apparently was the responsible of the netcode for zanondrum, according to some guy who didnt really like him at all.
Then theres DanielDNS, shadow and maybe quadrasaw but I he only appeared on the T1 boards 56
Turok 2 Seeds of Evil / Re: Turok 2 EX Turok 2 remaster 2017« on: March 29, 2017, 05:56:52 PM »
Sorry, im still trying to understand whats the problem in question when only the diehard fans are the only ones standing.
You mean that they might leave the game unfixed and move one into their next project? 57
Turok 2 Seeds of Evil / Re: Turok 2 EX Turok 2 remaster 2017« on: March 29, 2017, 04:15:30 PM »
what does that even mean? if a common steam user asked for the same things to get changed it would count less because they are not die hard fans?
If you feel they dont check the GOG forums, try something different like sending an email to nightdive listing bugs or possible changes. 58
Turok 2 Seeds of Evil / Re: Turok 2 EX Turok 2 remaster 2017« on: March 28, 2017, 02:36:45 PM »
What are the chances they will replace the pc sounds with the n64 ones?
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Turok 2 Seeds of Evil Modding/Mapping / Re: Retexture« on: March 27, 2017, 01:20:59 PM »
Is there any way to make high-res versions of the default textures? that would look really nice
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Turok 2 Seeds of Evil / Re: Turok 2 EX Turok 2 remaster 2017« on: March 27, 2017, 01:19:34 PM »It is good to see them being so active in fixing all the bugs. I wonder if they'll ever go back to Turok 1 and add a bit more polish to that game. It would be interesting to see what they could back-port. Things like the particle effects and water reflections from T2 could look good in T1. T1 still has some bugs that should had been fixed by now. Biggest culcript being the chronosceptor dealing incorrect damage. |