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Messages - Mon-Ark

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61
Turok Dinosaur Hunter Modding/Mapping / Re: (Idea) Turok randomized
« on: March 26, 2017, 02:09:48 PM »
Not quite sure. Do you mean like randomizing the locations of key items/actors for every different play but somehow making it not effect progress?

Pretty much that, as a way to add some variety.

62
Turok 2 Seeds of Evil / Re: Turok 2 EX Turok 2 remaster 2017
« on: March 24, 2017, 10:32:41 PM »
Well It would be nice if they add all that was available on both the console and pc versions.

Even with all that rage wars can stand as its own.

63
Turok 2 Seeds of Evil / Re: Turok 2 EX Turok 2 remaster 2017
« on: March 24, 2017, 03:07:39 PM »
IN the N64 MP each character had some gimmick, like Adon who had low hp and and fast health regen, etc.

This should be added as an option for multiplayer.

For me, the more options, the better.  One can't have enough choice when it comes to giving a game a long online MP lifespan.

Personally, I really hope to see all the options that are in the PC multiplayer and then some. 

Though, perhaps they plan to keep some stuff back for a Rage Wars release.  That way they'd have some selling points that they might otherwise not have...

What kind of stuff you mean?

64
Turok Dinosaur Hunter Modding/Mapping / (Idea) Turok randomized
« on: March 24, 2017, 01:05:33 PM »
Would be fun to see a mod where all preset items (key pedestals included) where completely random. Of course there has to be a way to prevent the player for not being able to progress.

65
Turok 2 Seeds of Evil / Re: Turok 2 EX Turok 2 remaster 2017
« on: March 24, 2017, 01:01:32 PM »
IN the N64 MP each character had some gimmick, like Adon who had low hp and and fast health regen, etc.

This should be added as an option for multiplayer.

66
Turok 2 Seeds of Evil / Re: Turok 2 EX Turok 2 remaster 2017
« on: March 21, 2017, 12:51:27 AM »
So what changes could we spot that affect gameplay so far?

+So far the hit detection is more precise, but damage reduction on arms and legs seems the same as the original.

+Explosive weapons always deal a set amount of damage thats not affected by which bodypart you hit except to trigger specific death animations. Honestly this is a great change which makes the scorpion launcher and the grenade launcher not just USABLE but the power weapons they are meant to be.
The plasma rifle shot also counts as explosive, but not its sniper shot.

+The shredder had some changes. Since hit detection got fine tuned, the regular shells wont kill enemies so easily all the time unless you go for headshots. (im talking weird shit like 1 shotting the purlinn gunners, even when shotting their backpacks).
The shrapnel works as intended and its actually for enclosed spaces, tough I dont know if they increased the shrapnels hitbox or they gave them some bullet magnetism, either way its great.

+Normal difficulty is about the same as in the N64, and hard&hardcore seem to have damage values similar to the PC version's normal/hard difficulties.

+Cerebral bore and scorpion launcher's projectiles have better movement pathing and speed so now they wont go in crazy zigzag patterns while tracking their targets

-The shredder's explosive shells are a bit too overpowered when bouncing on terrain.

67
Turok 2 Seeds of Evil / Re: Turok 2 EX Turok 2 remaster 2017
« on: March 20, 2017, 01:40:16 PM »
Like I said, this is the first time I've really played the game seriously, so I haven't had a lot to say before now.  Also a lot of the conversation seemed to be dominated by bickering over MP, which I haven't played, and am less interested in anyway.

I got it working well enough on Linux with a newer version of Wine, so I gave up on trying to get Windows to behave itself.  Still hoping for a proper Linux version one day, though.

edit: I think the marshes may be the most linear level, but more importantly I think it has the least of that "indistinguishable connective tissue" I was talking about.  Instead of identical hallways all over the place, you have stuff like:
- a broken bridge submerged in sludge
- rocks to jump across
- ledges to traverse
- overhead walkways that you can look down from and see an area you were just in
Stuff like that.  I think pretty much everything in the level is recognizable, instead of just hallway #1234987 and hallway #98453.  Which one goes where?  Better check the map -- whee, it's like I'm playing a top-down shooter instead of an FPS.  Whoops, there's a teleporter, who knows where the fuck that goes.

Okay I'm just ranting at this point I'm going to bed.

Yeah, death marshes is probably the most well designed stage in the game. Its a great idea to pick it as the second stage, otherwise its river of the lost souls which looks quite the same as port of adia, not to mention its quite long, so death marshes is a nice and relatively short map.

68
Turok 2 Seeds of Evil / Re: TUROK 2 EX (Remaster)
« on: March 18, 2017, 02:48:26 PM »
you tried checking footage of the original PC port? thats pretty much the n64 version without anything new other than a better framerate.

The weapons have been tuned so they work better.

69
Turok Dinosaur Hunter Modding/Mapping / Re: Smoke's Modding Guide
« on: February 04, 2017, 01:50:25 PM »
well, you can make animations with 3d modelling programs already, so theres not much need for the editor to have that. What I dont know is if the editor allows to import models and animation into wathever format the kex engine works.

If this were the case, then making it work is something that could to be done on the scripting side.

70
I would like to hear what are your plans for this mod before I can give any toughts at all.

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