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Messages - Smoke39

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61
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.

62
Other Games / Re: Dusk
« on: February 13, 2018, 04:01:10 PM »
Been really looking forward to this game.  Just waiting for it to be finished (and then for Linux after that, 'cause'm a nerd).  It looks like it has proper level design, not just linear sequences of arenas.

Devs seem open to a GOG release, if they'll have 'em.

Also the apostrophe goes in front of decade contractions.

63
Other Games / Re: Nintendo Thread
« on: February 07, 2018, 05:09:47 AM »
Make a Mario 64 rom hack called Super Duper Mario 64 where every coin permanently increases Mario's size by 0.01%, every 1-up mushroom by 0.1%, and every star by 0.5%.  Don't tell anyone, though, and put in some red herrings, like starting with the Yoshi triple jump, and an old school power star flashing effect on Mario while wearing one of the special caps or something.  Then see how long it takes anyone to notice the embigenning.

64
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v1.7
« on: February 05, 2018, 02:40:47 AM »
New version is up with this stuff:





Also some other boring stuff! (see OP)

Thanks again to BehemothProgrammer for pointing me in the right direction with raycasting (for the laser sight).

65
Turok Dinosaur Hunter Modding/Mapping / Re: Smoke's Modding Guide
« on: February 05, 2018, 12:34:16 AM »
Added some info to kCModel and kActor::CanSee(), based on some experiments with raycasting.  The new CModel info is from a post Kaiser made on steam a long time ago, but I tried to rephrase the function descriptions to be a little clearer now that I've finally done some actual testing.

66
Turok General Discussion / Re: Project Album Remix for Turok, released!
« on: January 12, 2018, 01:25:51 AM »
Pretty cool.  The GB remixes are more my speed than the N64 ones, personally.  Ancient City is definitely my favorite.  I love that he chose to play up the little bit of swagger that
the original had; it settles into a pretty cool groove. 8)

67
Turok Dinosaur Hunter / Re: Turok EX
« on: January 08, 2018, 07:13:09 PM »
In case anyone's interested, I wrote a guide on the level changes made in the remaster, based on the notes I took while playing the originals on the workshop.

68
Mods are loaded according to the usual hierarchy when testing a map from the editor.  The only thing to be aware of is that the editor's test function will save the map as "editorTemp.map" in the game's root, so any properties you've set for your map in defs/mapInfo.txt won't apply.  You can either manually save and load your map with the correct name and path instead of using the test function, or temporarily change your mapInfo.txt to point to "editorTemp.map" while working on your map.

As for cheats, I'd just bind their console commands, either to one key to enable them all in one press, or to their own keys so they can be easily toggled individually.  For example, "fly" and/or "noclip" are pretty handy to have on their own keys for quickly getting around a map, then switching back to normal movement.

69
Turok Dinosaur Hunter Modding/Mapping / Re: Smoke's Modding Guide
« on: December 29, 2017, 12:29:35 AM »
It's fun.

70
I found the obvious one. :|

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