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Messages - Badger

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61
Turok 2 Seeds of Evil Modding/Mapping / Re: Coop Addon: Hub Mansion
« on: April 14, 2019, 06:32:01 PM »
And this is running on Coop version 0.11.4? Because that's the only version the addon works on..

I messed with the mapinfo file, but only one line to make this map work with the mod, nothing to do with common.cpp. I double checked the text file to be sure, and it should be fine.

62
Turok 2 Seeds of Evil Modding/Mapping / Re: Coop Addon: Hub Mansion
« on: April 14, 2019, 06:01:54 PM »
This mansion is Turok Lore friendly. Just downloajn the mod and find out.

63
Turok 2 Seeds of Evil Modding/Mapping / Coop Addon: Hub Mansion
« on: April 14, 2019, 05:15:53 PM »
Good afternoon dinosaur hunters, have I got a treat for you!  :chronosceptor:

So imagine yourself. It's 1998, there are VHS players and plasma tvs. The word "lol" is barely a thing. And you need to rest and eat every time you go on a level. Stuff was hardcore back then, you know the drill!

Well, sitting inside the metallic save point area is certainly not enough. Kicking off those old Nike shoes for cold stone and metal to meet your feet? I don't think so.

Introducing, a safehouse made just for Turoks!


Now you're probably wondering, is this for free? Well, it's complimentary from Adon herself! Enjoy it and return here when you need to rest in-between levels.

1.2 (compatible with 1.0.0-1.2.5): https://turoksanctum.com/download/coop-addon-hub-mansion/

1.1 (compatible with 0.11.4): http://www.mediafire.com/file/vv9xyw58a9jrz05/COOP_Mansion_Addon1.1.kpf/file

1.0 (compatible with 0.11.4): http://www.mediafire.com/file/im5b55y1eb72keq/COOP_Mansion_Addon.kpf/file

Installation: It goes inside your root folder, inside the COOP folder that comes with BP's COOP Mod



Just run the game like normal after that. It will run on both normal and dedicated servers.

Bugs:
Because the map is located in a different folder, it cannot be automatically selected with the T2 COOP Dedicated Server app. However, you will otherwise teleport to the new map while playing the game, and if you really want to teleport instantly to the new map, just type "netmap levels/badger/HUB.map" into the command line in the app (or in console if playing a normal server).

Compatibility:
Turok 2 Coop 0.11.4 - 1.2.5

Special thanks to Smoke39 for helping to test it!

64
Turok 2 Seeds of Evil Modding/Mapping / Re: Retexture
« on: April 06, 2019, 03:20:20 PM »
Dakuwan was last active on the forums in 2017 during T2's remaster release. I've heard he's been active on Steam but from the looks of it he doesn't seem interested in Turok anymore.

Dakuwan kind of jumpstarted my retexture journey. His retextures were pretty yet he never released! It frustrated me to the point I've been slowly making custom retextures via OW, of raptors, leapers, and in the upcoming update, Purlin. So in that sense I have to thank him  :)

65
Turok Dinosaur Hunter Modding/Mapping / Re: The Slipgate Complex
« on: April 05, 2019, 06:05:07 PM »
 :raptoid: 1-800-IGUANAS :raptoid:

66
Turok Dinosaur Hunter Modding/Mapping / Re: Play Turok Backwards
« on: March 14, 2019, 09:30:49 PM »

67
Turok Sanctum page created :nuke:

https://turoksanctum.com/turok-2-besieged/

68
Turok Dinosaur Hunter / Re: Turok EX
« on: March 07, 2019, 07:32:16 PM »
I want to see how far i can go modding it on the Switch, I hope it's not too complex.

69


It reminds me of the reflections you'd see on water in turok 3. :P Very smooth, fits right in the game.

70
I'm working on a project I consider pretty important for Turok right now. I'm taking the open-source Rocket Launcher 2.0 and adding full support for Turok. Later on I will be adding Turok 2 and Forsaken.

Why do I consider this so important? Several reasons.

First, there is no good way to control mod load order for Turok. The steam workshop works off your subscription date, and GOG players must use the mods folder, which loads in alphabetical order. Rocket Launcher gives us the ability to load mods in any order we want. This means that mods that require compatibility patches, or unofficial patches, or tweaks, are all fully possible now, because you can control their order.

Second, it provides a mod launcher for GOG players, I am not aware if the GOG editor has any kind of mod launcher. So I consider this important for them.

So, I think having an "official" launcher for Turok will be a huge benefit to everyone, and of course I plan on putting my code on github soon.



This is very important, yeah, we already having mods which require other mods loaded, as well as needing load order to combine mods so that they do not overwrite each other.

Please keep us updated, need this to see the light of day.

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