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Messages - Drahsid

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61
When speed running Turok 2, in Port of Adia, when preforming the water speed boost glicth in the second water puddle, which leads to the first child, I can hardly ever make a successful jump onto land for some reason. The hit box is in my way.

62
Turok General Discussion / Re: Lets have a Turok Meme competition
« on: November 17, 2016, 11:47:23 AM »
I can't even compete with the fog one.
Here's all I got:


63
Turok 2 Seeds of Evil / Turok logo vector art
« on: November 13, 2016, 07:58:24 PM »
So I'm working on a program (which you fellas will love (If you might be interested and can make models or very high resolution textures, send me an email here)) and I was like "I'll need the logo but it's resolution is way low! I'll just render a new one." So I made a vector image and rastered it in 12k, here it is:

http://image.prntscr.com/image/1684969d735547e3bfbbf575bf2c7f61.png
(I couldn't use the /img switch because it's resolution is too high for the forums)

And, for the nerds of you out there, I will provide some specs:

Vector Image Type: .lw; .vec; raw
Vector Image Size (MB): 672
Vector Image Layers (Most important to least): K; K_DETAIL; K_COLOR; R; R_DETAIL; R_COLOR; U; U_DETAIL; U_COLOR; T; T_DETAIL; T_COLOR; O; O_DETAIL; O_COLOR; O_BACK_COLOR; O_BACK_BACK; O_BACK; DARK
RAM usage (Raw load): 3789.2 MB
RAM usage (Raster load): 524.6 MB
Rastered Resolution: 10000x5625
Rastered Size (MB): 2.99 MB
Rastered format: PNG RGBA32

Also, if you're wondering why this is in the Turok 2 section, I based this off of the T2 logo.
Also, it was super hard to draw the O in vector format.

64
Other Games / Re: Nintendo Thread
« on: October 20, 2016, 07:50:50 PM »
Hopefully the Switch works out.

65
Other Games / Re: Nintendo Thread
« on: October 20, 2016, 07:06:01 PM »
Just thought I'd post this:

66
Turok 2 Seeds of Evil / Re: Post T2 videos
« on: October 15, 2016, 08:58:13 PM »
Oh yeah, I'll do that tutorial later, but I will first redo much of the shader mod for better results.

67
Turok 2 Seeds of Evil / Re: Post T2 videos
« on: October 13, 2016, 12:27:31 AM »
Vis requested that I made a tutorial on how to use nGlide with my shader mod, so here it is:

68
Turok 2 Seeds of Evil / Re: All console commands + shortcut commands
« on: September 26, 2016, 12:45:15 PM »
No but you can look through walls by setting your camera offset to < 0

69
Anything Else / Re: How did you find the Turok Forums??
« on: September 26, 2016, 01:09:18 AM »
I was referred by Vis.

70
Anything Else / Re: Programming example thing
« on: September 25, 2016, 04:55:15 AM »
This update is pretty big, mainly because I was offline and unable to upload many builds. (Probably about 100+ builds)
Anyways, the download load is here.

Updates:
Network capabilities
I added a very simple LAN function which allows clients to connect. There is absolutely no replication, you only visualize another player. Very bugged.

Input
I reworked some of the input to be more efficient.

Physics
Well, this is quite large.
To begin, I've began to make the bullets more physically correct by making them always account for air density, geometric change. Bullets now penetrate surfaces and lose velocity based on the depth it travels. The bullets drop much less due to weighing 48 units, they rather drop due to atmospherics (Bullets now have proper weight and drop correctly).
Spring physics more efficient, smooth.
The player now drops correctly and doesn't nuke through the floor on slopes (Player velocity fixed).
Inverse Kinematics improved
Step cycle accurate to velocity change.
The player's movement direction can no longer be offset.
Gun swing improved
The gun tilts based on velocity more than it translates, this effect is much nicer.
Reworked gun breathing equation
Improved movement bob
Improved gun kick
Improved sprinting equation

Rendering
Fixed particle rendering issues
Particles are now a curve generated by 4 points rather than 2, this makes bullet drop look much nicer.
Fixed arm rendering issues
Custom rendering path
Shadows display properly
Bullet holes less buggy

Camera
The camera's rotation no longer snaps when you begin or stop moving, it rather interpolates with a weight spring for a more natural effect
The camera now bobs properly, in relation to the step cycle
Field of View movement equation modified to fit the gun's perceptive
ADS issues resolved
Camera rotation reacts to drag
Sky box depth corrected

And more things which I forgot.

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