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Messages - Smoke39

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71
Turok Dinosaur Hunter Modding/Mapping / Re: Smoke's Modding Guide
« on: December 27, 2017, 01:15:23 AM »
I've discovered that values don't get loaded into GameVariables from save files unless their key had already been added to GameVariables (namely, in main.txt), so I added a note about it to the kDict reference.

While I was at it, I also finally got around to updating the kAI page with the unlisted flags that Behemoth clued me into a while ago.

72
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v1.65
« on: December 21, 2017, 07:58:40 PM »
They're all in the OP, too: Turok+ Menu

73
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v1.65
« on: December 19, 2017, 08:38:45 PM »
New version is up.  It's got the new options menu in place of the old addon system, which includes a new enemy respawn setting (thanks to BehemothProgrammer for figuring out how to suppress respawns), and more levels for the taunt system beyond just on/off.

There're also new models for the assault rifle (including an optional muzzle brake):


74
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v1.6
« on: December 11, 2017, 07:00:03 PM »
I think this might be done now:




75
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v1.6
« on: December 08, 2017, 03:48:03 AM »
Okay, I think I have the menu code neatly encapsulated now.

You'd use something like this to trigger initial setup when starting a new game.  It'll handle everything automatically, including a GameVariable to prevent triggering again when re-entering the level.  Help boxes don't seem to display during cutscenes, so rather than doing this before the hub cutscene, I put this in script 0 for level 4 (the start of level 1).
Code: [Select]
ActorFactory.Spawn( "TurokPlusSetup", 0,0,0, 0 );
And I spawn an access point in the hub by adding this to script 0 for level 5.  Naturally, you'd change the location and rotation to whatever suits your map.
Code: [Select]
kVec3 v( -1575-50, 4995, 972.8 );
ActorFactory.Spawn( "TurokPlusTerminal", v.x, v.y, v.z, Math::Deg2Rad(180),
Player.Actor().GetSectorIndexAtLocation(v) );

The spawns will silently fail if Turok+ isn't installed, so you should be able to safely add these to maps and mods to add Turok+ support without needing separate Turok+ versions of maps or map scripts.

I think all that's left to do now is to tie the settings to your save file.

edit: simplified initial setup even further with an obvious change I just realized.

76
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v1.6
« on: December 07, 2017, 05:11:03 AM »
I've been thinking about scrapping the add-on packages in favor of a menu that displays when you start a new game, and which can be accessed again later from the hub.



On Steam, this would save you from having to select everything in the loader every time you launched the game, and would avoid issues with the loader randomly deciding to screw with the load order.  On Gog it'd just simplify installation and configuration a bit.

The downsides are that you'd have to configure your settings every time you started a new game (settings are tied to your save file, rather than global), and it'd be another thing mappers would need to deal with to make their maps fully Turok+ compatible (though I think I could probably encapsulate things such that this wouldn't be too difficult).

Any thoughts?  Good idea or bad?

77
Finally got around to trying this.  Here's some random thoughts:
Make the totem poles talk like gossip stones.
I killed all my friends, but they kept respawning.  Assholes.
You made me fight all those leapers for a pistol!?
Took a zipline to hell.  Skeleton raptor scared me. ):
Died by pepper.
The end.

78
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v1.6
« on: November 18, 2017, 06:10:12 PM »
New version is up in the OP.  The big new feature is of course the scope for the bow and pulse rifle.  It's only been a month between releases, but it feels like I've been working on this thing forever. XP  Hope you guys have fun snipin' fools! :)

79
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v1.55
« on: November 16, 2017, 06:09:53 AM »
I think I might be done with this now.  Maybe.  I can't seem to stop tweaking the damn thing.


80
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v1.55
« on: November 12, 2017, 02:16:49 AM »
Still don't know why the scope particles don't spawn sometimes, but I have figured out when it happens, so I can actually work around it now.  That means translucent stuff is an option again.



I'll have to play with it some more to get a better feel for it.  I kinda got used to the old version.
edit: already rejiggered it (first version here)

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