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Messages - Duke64

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711
Turok 2 Seeds of Evil Modding/Mapping / Re: Retexture
« on: April 12, 2017, 09:46:00 AM »
Thanks all, I got alot of ideas for future monsters. I kinda wish I could take off from work for a month and get this done, but alas, real life changes are making it difficult to get as much done as I would like.

Your interest is greatly appreciated...


Me too man lol only having a few hours a day to work on things sucks hehh and sometimes Im just all worn out after work. No rush man if I had like a week off from work it would be great!


712
Turok 2 Seeds of Evil Modding/Mapping / Re: Retexture
« on: April 11, 2017, 08:21:43 PM »
I'm not worried with all of this hey thanks though I am along with GoT and it equals Guardian of Turok not PoT hehh ;) I put one foot in front the other and continue with my madness I tend to bury myself in projects, like right now won't mention that here :o But yeah its all for good intentions and fun. I think we all are pillars anyone involved enough is.

Hey can't wait to see what you do with the Fireborn probably going to be pretty awesome there.

713
Hmm a few things to consider here Gazer. New Mp maps means there are new numbers being used for the mp levels in hub info. You may have to edit your defs and switch numbers around. It may be best to extract the 3 def files again. And copy and paste you definitions into them again because there may even be new definitions in them. Which would then make it so when it loads yours it wont find certain things. So update your kpf using the newest defs is the cleanest way to go. I can't tel 100% yet without looking at anything though.

Checking now though excuse me just rambled that part out up there^ Worked fine for me just do what I say above should work. When there are updates we have to consider the changes they are not responsible for changes to our mods when they are trying to make the game better.

714
Turok Sanctum / Re: Turok Sanctum Published
« on: April 11, 2017, 10:22:57 AM »
I have read all the request's I'm glad some of you want to get involved with this site. That's pretty awesome appreciate it. I will be considering the requests just remember its in time I really have to set up a few more things and organize. I haven't responded to one request yet so don't think me not responding means anything. I'm just busy :s Well off to work, have a nice day all.

715
Turok 2 Seeds of Evil Modding/Mapping / Re: Scripting Guide
« on: April 10, 2017, 09:46:47 PM »
After you unzip the "game.kpf" file use this to view and copy files to your Turok 2 directory. In your Turok 2 directory create a "scripts" folder and a "defs/actors" folder.

If we wanted to display the damage done to an enemy on the screen, the first thing we need to do is create a script for enemies.
So first create a new file and call it "Enemy.txt" and place it in the scripts folder. Edit the file and create a class named Enemy and add the OnDamage callback function like so:

Code: [Select]
class Enemy : ScriptObject
{
kActor@ self;
Enemy(kActor@ actor)
{
@self = actor;
}
void OnDamage(kDamageInfo& in dmgInfo)
{
Hud.AddMessage("Enemy took " + dmgInfo.hits + " damage");
}
}

Now we just have to hook this script up to all the enemies in the game, but for testing let's just hook it up to the Raptoid enemy.
All the definitions of everything in the game is in the folder "defs". enemies are in "defs/actors/enemies.txt"

So first let's copy the "defs/actors/enemies.txt" file that was in the game.kpf that you unzipped before, and paste that into "Turok 2 - Seeds of Evil/defs/actors/enemies.txt"
Edit the file and the first entry is the Raptoid enemy. It's already defined all the properties and components needed by enemies in the game so we are going to add our custom script component class to the enemy by adding:

Code: [Select]
Begin_Component "kexScriptComponent"
scriptClass "Enemy"
End_Component
   
That's all you need to do. Run the game - make sure you're in developer mode by opening the console and typing "developer 1" if you weren't you need to close and reopen the game after setting it. When a Raptoid is damaged it should display that damage text.

That is really helpful man thanks a lot. Yeah keep up the good work can't wait to see your Turok 2 mod :)

716
Turok Sanctum / Re: Turok Sanctum Published
« on: April 09, 2017, 11:29:22 PM »
Mappers and Modders section should work correctly now clickable projects lead to there specific posts.

By the way everything on this site is done in Alphabetical order to avoid placement confusion. ABC order is the best route. Except the top rated featured posts on the side those are based on scores. Since all the projects are basically 00% it shuffles around for now. On that side widget you can choose the 'most recent' also. So its easy to navigate to newly posted things.

717


Hey that's really nice I like the atmosphere seems to have a good feel for this horror part of the map cool idea.

718
Anything Else / Re: What's Your Favourite Dinosaur?
« on: April 09, 2017, 02:25:31 PM »
All of them really. Well I am a huge dino lover I kind of hope to get into some paleontology someday. Anyways, I'm basic I really like the T-rex and raptors the most. Especially how they are depicted in the early Jurassic Park movies. I really like all dino's stegosaurus is awesome too.

719
We will listen to Darren's wishes about sharing these. So please nobody share or post these if you want to listen just go to his Bandcamp It is a great site it gives you a bunch of file formats and allows you to really hear the music(even before buying). So just drop by there if you need to hear. I bought on amazon and on bandcamp because bandcamp has more stuff and is much better. Doesn't bother me I would buy again anyone need it? bandcamp allows us to buy for friends PM me.

Thanks for sharing that on band camp. I really hope you will release more Turok goodies soon really exciting to me will buy all for more than the price lol.

That is not about kissing up it is about respect sir. The music is perfect for Turok and if you take the music out of these games and give it something else I don't know if it would of had the same effect imho.

I would like to know how deep did you get into this Darren? Because I was once a musician and I know you really have to be inside the idea to make this kind of quality match. Did you read the comics and view the game when you made these. I may just email you so we can set up a better focus here.

720
Turok Sanctum / Admins/Mods for Turok Sanctum
« on: April 09, 2017, 12:46:35 AM »
I'm looking for some people to help with the site and help manage. Very serious inquires only please! I need you to wake up breathing I AM TUROK. I do not want to be the only person who can operate...if a mod/map needs to be updated and things like this. I'm doing a lot of investigating to find the best way that can be useful at any turn. Anyways, I am looking for people to help. PM me or use contact form on sanctum. Here is the contact form at the sanctum: https://turoksanctum.com/contact-us/ But as I said feel very free to use the PM messenger here on the forum. 

Open slots:

Author: Will be able to make posts and reviews and edit them.

Editor: Will have full charge of every post made including admins posts and acces to uploads and everything an author has also (grammar freak? mr know it all hheh)

Administrator Will have charge of everything including what gets uploaded access to very important files. Pretty much able to do everything I can....


I won't select these right away there are definitely requirements okay. This is in time future actions. But if you're interested you might want to get an early start on letting me know.

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