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Messages - BehemothProgrammer

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81
Turok 2 Seeds of Evil Modding/Mapping / Re: Coop Mod v0.7
« on: June 07, 2018, 05:59:30 PM »
Lair of the Blind Ones is done! 2 more worlds to go!

I fixed many issues with the maps in Lair of the Blind Ones more than usual. The worst ones were the first 2 key rooms. If you run past the key and walked over the regions to open the door behind you nothing would happen since it's already open. Then you'd pick up the key and the door behind you would close. Kill all the enemies and the door in front of you will open where your suppose to walk over the regions that open the door behind you. But you already triggered those regions so nothing happens and the door behind you stays closed forever.

Version 0.7 June 7, 2018
  • All maps in Lair of the Blind Ones completed!
  • Life Forces are back and you can gain and lose lives, but nothing happens yet when you lose all lives. Type call stats in console to see your lives and life forces.
  • default radius of pickups is now smaller. Set to 40 which I believe is the same as SP.
  • Soul Gates will stop spawning particles when there are 6 or more deadman.
  • Fixed actionobjects from getting removedOnTick before SignalOn was getting called.
  • Fixed warp portals that enter closed areas from being visible before they are suppose to become visible when reloading the map.

82
Turok 3 Shadow of Oblivion / Re: Prototype (May 31, 2000)
« on: June 04, 2018, 08:10:24 PM »
Awesome thanks for the support, Dinomite! :treasure:
Definitely gives me great motivation to keep at the coop mod.

83
Turok 2 Seeds of Evil Modding/Mapping / Re: Coop Mod v0.61
« on: June 03, 2018, 02:05:37 AM »
Version 0.61 June 3, 2018
  • You can now jump on cover boxes.
  • Leap of Faith and Whispers Jump Pads regions are now blocked and require the necessary inventory item to be unblocked.
  • Enemies with the Respawn flag will respawn when the map begins
  • All maps with vis or rejects warnings no longer have those warnings.
  • Added more ai paths for some enemies.
  • Any object required to progress to the end of the level is now marked Important so people with the "Show Hints" option ON will see the exclamation icons.

84
Turok 2 Seeds of Evil Modding/Mapping / Re: Coop Mod v0.6
« on: May 29, 2018, 06:49:05 PM »
Thanks, yeah that sounds like a plan. I'll probably do that with the lives until I'm able to change the map. And I'll be putting the Life Force pickups back soon too. Just got to finish up the rest of the maps and bosses.

85
Turok 3 Shadow of Oblivion / Re: Prototype (May 31, 2000)
« on: May 28, 2018, 07:59:50 PM »
Quote
You'll be lucky to survive the first area of level 4, the AI is so overpowered there.
lol I played through that level and man do those grunts chew through your health like no tomorrow. I basically can't allow them to shoot for longer than a second or I'm dead. They should have kept that for Oblivion difficulty, would have been funny.

86
Turok 2 Seeds of Evil Modding/Mapping / Re: Coop Mod v0.6
« on: May 28, 2018, 01:54:35 PM »
Thanks! Yeah just about everyone wished they included coop in the remaster. I just saw with a lot work it could be done and tried to just go for it. Glad you liked it too. And thanks for the Patreon pledge that's super awesome of you!

Quote
I notice the game saves our weapons/progress. if I quit back to the main menu and start a new game, it will save it too.
however, if I close T2 and launch it again, all progress is lost. is this normal?
Yes that's how it is. I'm not able to save anything to a file through the games scripting so the state of the game is saved in memory only. So if the host exits the game you'll lose your progress. But I will be creating starting inventory, completed objectives, and weapons for each map when you start a new game so players can get a better starting point on any map you start from. If you want to start a new game without closing the game you can open the console (~ key) and type "call newgame" (no quotes) and the next map that loads it'll be a new game.

Quote
Is there any way to set the lives limit? or the game difficulty? or does that scale when I add more players?
For now, there's no real way to punish players for losing all their lives. Normally I'd change the map to the first map but it's currently not possible to change to a specific map though scripting, and I've asked the devs if they could get that in for the next update to the game. They said maybe. So I'm putting a lot of hope on that maybe for this mod. Difficulty currently doesn't scale yet, but it will in the future when I get to it. Right now the difficulty should be equivalent to Normal with more enemies in the early maps.

And here's some useful console commands (~) you can use that most people don't seem to know about:
"call stats" to see your current progress.
"call help" to see a full list of my special commands for making some crazy gameplay happen (change gravity, move speed, double jump, and dashes to name a few).

87
Turok 2 Seeds of Evil Modding/Mapping / Re: Coop Mod v0.6
« on: May 25, 2018, 03:58:43 AM »
This is a big one. The entire state of the game is now persistent. :t-rex: You can check what keys you currently have and what mission objectives you need to do by typing call stats in the console.

Version 0.6 May 25, 2018
  • Actors Persistant Bits, Mission Objectives and Level Inventory are now saved in memory for the server.
  • Map changes to all the maps. Too extensive to detail all changes.
  • New Server Console command: "call newgame" to start a new game from whatever map begins next
  • New Server Console command: "call missions" to make all mission objectives complete
  • New Console command: "call stats" to show current game progress
  • Objects no longer have a delay before syncing on joining the map for clients, except for AI which is reduced to a 1 second delay.
  • All weapon pickups now give ammo the first time you pick it up
  • EventLinks that showed a message, or played a voice, are no longer shown/played OnSpawn.
  • All weapon fire particles are now more like their SP versions
  • Firestorm Cannon uses blood particles when impacting flesh and creature surfaces
  • In the checkpoint stations, Adon can now be hit by melee attacks and tracked with Scorpion missiles and the Bore

88
Turok 2 Seeds of Evil Modding/Mapping / Re: Coop Mod v0.53
« on: May 13, 2018, 03:03:27 PM »
Version 0.53.1 May 13, 2018
  • Removed AI position lerp
  • Reduced the time that platforms in death marshes 1,2,4 stay down

Version 0.53 May 13, 2018
  • Added darker blood sprites/textures from my dark blood mod
  • Blind Lair 2 is playable
  • map changes for port 1,2,4,9
  • map changes for Death Marshes 3, Totem
  • map changes for Blind Lair 1
  • removed all explosive ammo in all adon checkpoint stations
  • Lerped AI position. Needs testing to make sure ai on clients are not removed by the game by crossing certain types of regions
  • Fixed actionobjects not sending touch activates to clients
  • Scheduled net writes are now called after OnTick instead of before
  • No Root Motion for Swamp Wasps attack animation for clients
  • Reverted Shredder primary shot back to original
  • Fixed Compsognathus death animation
  • Added a weapon for the ability to give explosive ammo through script. In a later version this weapon will be used for voting/taunts as well.
  • Explosive ammo is now kept from map to map
  • The PFM Layer and Tranquilizer weapons in Port of Adia Totem map are no longer kept in the following maps

89
Turok 3 Shadow of Oblivion / Prototype (May 31, 2000)
« on: May 12, 2018, 10:40:43 PM »
I was playing through an early build of the game recently. Noticed some cool things like a new enemy at the start, more areas and details. And there's a swat walker on the street and it looked like that if you entered it you would have been able to ride it through the street section. Funny that the game seemed better in certain areas before the final version. Here's a playthrough of the first levels with Joseph.

90
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v1.8
« on: May 12, 2018, 10:31:11 PM »
For the warblade the description said just get melee kills so that's why I thought it was all kills. But yeah I see why you did it with the keys.
The arrows: Yeah understandable with no poly collision and the stupidness of bridge sectors which is terrible in this game(in T2 it works).

For removing the hand grenades, easiest thing to do is if the player doesn't have them and the option is off then don't give them, and if they already have them then to bad. If you want to try and go beyond that you can remove weapons by setting the GameVariable g_newgame to true and the next time a map begins you'll have only your default weapons. As I remember everything else stays the same. A real new game is only triggered by selecting the Start Game title menu option.

Turok+ menu: Right I forgot that enemies don't attack you when the player is locked and in a cinema you can't use help text. You'd have to constantly set the players positions but it doesn't prevent them from moving for 1 frame before warping them back, yeah I'd say nevermind about that then, too annoying to deal with.

I'll get to the T2 flamethrower eventually. :b

Already fixed the rocket launcher for the next version. :)
Awesome.

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