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Messages - Smoke39

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91
Turok Dinosaur Hunter Modding/Mapping / Re: Smoke's Modding Guide
« on: October 11, 2017, 07:18:20 PM »
I dunno shit about using github.  I guess it'll be a learning experience. :b

92
Are they lever-action?  You can't have akimbo shotguns without the Terminator twirl.

Trust me, I totally wanted that. But despite going nuts with a hex editor, I still can't figure out any way to give a custom model more than 1 node for animation :(

That's a bit much to try to do with just a hex editor.  I can split it into 2 nodes for you if you want.

93
Oh, don't get me wrong; there's nothing wrong with adding stuff to the game just for fun. :D  I just have a narrow focus with Turok+ on fleshing out and improving the game while maintaining the spirit of the original.  Of course, where you draw the line is subjective, and I'm still kinda feeling out what does and doesn't fit (the T2 shotgun being a good case in point).

I agree that the lost land can accommodate almost anything thematically, but each game still has its own unique flavor.  Like, if you compare T1 just to T2, T1's conventional weapons are a little more grounded, and its heavy weapons have more of a rugged, heavy machinery kinda feel compared to T2's more high-tech, electronic feel.

I think part of it's also that it's an AK.  Like, if the AR were modeled after an M16, a poster child for "tacticool," then I probably wouldn't hesitate to slap any ol' ridiculous thing onto it.  But I sorta see AKs more as embodying rugged, straightforward pragmatism.

Anyway, not saying I'm ruling it out -- I plan to experiment with it -- just tryin'a explain my thought process.

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Akimbo Shotguns

Are they lever-action?  You can't have akimbo shotguns without the Terminator twirl.

95
I feel similarly about the "refresh" method.  I could increase the distance that triggers the refresh, and/or disable the scope after a few refreshes, but I think it'll always feel kinda arbitrary and weird.  Unscoping when moving at least has some plausible logic to it.

I've been playing with the auto re-scope version, but the manual version is a little clearer about the weapon's state, and also simpler from a coding standpoint.  I've removed the scope in preparation for v1.55 (which'll mostly be bug fixes and presentational touch-ups) but once that's out I'll try playing with the manual version some more.

I'm still undecided on the AR GL.  I feel like it kinda undermines tek arrows and pump-action explosive shells, and maybe even the pulse rifle to some degree.  On the other hand, I've sorta been feeling like the AR doesn't have much going for it versus the burst pistol, and the one-two punch of grenades and bullets is uniquely satisfying.  I just worry that it's too much.

Actually, thinking about it some more, maybe it's not the mechanics themselves that give me pause, so much as the fact that it makes a plentiful but specialized ammo type and gives it a much more general-purpose use.  It's like adding 30 more explosive shells to your arsenal.  I ran into the same problem when I experimented with a single-rocket mode for the rocket launcher.  I considered an under-barrel shotgun that uses explosive shells instead, but that even more directly competes with the pump-action.  Following that line of reasoning, I guess it could fire dragon's breath -- combine the weaknesses of both shotguns, but with the quicker follow-up and better range of bullets.  That's starting to move away from the military theme and into "Turok's Wacky Gun Show" territory, though.

96
GL: 30 blast radius, 100 damage on direct hits, 50 if the fuse runs out
hand grenade: same as GL, minus direct hits and with extra gravity
ARGL: 20 radius, 50 damage, fast proj and explodes on contact with anything, longer cooldown than GL but can fire AR during

97
Turok Dinosaur Hunter Modding/Mapping / Re: Cutscene Help
« on: September 28, 2017, 04:29:31 PM »
I'd probably go with call StartCinema when player moved a certain distance as the best choice I know of to keep scoped movement.

I considered something similar, but it doesn't take much movement to reveal big holes in the level.  On the other hand, there aren't a whole lotta places you'd even want to use a scope on level 5, and it seems to be the only level with problems.  Maybe I'm worrying too much about an edge case?

Anyway, I've mocked up a few different methods and posted them, along with the other feature I alluded to, in the Turok+ thread for y'all to try out for yourselves.  Le'me know what you guys think.

98
I'm looking for some feedback on a couple of features I've been toying with: an under barrel grenade launcher for the assault rifle, and a scope for the bow.  Downloads and further info at the bottom of the first post.

99
Turok Dinosaur Hunter / Re: Turok 1 maps (What map is it?)
« on: September 27, 2017, 11:36:58 PM »
Level 7's broken into a bunch of pieces, and pretty linear, so I took some screenshots leading up to them rather than the map.

For the second key, you need to press that button in the second shot, then go through a passage that opens up back in the direction of the entrance,

https://imgur.com/a/9vvBV

100
Turok Dinosaur Hunter Modding/Mapping / Re: Cutscene Help
« on: September 27, 2017, 02:08:38 PM »
Having worked with cutscenes briefly, all the other code for stuff loading stuff is still relative to turok himself, not the camera. You probably have to have the game itself render more chunks to fix.

Number 1 sounds pretty bad. Does this mean you'd be able to skip triggers?

Well, the player still moves like normal (CMF_LOCK_PLAYER is omitted from StartCinematic()).  Buttons, checkpoints, save totems, and enemy ambushes still work, so it seems to me like it's just rendering stuff that gets locked in when starting a cutscene, unless there's some way to signal a refresh we don't know about.

I considered "restarting" the cutscene to force a refresh, but CinematicState() doesn't return a reference, so as far as I can tell we can only skip the fade out with StartCinematic() flags, not the fade in.

A scope feature sounds cool! Like in T2. Wish I could help :(

Well, like I said, I have a workaround in place, so it's really just a matter of whether you can move while scoped or not.  Do you think the feature would be worth it if you unscoped any time you moved?

Maybe I'll put together a preview so y'all can try it out first.  I've been thinking about putting one together for another experimental feature, anyway.

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