Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - BehemothProgrammer

Pages: 1 ... 8 9 [10] 11 12 ... 23
91
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v1.8
« on: May 11, 2018, 09:12:16 PM »
I got a chance to play through the latest version and really wanted to get the warblade which took me a while. Overall you did some really great work with the models, animations, and fx. I'll just go through each weapon with my thoughts.

Talons: Well done with the animations and the 2 blood swipe fx. Attacks slower than the knife though. Way way way too many kills required to unlock the warblade. I had to claw everything in my path through levels 1-4 to get it, I don't think anyone playing normally would kill everything with talons for half the game.
Warblade: Another awesome T2 addition. Except in T2 it can hit up to 3 times, here it still only hits once. Wish it had the 2 blood swipes that the Talon has. Does it hurt more? I can't tell.
Bow: Cool crossbow from T2 but I prefer the T1+ Bow you made. I wish there was an option for it to shoot arrows like the crossbow. I like the arrow models you made too, much better.
Pistol: Pistol burst laser sighting works amazingly well I love it. I like the dual pistols better though because they shoot faster.
Assault Rifle: Your Turok+ assault rifle with auto fire is the best version.
Auto Shotgun: I like the new spread on it, which makes it slightly worse than the shotgun. Needed a little nerf. Don't like the slow moving flame explosive shot.
Double Barrel Shotgun: Another cool T2 weapon Addition. I find the time to hold down is too short to fire both barrels but I can see how too long would be a bad thing too. I think the alt fire(togglescope) might be a better choice for both barrels at once
Plasma Carbine: Functions like the old plasma rifle except it looks like the assault rifle? It's a little weird. I think the model should look different in some way.
Plasma Rifle: love that you got the plasma beam down pretty much the same, really awesome work.
Minigun: Tracer and muzzle effects make it look awesome. Ramping up is a nice touch too. Hopefully you add in dual miniguns in the future XD.
Alien weapon: Right on, you have the option to remove that delay before it explodes. That always kinda annoyed me. The flame thrower and it's effects are really awesome too. Need a flame thrower weapon model.
Particle Weapon: Liked that you colored the textures for the light areas. Looks great.
Throwing Grenades: My least liked weapon in Turok+. It's that you can't hold them longer to throw farther like the sunfire pods in T2. And that they don't explode on impact with actors.

Bug I found: Switch from the Rocket Launcher and back to the Rocket Launcher makes it invisible.

More options and stuff that'd be cool to have:
- Option to remove grenade throwing.
- Option to have the auto shotgun explosive shots back to normal.
- Option for enemies to drop items when they die no matter the difficulty settings
- Option to remove Turoks blob shadow
- Ability to open the Turok+ options menu anywhere at any time with a key bind or button combination


Overall, it's pretty awesome stuff! Looking forward to future releases.

92
Turok 2 Seeds of Evil Modding/Mapping / Re: Coop Mod v0.5
« on: May 05, 2018, 07:27:20 PM »
Thanks guys. For this update I skipped ahead and finished the Lair of the Blinds Ones Boss. Made him a tiny bit harder.

Version 0.5 May 5, 2018
  • Throwable Warclub Rocks now work correctly with clients.
  • Lair of the Blinds Ones Boss Completed
  • Lair of the Blinds Ones - Map 1 is playable
  • 3 new enemies as "normal enemies" - Swamp Tentacle, Ceiling Tentacle, and Sphincters.
  • When a player spawns they now have 0.5 seconds of invulnerability
  • All weapons enter/exit animations are much faster
  • Fire Speed for all weapons slightly altered for all weapons.
  • Fixed PFM Layer Fire Animation. The injector part was moving through the top part of the gun now it remains under it.
  • Fixed Torpedo Launcher UV values. There was always a seam down the middle of the launcher that really buged me.
  • Torpedo Launcher movement speed increased by 25%.

93
Just wanted to share some stuff I had done on this mod as most likely I'll never have the time to finish them, but I put together a quick video so you can at least see it. Enjoy! :t-rex:

94
Turok 2 Seeds of Evil Modding/Mapping / Re: Coop Mod v0.38
« on: May 01, 2018, 10:10:39 PM »
This ones a fairly big update.

Version 0.45 May 1, 2018
  • The Death Marshes maps 6-8, 11, and the Totem are playable. That's half way with 30 maps! Yay!
  • Inventory, Weapons, Ammo, and Health now carry over from previous played maps.
  • Selecting Port of Adia 1 will start a new game or the server can type "call newgame" in the console. If starting a new game from a map will give all players that maps starting weapons and ammo and inventory items.
  • Wasps, SpiderHatchlings, Grubs, Mother Grubs, and Compsoganthus` health no longer get health boosts based on the maps enemy health multiplier.
  • Port4: Added a warp in the Feather room that takes you to the Talisman room for less backtracking time.
  • Fixed Totem Defeat not calling for clients.
  • Fixed fade actorfx from removing actors. is now controlled through script.
  • Enemies death now trigger correctly for clients fixing dynamic enemy deaths.
  • Fixed Primagen and Queen parts and death for clients.

95
Nice, Doom maps in DKR. Is Staging Area next? lol. I had some time and played through all the custom tracks. This track was neat with the custom textures. I like your Dino Valley the best so far although I had to use the timetolose cheat to make it a bit more challenging. Good work!

96
Turok 2 Seeds of Evil Modding/Mapping / Re: Coop Mod v0.38
« on: April 28, 2018, 09:20:56 PM »
Version 0.38 April 28, 2018
  • The Death Marshes maps 1-5, 9, 10, and the oblivion portal are playable
  • Made 2 new AI Flags for simulating sniper and cloaking enemies
  • Flare gun now also damages the actor who fired it
  • The enemies now have a minimum height of GAME_SCALE * 3 (helps with meleeing those small enemies likes the spiders)
  • Player height is now the same as singleplayer
  • Turok and Tal'set classic skins are now selectable
  • Temporarily removed the Mag60 alt fire as inputs are not in sync
  • Mag60 fire sound reverted back to original
  • Arrow and Spear particle pickups now have a limited lifetime of 3 minutes
  • ...it's a secret

I also created a Patreon page. I don't expect anything, but if anyone wants to help support my works by donating then that would be super amazing! (BehemothProgrammer's Patron Page) If not, no worries, I'll still be working on the mod.

I'm hoping next up I'll be able to get some sort of menu up and running for clients to send taunts and/or vote for things. So that should be awesome.

97
Turok 2 Seeds of Evil Modding/Mapping / Re: Coop Mod v0.33
« on: April 22, 2018, 09:23:51 PM »
Version 0.33 April 22, 2018
  • Completed River of Souls Maps: 8, and Totem. Finishing all the River of Souls maps! Yay!
  • Added Adon checkpoint station in River of Souls 1
  • Removed all enemies "Can Cloak" flags that would, most of the time, cause the game to instantly close to desktop.

98
That's awesome work! I like the extra features in this map compared to your last, with the dinos stomping and flying, and the building shooting, and the cave section. Great work looks just like an official DKR track. I'll try and see if I can get this playing on an emulator.

99
Turok 2 Seeds of Evil Modding/Mapping / Re: Coop Mod v0.3
« on: April 20, 2018, 05:23:37 PM »
Thanks guys. I'm really glad alot of you are playing and enjoying this. I'm sure someone will host a game this weekend so if you missed out you can play with others then.

I updated the mod to v0.3 which brings 3 new maps. River of Souls 6, the biggest map in the game, which I combined with River of Souls 9. And Map 7 which I also combined with map 10. And map 11. So that's actually 5 sp maps added. 3 more maps for River of Souls to go and then onto the Death Marshes.

Version 0.3 April 20, 2018
  • Completed River of Souls Maps: 6,7,9,10,11
  • Added some pillars to Port of Adia 4 in the feather room.
  • PFM Mines, Arrows, and Tranq Darts will no longer spawn in the Port of Adia Totem Map
  • The Araissi Soldier is now a selectable multiplayer skin

100
Turok 2 Seeds of Evil Modding/Mapping / Re: Coop Mod
« on: April 17, 2018, 09:38:00 PM »
yup :t-rex:

Pages: 1 ... 8 9 [10] 11 12 ... 23
SimplePortal 2.3.6 © 2008-2014, SimplePortal