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Info/Help / Re: Welcome new member
« on: June 09, 2016, 04:58:55 PM »
Turok just went on sale on GOG today. Now's your chance!
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. 181
Info/Help / Re: Welcome new member« on: June 09, 2016, 04:58:55 PM »
Turok just went on sale on GOG today. Now's your chance!
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Other Games / Re: Gearbox Screwing Over EDuke32 Dev« on: June 07, 2016, 07:11:38 PM »[...] Looking at the article some more, I think I have a better understanding now: In 2010, Gearbox buys some subset of the Duke Nukem IP from 3DR. There seems to be a disagreement over who got what from this:
In 2014, Gearbox sues 3DR. They settle out of court. We don't know the terms of the settlement, but 3DR's letter to TerminX suggests that Gearbox got ALL rights -- new and old -- to Duke Nukem. So now there are two interpretations of whether 3DR's contract with TerminX has any validity:
I also wouldn't be to sure that eduke32 is totally safe. Gearbox owns Duke Nukem in full including Duke 3D and they have money and lawyers and ways to get what they want. Plus the new Duke 3D Gearbox is working on is going to make old con and map files not work with it. There will be a new con and map file layout that will cancel out existing mods and only work for new. The source code to Duke3Dv1.5 was released under the GPL. Gearbox can choose not to release future versions under the GPL, but I'm not sure you can just retroactively revoke it from code that's already been released under it. It doesn't seem like it would make any sense, but I don't think it's ever been tested in court before. Ken Silverman still seems to own the copyright to the Build engine itself, so at least that part's definitely safe. 183
Turok Dinosaur Hunter Modding/Mapping / Re: T1 modding (Get started)« on: June 06, 2016, 11:53:35 PM »
Yeah, it's a great reference to have available.
Made major progress on the fx section. Every property I'm aware of is listed, and almost everything has a description now, except for a few that I need to spend some time coming up with clear phrasing for, and a few flags that are still a mystery to me. 184
Other Games / Re: Gearbox Screwing Over EDuke32 Dev« on: June 06, 2016, 03:52:11 PM »
EDuke32 is safe. It uses open source code, and includes no copyrighted game data. Gearbox's problem is with a version of the game that's going to be sold (complete with the copyrighted game data). 3D Realms hired TerminX to produce this version of the game.
The part that's bullshit is that Gearbox is going after TerminX himself (an independent contractor who's caught in the crossfire), instead of going after 3D Realms (the people actually allegedly infringing on their copyright). Gearbox is bullying TerminX (who did nothing wrong) to try to avoid a lawsuit with 3D Realms. 185
Turok Dinosaur Hunter Modding/Mapping / Re: T1 modding (Get started)« on: June 04, 2016, 10:02:25 PM »
I added a link to a big script API reference provided by BehemothProgrammer on the Steam forums. Probably won't mean much to anyone without a decent understanding of how things work already, but it should make it significantly easier to write the scripts section of the guide itself.
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Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Smoke's Tweaks« on: June 04, 2016, 09:27:56 PM »
If you're modifying my mod, you can just go into defs\damageInfo.txt and change the pump-action shotgun damage values.
If you're doing it from scratch, you'll have to go into fx\shotgun.kfx and change the damage type in all the onImpact blocks to new types with the damage you want. Valid damage types to choose from are defined in defs\damageInfo.txt. If there aren't any existing damage types with the values you want, you'll have to create new ones in damageInfo.txt. 187
Turok Dinosaur Hunter Modding/Mapping / Re: T1 modding (Get started)« on: June 04, 2016, 05:42:02 AM »
Updated the guide with some initial fx info. There's still plenty more to do, but I feel like it's a pretty solid start.
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Turok Dinosaur Hunter Modding/Mapping / Re: T1 modding (Get started)« on: June 03, 2016, 06:52:34 PM »
Blood impact effects are spawned by projectiles in OnImpact. You could either modify the existing blood kfx files, or change the projectiles to spawn a brand new effect (useful if you want different weapons to have different effects, or if you don't want excessive effects blocking the player's screen when Turok gets hit himself).
I'm not sure where death blood is spawned. It might be hard-coded, or it might be attached to the animations somehow. Some might even be spawned in the enemy scripts; I'd have to check. Gibs definitely are. You can script new death effects in OnDeath() (you'll see the shockwave weapon effects being triggered from there in scripts\enemy\enemy.txt). Knife blood is spawned in scripts\player.txt, in KnifeParticles(). Effects can have multiple particles defined within them (e.g., a blood puff, some particles that fly out, the splatter on the wall). And as Duke alluded to, effects can spawn further effects in onTick, onImpact, onExpire, onWaterTick, onWaterImpact, and onWaterExpire. There're tons of kfx properties to mess with. I really need to start working on a comprehensive list. For now, you'll just have to look through the kfx files to see what's available. The kfx reference in the assorted notes in my guide should help with a few of the more cryptic properties. 189
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Smoke's Tweaks« on: June 03, 2016, 06:19:53 PM »
Shotgun knockback was actually Clebardman's idea. I came up with the knockback code, though.
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Other Games / Re: Gearbox Screwing Over EDuke32 Dev« on: June 03, 2016, 06:16:33 PM »
Bah! I'll play the shit out of this if the level design is actually good.
Granted, that's a pretty big "if." |