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Messages - Smoke39

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191
Other Games / Re: Introducing GOG connect
« on: June 03, 2016, 06:08:40 PM »
I don't really like fragmenting my library across multiple services, so I used to mostly only buy old games and reboots of old games on GOG, so there'd at least be a logical categorization between my Steam games and my GOG games.  I see this new feature as a way to try to counter that inertia Steam has with OCD people like me.

Now that I know that I'll be able to consolidate more of my library on GOG over time, I think I'm going to start favoring them for new games, too.  I hope it has a similar effect on other people; I always felt bad I wasn't supporting GOG -- and, by extension, their consumer-friendly business practices -- more, just for a little extra convenience.

192
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Smoke's Tweaks
« on: June 03, 2016, 05:31:54 AM »
I meant the Designated marksman rifle.... well the assault rifle I like its new function... :D

Oooh, okay.

I don't use the Auto-Shotgun :D but can you tell me which file i need to modify. Thank you!

Now I'm confused.  Why not? :|

Anyway, look for the TurokShotgun class in scripts\weapons.txt (or scripts\weapons\TurokShotgun.txt in my mod).  Reduce the 4.0f in "self.AnimState().Set(anim_weaponFire, 4.0f, 0);" in OnBeginFire() to increase the anim rate.

In OnFire(), you'll want to reduce the 0.5f and 0.6f in the if statements, so the cocking sound and shell ejection will happen sooner, to match the quicker cocking speed.

Finally, in sounds\shaders\ready_shotgun.ksnd, you'll want to reduce the "delay = 16" in the second block, to reduce the time between the two clicks, to match the faster cocking speed.

I'd have to fiddle with it to see, but it might actually look better to dynamically adjust the anim rate in OnFire(), rather than just cranking it up across the board.  With some trickery, you could probably also change it to semi-auto instead, or even fake a horizontal cocking animation.

193
Other Games / Re: Gearbox Screwing Over EDuke32 Dev
« on: June 02, 2016, 08:05:02 PM »
Yeah I was following this hopefully Tx wins and all goes well. Man I wish there would be a new Duke that was kind of like the new Doom! Did you know that Eduke team released closed info about Gearboxes new Duke game? Its not really a new Duke but an "enhanced" version of Duke 3D featuring a new episode. Sounds kind of cool but they should be working with eduke not going against them :/

I saw a screenshot of a forum post where TerminX was talking about bad new one liners and stuff.  I'm worried about the future availability of the original, unadulterated version of Duke3D. :/

As for a Duke Nukem reboot, I'm honestly not too interested in the idea.  I haven't played the new Doom yet, but I wasn't very happy with SW'13.

194
Turok Dinosaur Hunter Modding/Mapping / Re: T1 modding (Get started)
« on: June 02, 2016, 07:48:25 PM »
Yeah you should post the dragon breath shotgun shells dude wouldn't mind checking them out.

http://www.turokforums.com/t1-moddinguser-content/%28release%29-smoke's-tweaks/

Also, really good to see another person writing some guides for Turok I thought it was kind of sad that there was only one person doing it. Seemed like that was lonely though. Nice job!

I just hope people actually find it useful.


You were saying?

Haha maybe we should make one of the weapons shoot this as a sprite :P

I actually had started on a collection of silly weapons, but never finished it.  I was having a hard time coming up with a complete set, and was getting frustrated with kfx limitations. :/

But yeah scripts can be all over the place that's true man its like where to start :s

I was thinking of starting with weapon stuff.  I'm just not really sure how to organize it, since they're members of the player class, but more likely to be used from the weapon classes.

196
Other Games / Gearbox Screwing Over EDuke32 Dev
« on: June 02, 2016, 06:42:28 AM »
This is a month old already, but I only came across it recently:

http://techraptor.net/content/duke-nukem-dust-up-gearbox-vs-gobeille

Basically, Gearbox contends that a contract TerminX has with 3DRealms is invalid, because they claim 3DR no longer has the rights to Duke3D.  But rather than taking it up with 3DR, Gearbox is threatening TerminX, probably to avoid a legal battle with 3DR since they think TerminX will comply to avoid a lawsuit.  TerminX is calling their bluff, though, and is expecting to go to court.

197
Turok Dinosaur Hunter Modding/Mapping / Re: T1 modding (Get started)
« on: June 02, 2016, 03:33:50 AM »
Mmm, "sufficient."  Such high praise.

Added some info on some of the defs files to the guide.  Would be nice to get some scripting info up next, but that's quite a can of worms...

198
Nope.  The most exotic thing I've released is dragon's breath shotgun shells.

199
Added that file overview I was talking about.  I highlighted the three areas that I consider to be the core areas.  Ideally each item will link to more thorough reference material in the future.

200
Looking at Duke's and Kaiser's modding guides, I feel like Kaiser's is pretty vague if you're not already familiar with this style of modding, and Duke's focuses too much on kpf files.  You really shouldn't be modifying game.kpf directly, and you shouldn't be making your own until you're ready to package up a mod for release.

So I've thrown together my own basic modding guide for getting started.  It explains what dev mode is for, and gives an example of the workflow for overriding files and making changes to them.  I'll probably explain making kpf files and the mods folder later, possibly even in a separate tutorial to keep this one as simple and clear as possible.

I'm also moving the links to this stuff to my signature, so I can easily update them in one place if I ever reorganize my dropbox.

Rok, let me know if this helps you with getting started, and if anything isn't clear.  Really what it comes down to is pretty much just getting the file structure figured out, and then opening stuff in notepad and experimenting.

Perhaps next I'll give a bit of an overview of what all the different files actually control.

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