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Topics - DoomMarine23

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Turok 2 Seeds of Evil Modding/Mapping / Turok 2: Enhanced Weaponry
« on: February 15, 2020, 10:57:55 PM »
Introduction
I've finally decided to make a thread for one of my many projects. I promise you that threads for all my other projects will be coming over time.
Simply stated, Enhanced Weaponry is a modification that improves the gameplay of Turok 2 by adding secondary firing modes and alternative ammo to most of the weapons, as well several balancing tweaks.

I intend on this mod being lightweight, so it should run with custom levels easily, and compatibility patches will be easy as well. Multiplayer and Co-Op support is on my To-do list.
I will be releasing a public test release soon. I still have several issues to fix, weapons to modify, and art assets to create. I will be posting content updates to this thread semi-frequently. But I will be far more frequent on the Turok Discord!

Special Thanks To: Raptor Dan for allowing me to integrate his shell FX restoration into my project. Badger for being a good friend and testing for me on spur of the moment.
Current Plans / Changes
  • Player can Hold 80 Bullets, 30 Buckshot, and 20 Explosive rounds because of the increased ammo consumption given by the numerous secondary modes.
  • Pistol: Secondary Mode: Full Auto with lower accuracy
  • Shotgun: Primary Mode: Same function, but has a new animation and fires faster. Secondary Mode: Fires 14 pellets and uses 2 ammo, slower.
  • Mag60: Primary Mode: No Change Secondary Function: Takes 5 ammo, fires a single accurate shot that does 5x damage.
  • Tranquilizer Rifle: Primary Mode: No Change Secondary Function: Takes 10 bullets, fires a single accurate shot that does 10x damage based off the Mag60. Note: Weapon will automatically switch firing modes if you run out of ammo.

Media

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EDIT: Badger helped me out. The problem is that my vertices were not connected. To fix this, I deleted the big grass triangle sector that leads into the cave mouth sectors, and actually used F2 and drew out the cave mouth sectors into the grass.

Hey guys, I've recently got serious about Turok mapping and while I understand sectors and how they work, I seem to be running into a strange issue with them.

My sectors are connected, I have validated the map and they have no errors, and if I spawn the player on the cave sectors you can move inside just fine.

But for some reason, the sectors are completely separated and I cannot walk from the grass to the cave, or vice versa. I have absolutely no idea how to fix this, been trying for over an hour now. I've recreated the sectors both with F2 Sector Reaction and Ctrl+D Drawing mode and nothing seems to work.  Any help would be appreciated.

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