Recent Posts

Pages: [1] 2 3 ... 10
1
Turok Evolution Modding / Re: Fixing the Shaders
« Last post by DoomMarine23 on October 14, 2021, 02:20:25 PM »
Awesome work so far. I honestly didn't even know such a thing was possible. Hopefully with time we can fix up the PC version and get it into a much better state.
2
Turok Evolution Modding / Re: Fixing the Shaders
« Last post by Nutshot on October 09, 2021, 03:00:22 AM »
From what i know is that the Xbox Version definitely has the best water of all the Versions.
Maybe the Xbox Version was indeed the lead Version, this would also explain why so much prototype Versions exists but only for the Xbox and not any other platform. By this i mean they probably used the Xbox as a general Testing Platform before porting it to other systems.
@Dinomite probably knows a lot more about this.

One thing i also can remember and that´s also the point why i deleted the Game on my PC, that the Mouse was strangely working different then in your usual FPS Game.
It sometimes feels like it wants to emulate an Joystick instead of a proper Mouse Look. Sometimes it feels too slow.
It´s strange how Acclaim wasn´t able to implement a proper Mouse Look in "Turok: Evolution", they got it right on previous Games on PC.
3
Turok Evolution Modding / Re: Fixing the Shaders
« Last post by Nutshot on October 07, 2021, 04:25:19 PM »
Wow, this is cool.
Yeah, i think i remember now that on PC it looked always so different from what i remember from playing it on console long ago.
Turns out it was the shaders all along. Can it be that the PC Version is based on a more earlier Version of the Game? Or maybe that they forgot to include the shaders properly?
I mean wasn´t Evolution one of the last Games for Acclaim? Maybe they production of it was more troubled then we know.
4
Turok Evolution Modding / Fixing the Shaders
« Last post by Paradise12314 on October 06, 2021, 04:57:56 PM »
Hi everyone, my first post on this forum

I decided to have a mess around with the Shader files, and something interesting.

All the Brightly lit objects use the file Diffuse.fx

So a little swapping around I managed to fix it.

Before


After


Here is the Shader. Make a backup of the shader file in /Data/Effects first.

https://www.mediafire.com/file/o9mroq4ngnk1hat/Diffuse.zip/file

I will keep plugging away at the Shaders to see what works. I will update this Thread as I find things.
5
Turok 2 Seeds of Evil Modding/Mapping / Re: Turok 2: Enhanced Weaponry
« Last post by DoomMarine23 on February 28, 2020, 12:29:20 AM »
I appreciate the fact that Turok 2 is getting more custom weaponry  :oblivion:

Trust me, I got big plans for Turok 2.  :have a nice day:
6
Turok 2 Seeds of Evil Modding/Mapping / Re: Turok 2: Enhanced Weaponry
« Last post by Badger on February 28, 2020, 12:14:36 AM »
I appreciate the fact that Turok 2 is getting more custom weaponry  :oblivion:
7
Turok 2 Seeds of Evil Modding/Mapping / Re: Harbor 5 - Remastered
« Last post by vis on February 26, 2020, 08:41:21 PM »
One of best maps in classic... Let's hope rem mp will get updated so there can be a lot interesting things recreated and played online. Gj, badg!
8
Turok 2 Seeds of Evil Modding/Mapping / Re: Harbor 5 - Remastered
« Last post by DoomMarine23 on February 26, 2020, 06:59:47 AM »
Glad I could help you get this up. You did a great job and it was fun play-testing a few times. We really need to have a few game nights.  :have a nice day:
9
Turok 2 Seeds of Evil Modding/Mapping / Harbor 5 - Remastered
« Last post by Badger on February 22, 2020, 06:27:21 PM »


https://turoksanctum.com/harbor-5-remastered/

Old Turok 2 Multiplayer’s popular Harbor 5 map has returned to the remaster! I have set weapons, teleporters, and spawns to be in the same locations as the original would have had. Have fun!

Big round of applause to Doommarine23! He helped investigate old mp’s version of the map to make all the above mentioned placements more accurate!
10
Turok 2 Seeds of Evil Modding/Mapping / Turok 2: Enhanced Weaponry
« Last post by DoomMarine23 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
Pages: [1] 2 3 ... 10
SimplePortal 2.3.6 © 2008-2014, SimplePortal