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71
When I load a .skinnedmesh/.anim into Blender (with Turok 2 EX Tools) it only displays the idle frame sequence. I'm not sure what I'm doing wrong or if I didn't do something. I'm trying to get all the animation sequences.

I just noticed that the plugin was dumping a lot of text to the command window. I'm not 100% sure what this means but maybe it is something to go on:

Code: [Select]
[Skinnedmesh Validation Warning] Animation Action "Death Head Blown Off 1.001", fcurve "pose.bones["001_LOWER TORSO.L"].location" is not valid. This action will not be exported.
[Skinnedmesh Validation Warning] Animation Action "Death Head Blown Off 1.002", fcurve "pose.bones["001_LOWER TORSO.L"].location" is not valid. This action will not be exported.
[Skinnedmesh Validation Warning] Animation Action "Death Head Blown Off 1.003", fcurve "pose.bones["001_LOWER TORSO.L"].location" is not valid. This action will not be exported.
[Skinnedmesh Validation Warning] Animation Action "Death Head Blown Off 1.004", fcurve "pose.bones["001_LOWER TORSO.L"].location" is not valid. This action will not be exported.
[Skinnedmesh Validation Warning] Animation Action "Death Head Blown Off 1.005", fcurve "pose.bones["001_LOWER TORSO.L"].location" is not valid. This action will not be exported.
[Skinnedmesh Validation Warning] Animation Action "Death Head Blown Off 1.006", fcurve "pose.bones["001_LOWER TORSO.L"].location" is not valid. This action will not be exported.
[Skinnedmesh Validation Warning] Animation Action "Death Head Blown Off 1.007", fcurve "pose.bones["001_LOWER TORSO.L"].location" is not valid. This action will not be exported.
[Skinnedmesh Validation Warning] Animation Action "Death Head Blown Off 1.008", fcurve "pose.bones["001_LOWER TORSO.L"].location" is not valid. This action will not be exported.
[Skinnedmesh Validation Warning] Animation Action "Death Head Blown Off 1.009", fcurve "pose.bones["001_LOWER TORSO.L"].location" is not valid. This action will not be exported.
[Skinnedmesh Validation Warning] Animation Action "Death Head Blown Off 1.010", fcurve "pose.bones["001_LOWER TORSO.L"].location" is not valid. This action will not be exported.
[Skinnedmesh Validation Warning] Animation Action "Death Head Blown Off 1.011", fcurve "pose.bones["001_LOWER TORSO.L"].location" is not valid. This action will not be exported.
[Skinnedmesh Validation Warning] Animation Action "Death Head Blown Off 1.012", fcurve "pose.bones["001_LOWER TORSO.L"].location" is not valid. This action will not be exported.
[Skinnedmesh Validation Warning] Animation Action "Death Head Blown Off 1.013", fcurve "pose.bones["001_LOWER TORSO.L"].location" is not valid. This action will not be exported.
[Skinnedmesh Validation Warning] Animation Action "Death Head Blown Off 1.014", fcurve "pose.bones["001_LOWER TORSO.L"].location" is not valid. This action will not be exported.
[Skinnedmesh Validation Warning] Animation Action "Death Head Blown Off 1", fcurve "pose.bones["001_LOWER TORSO.L"].location" is not valid. This action will not be exported.
[Skinnedmesh Validation Warning] Animation Action "Death Head Blown Off 1.015", fcurve "pose.bones["001_LOWER TORSO.L"].location" is not valid. This action will not be exported.
[Skinnedmesh Validation Warning] Animation Action "Death PFM 1.001", fcurve "pose.bones["001_LOWER TORSO.L"].location" is not valid. This action will not be exported.
[Skinnedmesh Validation Warning] Animation Action "Death PFM 1.002", fcurve "pose.bones["001_LOWER TORSO.L"].location" is not valid. This action will not be exported.
[Skinnedmesh Validation Warning] Animation Action "Death PFM 1.003", fcurve "pose.bones["001_LOWER TORSO.L"].location" is not valid. This action will not be exported.
[Skinnedmesh Validation Warning] Animation Action "Death PFM 1.004", fcurve "pose.bones["001_LOWER TORSO.L"].location" is not valid. This action will not be exported.
[Skinnedmesh Validation Warning] Animation Action "Death PFM 1.005", fcurve "pose.bones["001_LOWER TORSO.L"].location" is not valid. This action will not be exported.
[Skinnedmesh Validation Warning] Animation Action "Death PFM 1.006", fcurve "pose.bones["001_LOWER TORSO.L"].location" is not valid. This action will not be exported.
[Skinnedmesh Validation Warning] Animation Action "Death PFM 1.007", fcurve "pose.bones["001_LOWER TORSO.L"].location" is not valid. This action will not be exported.
[Skinnedmesh Validation Warning] Animation Action "Death PFM 1.008", fcurve "pose.bones["001_LOWER TORSO.L"].location" is not valid. This action will not be exported.
[Skinnedmesh Validation Warning] Animation Action "Death PFM 1.009", fcurve "pose.bones["001_LOWER TORSO.L"].location" is not valid. This action will not be exported.
[Skinnedmesh Validation Warning] Animation Action "Death PFM 1.010", fcurve "pose.bones["001_LOWER TORSO.L"].location" is not valid. This action will not be exported.
72
Turok Comics Discussion / Turok The Sovereigns (Dynamite Comics)
« Last post by Joseph Turok on December 29, 2021, 01:50:56 PM »
Hey guys!

The information about Turok Sovereigns from Dynamite Comics is very vague, I didn't find much on the Turok Wiki.

Does anyone know why they changed his ethnicity to Afro?

Not that this is a problem, I was just curious.

Was this Turok trained by an Indian or is he a descendant?

Anyway, I don't know much about this version of the character and I wanted to discuss or clarify doubts here.

Very interesting all these variants of Turok.

73
Turok 3 Shadow of Oblivion / Turok 3 60fps, mouselook, writeup
« Last post by Drahsid on November 19, 2021, 12:01:16 AM »
Hey all, this is just a writeup about a modification that I put together ages ago but never got to releasing due to some unfortunate bugs. This supersedes the mod in this thread, as it is made for a much more accessible platform, with much more complicated code.
In any case...

What is this?
This is a mod for ModLoader64 that supports the US release of Turok 3 which allows you to use a couple tools and features:
  • 60* fps (dynamic and static)
  • 60** hz engine tickrate
  • mouselook
  • high level profiling
  • game object debugger

* = when using the static option, the game targets 60 fps, and will run in slow motion of you do not hit this target; when using the dynamic option, the game will run relative to your performance.
** = options are available to dynamically scale the engine tickrate, as well as normalize it to have the same ratio as it (1/2 framerate) does normally.

Where can I get it?
You can download the mod here
To use this mod, you must have ModLoader64 installed, simply put the mod in the mods folder and enable it on the launcher before you boot into Turok 3 US.

Feature Rundown
When you boot into the game, you will see 2 UI with various options on them. In this section I will go into detail about the options.

Controls
Mostly everything is controllable through the options menu, however, there are some functions that I mapped to the keyboard:

/: When pressing / you will toggle mouselook. When mouselook is toggled, the mod automagically binds these keys:
  • Left Mouse = Z
  • Space = R
  • A = CLeft
  • W = CUp
  • D = CRight
  • S = CDown
  • Q = A
  • Right Mouse = B
  • Middle Mouse = L
  • Return = Start
  • Z = DLeft
  • X = DUp
  • C = DRight
  • LCtrl = DDown
  • LShift = Toggle 60fps mode

Additionally, when you have the weapon wheel open, the your mouse can be used to select an item on the wheel.
Another thing that happens when mouselook is toggled is that the mod disables Auto Aim and Lookspring for all players.

Options Menu

60fps
The first option on this menu is pretty self-explanatory. Toggling this enables 60fps mode. If this option is enabled without the following option ("Dynamic Scaling"), then the game will statically target 60fps. This means that if you are not getting 60fps, the game will appear to run in slow-motion. This is extraordinarily likely, and because of this, I highly suggest toggling the Dynamic Scaling option.

Dynamic Scaling
When toggled alongside the 60fps option, the mod will evaluate your performance and using this information, attempt to scale the game to run at the correct speed. I developed this option because the game, even on emulator, unfortunately runs terribly. A quirk of this is that if you make the emulator try to run faster than full speed, it will actually scale the game correctly to any framerate (200+!)

60hz Gametick (!!)
When toggled, the mod will modify the game engine's tickrate to 60 (from the default of 15,) which may improve the smoothness of things that happen in the update loop (as the antitheses of the draw loop). Just like the 60fps option, you need to be running this fast for this option to appear to work at full speed, and as such, if you are using this option, I highly suggest enabling the following "Gametick Scaling (!!)" option, or the "Normalized Gametick" option.

Gametick Scaling (!!)
When toggled alongside the 60hz Gametick option, the mod will attempt to scale the engine's tickrate to match your current performance. This is probably the most dangerous option available.

Normalized Gamrtick
When toggled alongside the 60hz Gametick option, the target engine tickrate that the mod applies will be halved. This means with only 60hz gametick toggled, the engine tickrate will instead be 30, and with the dynamic option toggled, it will be half of your current framerate. This option is here to allow the user to preserve the original ratio of engine tickrate to target fps (which is originally 15 / 30.)

Average Length
This value represents the number of samples that are used to determine your average frametime. The higher this value, the smoother the game will react to performance hitches, however it will adversely react to these hitches less sharply. I suggest keeping this value low, since that keeps the game running at the correct speed most of the time.

Following this is a display of two histograms which detail your frametime history, and the values that are currently being used to average your frametime. These are essentially used for profiling.

Pitch Coef
This value represents the amount of rotation (in radians,) that a single unit of movement from your mouse will move your character's view vertically.

Yaw Coef
This value represents the amount of rotation (in radians,) that a single unit of movement from your mouse will move your character's view horizontally.

(!!) = dangerous

Bugs
There has been a small amount of testing a long while ago from our good friend Badger (Thanks,) so this list may grow:
  • Doors do not work when 60fps mode is enabled. Use the LShift keybind, or the UI to disable it before interacting with doors that are relevant to progression
  • Hit detection was not originally designed for 60fps, and for some reason some of it happens during draw, so in some cases the windows for hit detection may be too short, or may trigger more than normal

Bugfixes
  • The train works correctly. This thing is a piece of garbage

Not sure if this will get updated in any fashion, since I am recently busy with other things, but I've been hoarding this code for over a year, and it's much better than my old mod, so I hope you guys enjoy the ease of use of this in comparison.
74
V2.7 has been released. More Content Improvements on the Guest Characters and a few base mod changes. Originally this was going to be a update that finally goes back to focusing on the base mod itself, but I decided to push it for later. But hey, At least it wasn't stuck in Development Hell!

Akimbo Mag 60s are now part of the Mag 60 weapon instead of being a standalone weapon now. When picking up another Starting Pistol (That looks like a Mag 60), You can switch between a Single and Two Mag 60s at any time. While holding two of them, You can't use the Alt Fire: You have to make sure you are holding just one for the Alt Fire to be usable. Turok 1/Turok 2/UT also gets Akimbo Versions of their starting pistols, while Unreal 1 gets just Bullet Rounds, since he can't akimbo at all.
When I updated Turok 2's Weapons into their up-to-date versions, I pretty much forgot to update the Talon and War Blade, which not only they are still using the outdated sprites, but they also felt really slow to use. Pretty much a Big Oopsie from me! This has been fixed. Now they use the current updated sprites and are much faster to swing.
Buffed the Minigun again so it does 8 damage per shot, because having 6 damage per shot was just too weak and was suited for a slower-paced game like Rage Wars.
The Claw Weapons has been removed from the spawners.
Talon's Damage Boost under the effects of Berserk has been given to the War Blade.
The Instagib Plasma Rifle has been changed to High-Powered Plasma Rifle. It does 500 Damage if you can score a hit instead of being a 'I win' weapon.
Moved all of the weapon actors into their own folders to make development for upcoming updates much easier.
Uzis can no longer spawn in spots where the pistol would spawn.
Custom Weapon Bobbing has been added for some weapons to prevent sprite cut-off when playing in 4:3 Ratio... almost.
Changed up and added in a few sound effects, some of which are unused sounds left in the ROM.
Updated the Character Lore.
75
Turok Dinosaur Hunter Modding/Mapping / Hallorok 2021
« Last post by Badger on November 07, 2021, 11:03:17 AM »


 :feather:

Turok Sanctum Download: https://turoksanctum.com/hallorok-2021-turok-patch/


Steam Workshop Download: https://steamcommunity.com/sharedfiles/filedetails/?id=2642355330

As Tal'Set begins to rest on this Hallow's Eve from collecting candy for various villages, a darkness begins to drag his spirit down to a twisted realm taking the form of his past battles smattered with festive décor and candy galore.

Can Turok reach the 8 graves of the First Person Saints before its too late? And will his sweet tooth guide him to the bundles of delicious high quality candy corn hidden away?

Experience a remixed version of Turok's first level complete with a total visual overhaul with custom assets for Halloween. Face heavy opposition as you hunt down the 8 graves of heroes of a bygone era to unlock the final boss. Finally, hunt down delicious candies to increase your maximum health!

This Halloween, get ready to ROK.

IMPORTANT LINKS
Light Burden - Turok Mod Launcher

Turok Sanctum - for mods and a dedicated community

FUTURE PLANS:
Fix all known issues
Additional props and décor
Compatibility patches for mods such as Turok+

KNOWN ISSUES:
Enemy AI may require adjustment for combat ranges
Final teleporter is a bit finicky to enter, try entering directly into its center
No collision for graves, skeletons, and pumpkins. May stay this way for sake of gameplay

COMPATIBILITY:
Compatible with mods that do not edit the following:
scripts/main.txt
defs/fileLookup.txt
defs/mapInfo.txt
defs/textureSetinfo.txt - Non-Critical
models/misc_mortal_wound01.bin - Non-Critical
models/dyn_human_campaigner.bin - Non-Critical
gfx/hud/h_lifeforce.tga - Non-Critical
sounds/shaders/campaigner_death.ksnd - Non-Critical
sounds/shaders/campaigner_rage.ksnd - Non-Critical
sounds/shaders/campaigner_shorting_out.ksnd - Non-Critical
sounds/shaders/campaigner_taunt_2.ksnd - Non-Critical
sounds/shaders/generic_171.ksnd - Non-Critical
sounds/shaders/genenric_172.ksnd - Non-Critical

CREDITS
Badger - Main Creator
DoomMarine23 - Main Creator
Dreadful - Special Thank you for pointing out a duplicate grave model.
Smoke39 - Special Thank you for the Turok modding guide & fixing the issue with the Exhumed/Powerslave skull.
76
Updated V1.3 with two hotfixes.... Well, not fixing any issues but some little content updates:

Since Doomreal and Doom Tournament won't receive any further updates, I added in a little something. Typing in DoomTournamentDoomreal will allow you to pay respects to the Legendary Mods.
Added support for the UT Weapons Addon.

I also got around to finishing my UT Weapons Addon as well, and I decided to release it. Hope you have fun mixing up the U1 and UT Weapons at the same time.
77
After spending years in Development Hell, V1.5 has been released. Sorry If I have it stuck in Development Hell for a while just for a quick set of changes.

Shell sounds should be quieter.
Nearly all of the weapons reload faster.
The Mod's name is now shown while GZDoom/Zan is loading up.
The Console now has it's own background.
Fixed a bug where pressing the Alt Fire button while the Throwing Knifes is out will cause the weapon to disappear.
Eriko has been removed from the roster.
Automatic Shotgun no longer spend shells.
The US AR33 Assault Rifle now does the same damage as it's Perfect Dark Weapons in Doom Reloaded Counterpart.

Download: https://app.mediafire.com/8jbcq9qgnhogf
78
General User Mods, Maps, and Content / Re: [Release] Quake 1 Map - Telegraves
« Last post by Duke64 on October 17, 2021, 02:17:03 AM »
Thanks. I had to do a small update something was causing it to crash on remaster and not on Quakespasm. But its all cleaned up now did a small polish.

Updated in main post.
79
General User Mods, Maps, and Content / [Release] Quake 1 Map - Telegraves
« Last post by Duke64 on October 12, 2021, 11:55:09 PM »


Here is a quick single player level I made. Hope you enjoy some. It's just a first map and I'm not really familiar with Quake mapping. But that was fun to make. Quick map hopefully vanilla sort of like an early level in the campaigns length. Being my first I'm sure there is something I've done wrong somewhere lol. Enjoy.



Updated: https://drive.google.com/file/d/1cE3NKi2O7cZAVnMTLtEIKZ0pGhNm9hQ6/view?usp=sharing
80
Turok Rage Wars / Re: Turok Rage Wars: Cannot save 2 player trials (even on grey cart)
« Last post by Dinomite on September 27, 2021, 04:41:22 PM »
Hi guys, this is my first post in the community! I've been playing rage wars and had trouble with saving. Both me and my friend have working controller paks and save after every trial but then when we restart the game it doesn't let us load the files after clicking 2 player trials on the main menu. When going to 1 player trials it lets 1 player load one of the previous saves but when even the 1 player trials game is started it starts from the very beginning. I tried loading the characters using the settings-> load menu, but that doesn't do anything. I find this very strange not sure if its a bug as I know about the infamous bug in some versions of the game that doesn't let you finish it fully. Thank you for all your answers!
That is REALLY unusual, especially considering the fact you're using a grey cart. I've no idea what the problem could be other than maybe a dead save battery? I wish you the best of luck, mate!  :feather:
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