91
Turok 2 Seeds of Evil Modding/Mapping / |TT|'s Overhaul Mod - releasing soon
« Last post by |TT| on April 05, 2022, 09:42:29 PM »I have created a mod that is largely complete, and is meant to be a Turok+ (mod for Turok1)-style upgrade that stays with the original design intent but makes the game overall better. More info to come soon.
I just have a question or three for the modders here:
1: how could I possibly modify the checkpoint stations? Say I wanted to make them only grant half ammo on higher difficulties so you're not running around with endless explosives totally ignoring half the arsenal?
2: What about universally modifying one bool on all pickup generators?
3: lastly, how about making lifeforces available on hardcore, but instead reducing red LF to 2 (hardcore only). This would be alongside the checkpoints only granting half ammo above and some other things.
It would be nice if many of the games secret areas were not rendered pointless by the removal of lifeforces and game difficulty was not about spamming quicksave.
With these implemented I can call it complete. If you can answer, please spell it out for a noob. I have decent coding experience but not with C++
I just have a question or three for the modders here:
1: how could I possibly modify the checkpoint stations? Say I wanted to make them only grant half ammo on higher difficulties so you're not running around with endless explosives totally ignoring half the arsenal?
2: What about universally modifying one bool on all pickup generators?
3: lastly, how about making lifeforces available on hardcore, but instead reducing red LF to 2 (hardcore only). This would be alongside the checkpoints only granting half ammo above and some other things.
It would be nice if many of the games secret areas were not rendered pointless by the removal of lifeforces and game difficulty was not about spamming quicksave.
With these implemented I can call it complete. If you can answer, please spell it out for a noob. I have decent coding experience but not with C++