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« Last post by |TT| on April 12, 2022, 02:01:26 AM »
Can anyone tell me why any new enemies added to certain vanilla maps via the level editor do not appear in-game? The map is loading, enemies are not difficty filtered, they just won't appear. On many but not all maps. Weird
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« Last post by Owster54 on April 08, 2022, 05:25:48 PM »
Hey new here and just wondering if anyone had heard of a possible new turok game, or if it will ever happen?
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« Last post by Olireaves on April 08, 2022, 03:17:45 AM »
I grew up with this game, Seriously ahead of it's time, Best Turok out of all the games in the series.
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« 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++
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« Last post by Dinomite on March 30, 2022, 03:24:08 PM »
For those wondering, the mod is now Steam Workshop for everyone
Got them! Great work.
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« Last post by Raffine52 on March 30, 2022, 03:29:07 AM »
Released the Gameplay Teaser showing off the weapons.
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« Last post by Raffine52 on March 29, 2022, 03:40:00 AM »
You thought it was dead? Not anymore! The reason why I haven't been working on it for a while is due to many projects and things getting in the way, and my skills not being ready yet to do such a Weapon Mod like this at the time. But however, I did found time to do a Music Pack Addon for this mod, and decided to release it early. Just like every other Turok Music Pack I worked on, It includes Tracks from the Console/PC and GBA Versions of the game. As for the mod itself, It isn't dead yet, And I will work on this after I release TimeSplitters 1 Weapons in Doom. But in the meantime, Here's the Download link to the Music Pack: https://www.mediafire.com/file/1xzhrltzu3q430t/TurokEvolutionGunsinDoomAddon_MusicPack.pk3/file
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For those wondering, the mod is now Steam Workshop for everyone
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Thanks, I will consider that, BTW of right now, I finally ported all sleg and suspended marines/senate, here if you want pics https://imgur.com/a/Phk8E4MFor your wondering, there is much more for the sleg/suspended city as they all have their skins that I can find like the alternate, multiplayer exclusives (which I just learned a few days ago), and the unused skins. There are also attachables like the Soldier's helmet and backpack, Sergeant Fuel Tanks, and the senate heads. I can't wait to finish porting these and to upload them on the workshop
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Sup guys, I wanted to share what I'm doing for G-Mod. I always wanted to have the Turok Evolution models in G-Mod as Evolution was practically a very big part of childhood on the GameCube, and I as of now I have skill on making playermodels and NPCs for G-Mod. I am planning to port all of the characters featured in Multiplayer mode excluding the raptors, all the senators, Tarkeen, and Tyrannus. I just figured I would show what I have so far and have any opinions. https://imgur.com/a/Rtc9k9r
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