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Topic Summary

Posted by: Smoke39
« on: December 26, 2019, 07:37:01 PM »

New version is up. Highlights this time are Rage Wars tek crossbow, sunfire pods, and T1-style double-barrel shotgun.
Posted by: Smoke39
« on: October 17, 2019, 11:40:00 PM »

New version is up with Rage Wars mag 60 and assault rifle, as well as Play Turok Backwards compatibility (Turok+ must be loaded first).
Posted by: Smoke39
« on: September 29, 2019, 05:12:48 PM »

New version is up with T2 scorpion and nuke, as well as the first Rage Wars weapon: the street sweeper shotgun.
Posted by: Smoke39
« on: September 01, 2019, 07:42:18 AM »

The Getting Started tutorial teaches the fundamentals of how to make changes to the game, but the rest of the guide is more of a reference than guided lessons.  Most of what I know is documented there, though.

I'd suggest poking around the files and seeing what you can change without worrying about making anything "fancy," and just try to get a feel for how parts of the engine fit together first.  The guide can help demystify stuff as you go along, and if you ever get lost there are several of us here or on the discord who can help point you in the right direction.
Posted by: Badger
« on: July 01, 2019, 07:02:16 PM »

I mean, I'd rather have both at the same time :P. I just wanted to grandfather that one T+ terminal I have in openworld as an antique, so it could remain the last active terminal in Turok modding 0_0
Posted by: Smoke39
« on: July 01, 2019, 04:33:44 PM »

I guess I could do add it again if you really want for some reason.  Would it work all right if save points didn't open the T+ menu if there's a terminal somewhere on the map?

Someday I'd like to make the T+ menu mouse-driven.  To do that will require rendering the menu manually instead of using the help text function, so I can change the styling then.
Posted by: Badger
« on: July 01, 2019, 02:31:23 PM »

I love this! My only gripe is that the old Turok+ terminals should be grandfathered in as an optional thing for modders, but the save point having t+ menu is a big improvement for sure.

Just a suggestion for a future update, could you make the T+ menu in the save game style, now that you go to the save point to edit the menu?

Posted by: Smoke39
« on: July 01, 2019, 03:38:48 AM »

Been a while, but a new version's finally up. Highlights include the Turok 2 tek bow, alpha version pistol, and the ability to open the Turok+ menu from save points.
Posted by: Joseph Turok
« on: March 18, 2019, 10:05:07 PM »

Fantastic mod!  I can not play without 

 If the second game accepted Workshop I imagine perfect work that the smoke39 would do with Turok 2+
Posted by: Smoke39
« on: September 25, 2018, 05:15:30 PM »

I have plans for a number of RW and T3 weapons.  I've kinda been hoping Night Dive would remaster one of them before I finished (or got tired of :b) porting T2 weapons, so I could make clean conversions, but I'll look into ripping them via emulator if I have to.
Posted by: thebestmlTBM
« on: September 25, 2018, 12:37:55 PM »

This is an amazing update!

Is there any way that you can put in some of the Rage Wars Weapons as the third style? It would be awesome if I saw one of those weapons in Turok+
Posted by: Duke64
« on: September 21, 2018, 10:58:54 PM »

This is great, pretty fun using those here in T1. Shredder is so cool.

 :raptoid:
Posted by: Smoke39
« on: September 18, 2018, 04:21:16 PM »

It's been a while, but a new version is finally up with T2 pistol, mag 60, shredder, and charge dart rifle, some fixes for bugs introduced in the 2.0 game update, and the usual assortment of other touchups.
Posted by: Smoke39
« on: July 08, 2018, 08:06:31 PM »

New version is up that should fix the issues with loading non-Turok+ saves in v2.0 of the game.

I guess most people using the standalone version of Turok+ are using the gog version, which doesn't have the 2.0 update yet, but this shouldn't have any problems on the gog version, and you'll probably need it eventually, anyway.
Posted by: Smoke39
« on: July 06, 2018, 04:08:06 PM »

Just a heads-up, as of the 2.0 engine update, loading a non-Turok+ save in Turok+ seems to cause some major issues.  I'm looking into what changed to see if I can fix it now.

Edit: Did some more in-depth testing, and actually it's even worse than that! If you load a non-Turok+ save, then return to the title screen and try to start a new game, even that new game will inherit the problem from the save you tried to load.

I think I understand the problem now. Workin' on a fix.
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