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  • -> Re: [Release] Turok+ v2.1 by Smoke39
    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.
  • -> Re: [Release] Turok+ v2.05 by Smoke39
    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).
  • -> Re: [Release] Turok+ v2.0 by Smoke39
    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.
  • -> Re: [Release] Turok+ v1.95 by Smoke39
    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.
  • -> Re: [Release] Turok+ v1.95 by Badger
    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
  • -> Re: [Release] Turok+ v1.95 by Smoke39
    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.
  • -> Re: [Release] Turok+ v1.95 by Badger
    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?

  • -> Re: [Release] Turok+ v1.95 by Smoke39
    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.
  • -> Re: [Release] Turok+ v1.9 by Joseph Turok
    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+
  • -> Re: [Release] Turok+ v1.9 by Smoke39
    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.

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