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Type ot the full word: TUR**:
Finish the word: Turok 2: Seeds of ****:
Finish the word: Turok Dinosaur ******:

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Topic Summary

Posted by: Badger
« on: March 03, 2017, 11:44:29 AM »

Looks like a nice puzzle man I love the catacombs. I can't really tell from the picture layout you drew on the op. But how many levels are you tying to get in this??  Or is it going to be one big giant open world? Keep it up dude.

It's going to be one giant open world, I plan to work on this for many years to come.
Posted by: Rok
« on: March 03, 2017, 10:31:59 AM »

Ok well if we have choice to use hd textures or normal ones I will have more interest in this one because the original textures are the best!
Posted by: Jay Doomed
« on: March 03, 2017, 10:15:32 AM »

Looks like a nice puzzle man I love the catacombs. I can't really tell from the picture layout you drew on the op. But how many levels are you tying to get in this??  Or is it going to be one big giant open world? Keep it up dude.
Posted by: Badger
« on: March 02, 2017, 09:31:04 PM »

That's just the iddqd texture pack, not part of the mod :P



More (difficult) platforming for those looking for a challenge! This is part of a set of catacombs that will let you enter the top of the cliffs.
Posted by: Jay Doomed
« on: February 28, 2017, 02:29:22 PM »

Lol 64 coming out of hiding hours before T2 news?? xD This is a cool idea Badger let us see some progress updates my friend.
Posted by: Duke64
« on: February 27, 2017, 09:03:21 PM »

I don't really like new textures call me old school hehh nothing beats the classic I even like the pixel classic mode. Not saying hd textures are bad though... That auto shotgun looks pretty bad ass nice would be okay with using sometime. Well you have a good idea here. I'm currently all tied up, but once I clean my up my slate xD This is something I could be interested in adding a level. Hope to see progress.
Posted by: Rok
« on: February 22, 2017, 01:24:38 AM »

Pretty awesome idea you got there. Would be nice to see it go through.
Posted by: Badger
« on: February 20, 2017, 01:49:49 AM »



Wanted to give an update to let people know this mod is still alive and also give a more clear vision on what future of this mod will be.



Ideally I would work on the road plots (because there's a specific vision i want to implement on those plots) and anyone willing to contribute maps would be placed in the open plots. So you have all these maps connected to each other, literal vast open fields of jungle initially.
Inside those fields could be a mixture of enemy villages, npc villages, dungeons, crypts, alternative homes, resorts, shops, and even battlefields between 2 factions.

What would the lost land actually look like if you had time to explore and look over the cliff? The vast majority of the canon is jungle though it's not hard to imagine other biomes, seeing that this is the lost land.

In any case, 4.0 is coming later next month.  Expect the village caravan to arrive on time (I did mention this in the mod's story in the workshop page :P) and an initial release of grid 0,-1.

Friend and message me on steam for details on adding your own map: http://steamcommunity.com/id/1stbadger/
Posted by: Badger
« on: February 04, 2017, 01:28:36 AM »

This is a good map with creative design though. I actually like it dude, I'm very picky with level design because of Doom we been making maps for over 20 years. Well I hope to play a finished version one day. I actually like this one much better than that trials of turok map. I don't like it, its mostly copy paste and prefab rooms didn't even finish it boring. But this map seems to have promise keep it up.
[/quote]

Thanks, never thought of myself as a good designer so that comes as a surprise.

I recently became friends with the trials of turok creator, he himself said the level was unpolished, but ive seen his stuff, and he's an angelscript god. I have no doubt he'll have one of the most popular campaigns in the near future.


Thanks for non steam buddy

Got ya covered!
Posted by: Rok
« on: February 03, 2017, 01:33:50 PM »

Thanks for non steam buddy
Posted by: Jay Doomed
« on: February 03, 2017, 10:20:36 AM »

This is a good map with creative design though. I actually like it dude, I'm very picky with level design because of Doom we been making maps for over 20 years. Well I hope to play a finished version one day. I actually like this one much better than that trials of turok map. I don't like it, its mostly copy paste and prefab rooms didn't even finish it boring. But this map seems to have promise keep it up.
Posted by: Badger
« on: February 02, 2017, 12:17:52 PM »


Check the DropItem function in scripts/enemy/enemy.txt for how Spawn Flags 2 are interpreted.  They're listed in hex in the script, but they're in order, so you should be able to just count them.  I can add a listing to my modding guide later, once I get a chance to properly verify them.  I've been meaning to get some form of mapping reference started.

Thanks for the tip, your modding guide makes everything easier :D

i dont know what to say, the monkeys wont do
dont know what to say the monkeys wont do

A pet monkey is one of the things that will be in the game, perhaps the first pet you earn. I can make it where its skippable i guess though.
Posted by: Smoke39
« on: February 01, 2017, 11:48:27 PM »

enemy drops

Check the DropItem function in scripts/enemy/enemy.txt for how Spawn Flags 2 are interpreted.  They're listed in hex in the script, but they're in order, so you should be able to just count them.  I can add a listing to my modding guide later, once I get a chance to properly verify them.  I've been meaning to get some form of mapping reference started.
Posted by: Badger
« on: February 01, 2017, 09:31:23 PM »

Awesome man. I'm going to check your map out asap. Looks cool. I seen someone already said it but the bridge is really cool flipping it upside down to make it seem like a bridge with a roof.

Thanks :D, I thought it would look a little bit more homely.

Do you have a download of your map not on steam? I dont use steam. Cool looking level.

Open world is now open:

http://www.mediafire.com/file/nzdpcg02gpx3o9k/openworld.kpf

I would like to hear what are your plans for this mod before I can give any toughts at all.

I plan to make the world a series of full size maps. It may take several months to do, but i find it addicting and i plan to add onto it as if you are building your own town, along with a little backstory over time. The maps will vary different environments such as swamps, lava wastelands, and *maybe* even a snow land eventually, with different objectives that ill lay out in a story guide. You'll eventually be able to upgrade your house with different rooms, you'll gain pets and other things by finding hidden secrets, which i plan to make hard to find.

The mindset I have making this is in between a modded tes:morrowind and half life 2. I want the player to be able to relax and enjoy exploring the scenery while gaining some sort of achievement out of it. To me, that's why turok was fun. Remember level 4 in the main game? There's that pillar with a grenade launcher on it. When you first play the game you are kinda taunted by it until just by mistake you discover a secret path to it. A similar thing is that fake lava in level 7. Heck, I discovered recently that level 5 had a shockwave cannon because I didn't bother jumping into a pond infested with leapers before. That and the scenery made the game fun imo, and I want to help bring it back in a new twist.  :)

Looks nice I will try it out after I post this note. Can you tell me any information about sector properties values Arg 1 -> 6? I posted a note here. http://www.turokforums.com/t1-moddinguser-content/turok-dinosaur-hunter-mapping-guides/30/
Thanks - Gazer

I like the concept, Turok will probably reach a limit of how many of those plants you can put on the ground. I like the effect it gives though. Did you know that you can use shortcut 'shift + g' on keyboard to align your meshes? It looks like you have teleport pads but they didn't take me anywhere. I'm having trouble with that myself. went for a swim in the lake too. n1ce fishes. Gollum luvs fishes.  :-[


Arg 1 and 2 deal with warping with teleporters, which is more in depth in the guide. Arg 4 deals with triggers, and it can be used for moving floors, snapping enemies to the floor, and even making items appear. Don't know about the other args, the kex guide does not go into much detail and even some of the stuff is irrelevant (counter clockwise sector creating is not possible, at least with v. 1.03). I would love it if someone more educated than me made a guide on args, keys, and enemy drops for example, it'd help me and others out a bunch.  :-\

Teleporters are working for me, I'm not sure why it would be broke..
Posted by: Gazer
« on: February 01, 2017, 07:20:24 PM »

Looks nice I will try it out after I post this note. Can you tell me any information about sector properties values Arg 1 -> 6? I posted a note here. http://www.turokforums.com/t1-moddinguser-content/turok-dinosaur-hunter-mapping-guides/30/
Thanks - Gazer

I like the concept, Turok will probably reach a limit of how many of those plants you can put on the ground. I like the effect it gives though. Did you know that you can use shortcut 'shift + g' on keyboard to align your meshes? It looks like you have teleport pads but they didn't take me anywhere. I'm having trouble with that myself. went for a swim in the lake too. n1ce fishes. Gollum luvs fishes.  :-[
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