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  • -> Re: QTurok by BehemothProgrammer
    May 15, 2019, 08:34:34 PM
    Made one last update for this mod. I won't be doing anything more for it, so I hope everyone had fun playing it.

    Changes:
    - Title, Version, and Author of QTurok now displayed in console at game startup.
    - Console commands now available. You can type "call help" for a list of the custom console commands I've added.
    - Added console command "call music" to toggle playing the custom .wav music on/off.
    - Removed the green glow on the Biosuit pickup.
    - Put the Grenade, and Rocket fx back to default.
    - In E1M2 I changed the first fire trap to shoot a short fire stream instead of a long one, making it easier to navigate through that area.
    - Made E1M7 a bit easier with less robot enemies and added more victory gibs.
  • -> Re: QTurok by Badger
    April 30, 2019, 11:18:59 AM
    BP has not seem to have mentioned yet, but the mod now has a 4th level, sanctum download also updated.
  • -> Re: QTurok by Duke64
    April 19, 2019, 12:57:06 AM
    Nice job at this pace we might see a full QTurok, its getting even better now xD

     :raptoid:
  • -> Re: QTurok by BehemothProgrammer
    April 18, 2019, 08:04:13 PM
    :treasure: :feather: :treasure: :feather: :treasure: good job once again
    :treasure: :treasure: :treasure:


    Updated again. Added the third map - The Necropolis
  • -> Re: QTurok by Duke64
    April 13, 2019, 07:07:47 PM
    Looks like another reason to play it again nice job!

    :raptoid:
  • -> Re: The Slipgate Complex by BehemothProgrammer
    April 12, 2019, 11:08:57 PM
    Updated.

    - Changed mod name to QTurok.
    - Removed Quake jump and land sounds.
    - Turok no longer "sticks" to the ground after jumping and landing on the ground. Jumping several times quickly after landing will increase your jump speed.
    - Added more detail to the outside area in E1M1.
    - Added new map - E1M2.


  • -> Re: The Slipgate Complex by Duke64
    April 06, 2019, 08:50:57 PM
    Hey made a video here! Really enjoyed it. You got all the secrets there too, cool.

    I think the one thing I don't actually like is the Quake guy grunt. But that's probably a personal thing. I'd rather see Turok in Quake, rather than some kind of Quake in Turok with Quake maps at that point maybe just better to mod Quake. So I enjoy that its Turok weapons and enjoy the feeling to immerse as Turok visiting the Quake world. The grunt is one thing that throws that off, that's a tiny gripe anyway compared to the fun I had thanks for a good play.


  • -> Re: The Slipgate Complex by Badger
    April 05, 2019, 06:05:07 PM
     :raptoid: 1-800-IGUANAS :raptoid:
  • -> Re: The Slipgate Complex by BehemothProgrammer
    April 05, 2019, 03:36:34 PM
    This looks lovely seriously good job. I also played the shit out of this map on Duke Nukem 3D mp! Its one of those classic maps in DN3D mp. Hmm, perhaps throw this in Turok 2 for some mp also if you get bored :) Anyway, good job going to try this out now.

    Extra:
    I still have have the DN3D version too haha here it is if you get bored DN3D version has sp and mp:
    https://drive.google.com/file/d/112d4aGvy9UlF4-gzmtHzyVZzzXFkdMgB/view?usp=sharing
    Thanks. Oh cool didn't know it was a popular DN3D mp map. Yeah I'll try out the singleplayer on that map, never played that version of it before.

    Pretty rad, I was thinking of doing something similar but have been caught up with college. Glad to see you take a crack at this.

    Curious, how easily do you think this could be extended? Like perhaps if I make my own custom Quake styled Turok maps. I figure it wouldn't be that hard to work with.
    Thanks. Alot of the features in these 2 maps have things that are not possible to do with vanilla turok scripts. I actually made this as a test for a addons package I'm working on (most likely just for myself, but if you look in the .kpf you can see the folder called BP_Addons). So everything that I did in the maps is made possible with this addon package I created. If you open the map in the editor with the mod in your mods folder you'll see all the new actors I have that make the map possible without doing any scripting for the map. I also made this as compatible as possible with other mods as I could. This mod doesn't overwrite any of the vanilla scripts at all except for one iggy.txt which I use as my entry point to include all my custom script files. So adding a new map is the same as it normally would be, except here I have a bunch of extra actors that are capable of doing much more, none of which are required to use. You could still use vanilla actors if none of that extra stuff was needed in your map. But Quake maps were a good test, it had alot of things Turok didn't have.
  • -> Re: The Slipgate Complex by DoomMarine23
    April 05, 2019, 02:46:01 PM
    Pretty rad, I was thinking of doing something similar but have been caught up with college. Glad to see you take a crack at this.

    Curious, how easily do you think this could be extended? Like perhaps if I make my own custom Quake styled Turok maps. I figure it wouldn't be that hard to work with.

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