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Topic Summary

Posted by: Smoke39
« on: September 03, 2018, 06:30:20 PM »

I update stuff occasionally as I refine my understanding: https://github.com/Smoke39/turok/commits/master
Posted by: Smoke39
« on: February 05, 2018, 12:34:16 AM »

Added some info to kCModel and kActor::CanSee(), based on some experiments with raycasting.  The new CModel info is from a post Kaiser made on steam a long time ago, but I tried to rephrase the function descriptions to be a little clearer now that I've finally done some actual testing.
Posted by: Duke64
« on: December 29, 2017, 12:43:39 AM »

Posted by: Smoke39
« on: December 29, 2017, 12:29:35 AM »

It's fun.
Posted by: Dinomite
« on: December 28, 2017, 05:24:13 PM »

Smoke, what drives you to put so much effort into a mod for such a obscure game? It's a good thing, but does it not bother you that there are not that many players who can enjoy your mod? (Due to the game not being that well known)
Posted by: Smoke39
« on: December 27, 2017, 01:15:23 AM »

I've discovered that values don't get loaded into GameVariables from save files unless their key had already been added to GameVariables (namely, in main.txt), so I added a note about it to the kDict reference.

While I was at it, I also finally got around to updating the kAI page with the unlisted flags that Behemoth clued me into a while ago.
Posted by: DoomMarine23
« on: October 11, 2017, 08:04:52 PM »

Yeah I just use the desktop application to be honest.

https://desktop.github.com/
Posted by: Smoke39
« on: October 11, 2017, 07:18:20 PM »

I dunno shit about using github.  I guess it'll be a learning experience. :b
Posted by: DoomMarine23
« on: October 11, 2017, 11:38:19 AM »

Assuming you're still maintaining this guide, I'm gonna dig through some of the undocumented stuff and write up some notes that hopefully will be some use.

I'll submit some github pull requests as soon as I get something worth showing. This guide is way too useful, its only fair to give back. lol
Posted by: Jay Doomed
« on: September 25, 2017, 12:20:41 PM »

Good work Smoke nice to see more helpful info keep it up.
Posted by: BehemothProgrammer
« on: September 25, 2017, 02:44:19 AM »

Oh wow that sucks. I'm going to have to see if it's the same in T2 since it's pretty much the same.
Posted by: Smoke39
« on: September 25, 2017, 01:28:09 AM »

Wasted a bunch of time today trying to figure out what was wrong with my math, only to eventually figure out that the "kVec3 *= kQuat" operator is broken, so I added a big ol' warning to the kQuat page.
Posted by: Smoke39
« on: September 24, 2017, 02:46:01 AM »

Added some info on player lock as it pertains to cutscenes and weapon state.
Posted by: Smoke39
« on: September 11, 2017, 07:21:05 PM »

Added info on actor initialization to ScriptObject, and info on the persistent bit (mostly in ScriptObject, plus some functions in kActor).
Posted by: Smoke39
« on: June 23, 2017, 07:24:18 PM »

Finally added an explanation of native classes (kex-prefixed), and how they work with internal script classes (k-prefixed) and user scripts (the stuff we can change): https://smoke39.github.io/turok/scripts.html#ControlStructure.  It can be kinda confusing, so I hope I was able to make things a little clearer, rather than even more confusing.

Sometime I'd like to put together a proper reference on actor defs, with info on all the native classes.  Currently you can kinda get a feel for what's delegated to the scripts by looking at the callbacks in ScriptObject, ScriptObjectPlayer, and ScriptObjectWeapon, but I think it'll help people develop an intuition seeing examples of the other side of that -- what's handled natively.
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