Posted by: Jay Doomed
« on: January 12, 2018, 11:08:01 AM »Make this into a mod! 2018!
Sixty Four does have a Diddy Kong mod but its for Turok 2 and incomplete so that's not a far fetched suggestion lmao.
Posted by: Jay Doomed« on: January 12, 2018, 11:08:01 AM »Make this into a mod! 2018! Sixty Four does have a Diddy Kong mod but its for Turok 2 and incomplete so that's not a far fetched suggestion lmao. Posted by: Duke64« on: January 11, 2018, 01:04:55 AM »Make a DiddyKong60 Lmao I love it! Posted by: Dinomite« on: January 10, 2018, 04:13:10 AM »Make a DiddyKong60 ![]() Posted by: Jay Doomed« on: January 09, 2018, 02:10:14 PM »Make a DiddyKong60 Map looks great there once again. Hey when can we expect the DiddyKong60 weapon? lmao Posted by: Rok« on: January 07, 2018, 02:15:12 PM »Looks nice i see a lot of up and down there.Make a DiddyKong60 Posted by: Duke64« on: January 04, 2018, 06:48:59 PM »Make a DiddyKong60 Don't think I wont lol I will. Well another map I'm working on, it goes with the last one I shared pics of here. ![]() Posted by: Duke64« on: January 03, 2018, 05:11:09 PM »Awesome mag60 man that's cool. When can I shoot Never ever never ever xD jk. Well its one of the new weapons I have in an upcoming mod I'm working on. Lots of levels to finish. So I don't know yet shouldn't be too long considering I just need a few days to make a level. Posted by: Jay Doomed« on: January 03, 2018, 01:48:41 PM »
Awesome mag60 man that's cool. When can I shoot ![]() Posted by: Rok« on: January 01, 2018, 02:52:08 PM »Just like Smoke said^ Happy New Year hope it is great for you and fam. Hope to see more mods and maps in 2018. Awesome mag 60 Posted by: Duke64« on: January 01, 2018, 03:24:29 AM »Just like Smoke said^
Random note: If you're in the editor and you have a fresh kpf in your mods folder of your mod, you can hit test play- then pause/restart game. It will reset the game and reload the kpf and you will play the current mod that's in your mods folder. Ehh doesn't really save any time or anything. Just something I noticed while having editor open. Happy New Years Turok's: Random thing I did tonight lol it doesn't have perfect anims its heavily based on the assault rifle. Just messing around here. Have a good one. ![]() ![]() Posted by: Smoke39« on: December 31, 2017, 06:35:48 PM »Mods are loaded according to the usual hierarchy when testing a map from the editor. The only thing to be aware of is that the editor's test function will save the map as "editorTemp.map" in the game's root, so any properties you've set for your map in defs/mapInfo.txt won't apply. You can either manually save and load your map with the correct name and path instead of using the test function, or temporarily change your mapInfo.txt to point to "editorTemp.map" while working on your map.
As for cheats, I'd just bind their console commands, either to one key to enable them all in one press, or to their own keys so they can be easily toggled individually. For example, "fly" and/or "noclip" are pretty handy to have on their own keys for quickly getting around a map, then switching back to normal movement. Posted by: ひまわりくん« on: December 31, 2017, 10:58:37 AM »Anyone know of a way to have get some cheats enabled by default when testing a map? It would do wonders for me if that was possible.
Another thing, if I wanted to make some changes to the character (eg. slower walking speed, higher health), how could I get those to work when I test out a map? Do I need to create a mod first, shove it inside the mods folder and then load the map in the editor? Posted by: Rok« on: December 21, 2017, 01:15:52 AM »It looks really fun
![]() ![]() ![]() Posted by: Dinosoid« on: December 20, 2017, 10:55:08 PM ».
Posted by: Dinosoid« on: December 20, 2017, 09:43:25 PM ».
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