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Topic Summary

Posted by: Jay Doomed
« on: February 21, 2018, 01:20:09 PM »





Any progress on this yet :) I'm sure you did a lot.
Posted by: Revenant32
« on: February 02, 2018, 02:19:07 PM »

Posted by: Jay Doomed
« on: January 31, 2018, 10:17:47 AM »




Yep go with the orange :D Can we expect a release soon? Put this on workshop!

Wait a second... Is this E1M1 from Doom 64?

Yes Doom 64 Staging Area.

 :campaigner: :campaigner: :campaigner: :campaigner:
Posted by: thebestmlTBM
« on: January 31, 2018, 07:34:57 AM »

Wait a second... Is this E1M1 from Doom 64?
Looks like it.   :)
Posted by: Rok
« on: January 30, 2018, 10:49:19 PM »

I wasn't sure which color to go with on the level, the orange tint or the blue tints hmm. The level in Doom 64 is normally more of a orange tint but in some places its blue, here I can't do both of them like that. Most likely I'm going with the orange one to stay more original but wanted to see if anyone has any thoughts on that because the blue looks neat gives it a nice spacial atmosphere.





Gameplay partially done.


Go orange!
Posted by: Duke64
« on: January 30, 2018, 07:47:28 PM »

I wasn't sure which color to go with on the level, the orange tint or the blue tints hmm. The level in Doom 64 is normally more of a orange tint but in some places its blue, here I can't do both of them like that. Most likely I'm going with the orange one to stay more original but wanted to see if anyone has any thoughts on that because the blue looks neat gives it a nice spacial atmosphere.





Gameplay partially done.

Posted by: Duke64
« on: January 24, 2018, 05:17:23 PM »

Get it done by Friday mate or else....lmao jk.
:campaigner: Who me? I'm an evil sob

LOL I know you're joking but well I don't know about that... though I could do that and finish it Friday easily if I set my mind to doing that. But I don't know that I will. I'm so tired already after work lol. So that's not my goal. :) Also, I haven't been responding much to anyone and apologies.. I'm really not feeling like myself lately. I'll be fine though of course but yeah I have some things going on here. Keep up the good work everyone. Show me some WIP stuff!

Posted by: Jay Doomed
« on: January 24, 2018, 01:47:53 PM »




Across the nations you can hear my "fuck yeah!" Man I could see this being loved on the workshop. Get it done by Friday mate or else....lmao jk.

:campaigner: Who me? I'm an evil sob
Posted by: Deathsphere
« on: January 24, 2018, 11:10:13 AM »

Since I got the full level done into Turok 2, I wanted to go head and put it into Turok 1 also now I just have to lay sectors with the full level in. Its Doom 64 Staging Area. I'm going to set up a SP on this one real fast though.





Yes do this! I wonder how this sp will turn out I question the ability of somethings but I'm sure you can do workarounds. Hope to see this one soon hopefully real soon.
Posted by: Rok
« on: January 24, 2018, 01:32:51 AM »





So both T1 and T2 get some Doom 64 pretty cool.
Posted by: Duke64
« on: January 23, 2018, 07:37:51 PM »

Since I got the full level done into Turok 2, I wanted to go head and put it into Turok 1 also now I just have to lay sectors with the full level in. Its Doom 64 Staging Area. I'm going to set up a SP on this one real fast though.





Posted by: Badger
« on: January 15, 2018, 07:35:11 PM »

That seems to have fixed the issue, but I still don't understand why the other pillars I set up work just fine without doing that little trick.

Glad it's solved :)

Sector height for pillars is trial and error. I usually make sure they're a couple feet higher than the pillar because that works most of the time, but I always check anyway.
Posted by: DoomMarine23
« on: January 14, 2018, 05:08:11 PM »

Posted by: ひまわりくん
« on: January 14, 2018, 11:16:59 AM »

Is your actor type 310? (Mover_FloorLowerOnce)
Check your sectors. Did you make small slope test sectors around the sector your platform is on?
Are all your platforms XY position in the same sector area?
Are your TID values correct?
Are your property values setup correctly?

Target ID = Sound ID to play
Health = Delay Time to reset back to it's original position (0 = no reset)
Attach Chance = Move Speed
Params 1 = Move Distance

And are there any actors outside sectors anywhere in your map? (Certain actors outside sectors can cause weirdness with the game. You can use the validation checker in the editor to help with that. Particle Emitters and pickups are fine, but things like enemies and platforms are the bad ones)
Redid the sectors there, replaced the old actors with new ones, verified the map and even checked a vanilla map and the same thing happens.

You need to select the 4 vertices you made on the top of it and raise them up more if that's the case.

If your pillars are stopping at the correct length at -3, you have to fiddle with the sectors, because they're ultimately responsible for collision.
That seems to have fixed the issue, but I still don't understand why the other pillars I set up work just fine without doing that little trick.

Unrelated, but what do you guys use to record gameplay?

Shadowplay doesn't work with Turok anymore despite having the record desktop option turned on.
Posted by: Badger
« on: January 14, 2018, 10:10:48 AM »

You need to select the 4 vertices you made on the top of it and raise them up more if that's the case.

If your pillars are stopping at the correct length at -3, you have to fiddle with the sectors, because they're ultimately responsible for collision.
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