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Finish the word: Turok 2: Seeds of ****:
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Topic Summary

Posted by: Dinosoid
« on: February 23, 2019, 08:46:41 PM »

.
Posted by: DoomMarine23
« on: February 21, 2019, 02:24:21 PM »

I've really been on a roll recently.



Posted by: DoomMarine23
« on: February 15, 2019, 10:58:09 PM »

UPDATE: Released the second version. Use it instead!

https://github.com/Doommarine23/RocketLauncher2/releases/tag/T-v0.2

I've announced it on the Discord and I'll do it here too. Here is the first release of my extension of Rocket Launcher.

https://github.com/Doommarine23/RocketLauncher2/releases/tag/T-v0.1

Turok 1 is fully supported, and right now this is Windows only. There is instructions on how to use on the page, its super simple.
Posted by: Badger
« on: February 14, 2019, 06:15:33 PM »

I'm working on a project I consider pretty important for Turok right now. I'm taking the open-source Rocket Launcher 2.0 and adding full support for Turok. Later on I will be adding Turok 2 and Forsaken.

Why do I consider this so important? Several reasons.

First, there is no good way to control mod load order for Turok. The steam workshop works off your subscription date, and GOG players must use the mods folder, which loads in alphabetical order. Rocket Launcher gives us the ability to load mods in any order we want. This means that mods that require compatibility patches, or unofficial patches, or tweaks, are all fully possible now, because you can control their order.

Second, it provides a mod launcher for GOG players, I am not aware if the GOG editor has any kind of mod launcher. So I consider this important for them.

So, I think having an "official" launcher for Turok will be a huge benefit to everyone, and of course I plan on putting my code on github soon.



This is very important, yeah, we already having mods which require other mods loaded, as well as needing load order to combine mods so that they do not overwrite each other.

Please keep us updated, need this to see the light of day.
Posted by: DoomMarine23
« on: February 14, 2019, 03:25:59 PM »

I'm working on a project I consider pretty important for Turok right now. I'm taking the open-source Rocket Launcher 2.0 and adding full support for Turok. Later on I will be adding Turok 2 and Forsaken.

Why do I consider this so important? Several reasons.

First, there is no good way to control mod load order for Turok. The steam workshop works off your subscription date, and GOG players must use the mods folder, which loads in alphabetical order. Rocket Launcher gives us the ability to load mods in any order we want. This means that mods that require compatibility patches, or unofficial patches, or tweaks, are all fully possible now, because you can control their order.

Second, it provides a mod launcher for GOG players, I am not aware if the GOG editor has any kind of mod launcher. So I consider this important for them.

So, I think having an "official" launcher for Turok will be a huge benefit to everyone, and of course I plan on putting my code on github soon.

Posted by: Smoke39
« on: October 24, 2018, 11:14:24 PM »

Posted by: Jay Doomed
« on: July 17, 2018, 03:10:37 PM »


Oops I did it again.

A mix of Perkristian's HD Doom sounds, some of the classic Doom sounds, and some of Quake 2's sounds reintroduced into a classic of its own time. Download not yet available.

Some of the very best rolled into one lol
Posted by: Raptor Dan
« on: July 16, 2018, 11:34:34 PM »


Oops I did it again.

A mix of Perkristian's HD Doom sounds, some of the classic Doom sounds, and some of Quake 2's sounds reintroduced into a classic of its own time. Download not yet available.
Posted by: Smoke39
« on: July 13, 2018, 11:41:05 PM »

Posted by: Raptor Dan
« on: July 13, 2018, 11:04:19 PM »

I'm wondering if there's a way to cut off sounds so that they don't overlap, like with pain sounds and consecutive gunshots like with the assault rifle.
Posted by: Duke64
« on: July 13, 2018, 05:09:16 PM »

Nice sounds there neat idea. Minigun cool down was nice also the quad rocket launcher is powerful.
Posted by: Raptor Dan
« on: July 13, 2018, 12:38:03 AM »

Because I am an unambitious clutz who never finishes his work, some SFX from Bioshock got my interest. :y

I just love giving weapons some beef to them.
Posted by: Raptor Dan
« on: June 23, 2018, 08:34:49 PM »

I can always make a separate version that's compatible with Turok+ then, which I don't mind because of how much content it has that I can work with.

Been wanting to do a modded play with T+ and some beefy sounds, so at least to me that'll be worth the work. :V
Posted by: Smoke39
« on: June 23, 2018, 05:13:54 PM »

Yeah, it would.  Guess you'll have to stick to just one sound, as you were doing, then.
Posted by: Raptor Dan
« on: June 23, 2018, 04:10:06 PM »

Would this be put in the weapon scripts? I was hoping to not tamper with that considering that would cause incompatibilities with other mods that change weapon behavior like Turok+.
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