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Topic Summary

Posted by: Dinosoid
« on: March 17, 2019, 02:41:05 PM »

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Posted by: DoomMarine23
« on: March 14, 2019, 07:29:01 PM »

I need to study it more, but I know that it can change colors, I am not sure if it depends on the sprite the particle uses, or if that is simply ignored. It uses a mixture of the white color and black color settings to control the colors.

I am not sure if the lighting value itself can be brighter or darker and I need to test more.

I don't think negative values could work, and there is no directional lighting at all, as it covers the entire world space.

I also don't think it fades in/out smoothly. I suspect this same color/lighting system was used for the spiritual invincibility, which DOES smoothly transition.

So yeah, a lot more testing is required, I'll test out some of your direct questions and see how it goes.
Posted by: Smoke39
« on: March 14, 2019, 02:47:31 AM »

Cool idea.  I'll be interested to see what the extent of bFlash's capabilities are.  Can the directional lighting be affected, or just ambient (white and black colors maybe)?  Can the level's lighting be darkened with negative values?  Can the directional light's direction be changed (maybe with translation)?

Even if you can only add to the level's ambient light, you could theoretically script a level's ambient light by setting it to 0, then spawning different particles to set it depending on where you are in the map.
Posted by: DoomMarine23
« on: March 13, 2019, 11:30:13 PM »

Posted this on the Discord but I'm posting it here now, figured you guys would get a kick out of this.

I've made fake lighting for guns, by using the bflash variable on particles. This variable makes the entire screen light up to simulate lightning. It can also be controlled in a few other ways like colors, so I'll be adding onto this later.

I am going to try and find more ways to control it. Besides guns, explosions, and lightning, I think the next best use would be for flood lights. Like you're in a small room with tons of red emergency alarms, or perhaps in a lava filled area.

Posted by: Badger
« on: March 03, 2019, 09:31:55 PM »



It reminds me of the reflections you'd see on water in turok 3. :P Very smooth, fits right in the game.
Posted by: Smoke39
« on: March 03, 2019, 09:29:00 PM »

Posted by: Dinosoid
« on: February 28, 2019, 12:17:47 AM »

.
Posted by: DoomMarine23
« on: February 27, 2019, 11:35:08 PM »

Just a small update on that Spas 12. I've added new sounds and animations. I won't be showing it off again for awhile as I don't wanna spam this channel and rather surprise everyone with a big update.

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

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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
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