Topic Summary
Posted by: Duke64
« on: May 25, 2018, 05:00:19 PM »
Sounds like a lot of work went into this update, great job man! I like that note about the Firestorm there. 
Posted by: BehemothProgrammer
« on: May 25, 2018, 03:58:43 AM »
This is a big one. The entire state of the game is now persistent.  You can check what keys you currently have and what mission objectives you need to do by typing call stats in the console. Version 0.6 May 25, 2018- Actors Persistant Bits, Mission Objectives and Level Inventory are now saved in memory for the server.
- Map changes to all the maps. Too extensive to detail all changes.
- New Server Console command: "call newgame" to start a new game from whatever map begins next
- New Server Console command: "call missions" to make all mission objectives complete
- New Console command: "call stats" to show current game progress
- Objects no longer have a delay before syncing on joining the map for clients, except for AI which is reduced to a 1 second delay.
- All weapon pickups now give ammo the first time you pick it up
- EventLinks that showed a message, or played a voice, are no longer shown/played OnSpawn.
- All weapon fire particles are now more like their SP versions
- Firestorm Cannon uses blood particles when impacting flesh and creature surfaces
- In the checkpoint stations, Adon can now be hit by melee attacks and tracked with Scorpion missiles and the Bore
Posted by: BehemothProgrammer
« on: May 13, 2018, 03:03:27 PM »
Version 0.53.1 May 13, 2018- Removed AI position lerp
- Reduced the time that platforms in death marshes 1,2,4 stay down
Version 0.53 May 13, 2018- Added darker blood sprites/textures from my dark blood mod
- Blind Lair 2 is playable
- map changes for port 1,2,4,9
- map changes for Death Marshes 3, Totem
- map changes for Blind Lair 1
- removed all explosive ammo in all adon checkpoint stations
- Lerped AI position. Needs testing to make sure ai on clients are not removed by the game by crossing certain types of regions
- Fixed actionobjects not sending touch activates to clients
- Scheduled net writes are now called after OnTick instead of before
- No Root Motion for Swamp Wasps attack animation for clients
- Reverted Shredder primary shot back to original
- Fixed Compsognathus death animation
- Added a weapon for the ability to give explosive ammo through script. In a later version this weapon will be used for voting/taunts as well.
- Explosive ammo is now kept from map to map
- The PFM Layer and Tranquilizer weapons in Port of Adia Totem map are no longer kept in the following maps
Posted by: BehemothProgrammer
« on: May 05, 2018, 07:27:20 PM »
Thanks guys. For this update I skipped ahead and finished the Lair of the Blinds Ones Boss. Made him a tiny bit harder. Version 0.5 May 5, 2018- Throwable Warclub Rocks now work correctly with clients.
- Lair of the Blinds Ones Boss Completed
- Lair of the Blinds Ones - Map 1 is playable
- 3 new enemies as "normal enemies" - Swamp Tentacle, Ceiling Tentacle, and Sphincters.
- When a player spawns they now have 0.5 seconds of invulnerability
- All weapons enter/exit animations are much faster
- Fire Speed for all weapons slightly altered for all weapons.
- Fixed PFM Layer Fire Animation. The injector part was moving through the top part of the gun now it remains under it.
- Fixed Torpedo Launcher UV values. There was always a seam down the middle of the launcher that really buged me.
- Torpedo Launcher movement speed increased by 25%.
Posted by: Badger
« on: May 05, 2018, 12:54:14 PM »
Nice work on it so far mang, can't wait to see whats in store in this mod's future.
Posted by: Duke64
« on: May 05, 2018, 03:25:33 AM »
BP sanctum should be updated to the latest. Great job so far man. I really can't wait till all levels are done but no need to rush just hopefully keep it up with your updates. https://turoksanctum.com/coop-mod/
Posted by: Jay Doomed
« on: May 02, 2018, 12:57:04 PM »
Cool mod Behemoth hopefully some folks would support your patreon. Not just for the co op mod but I would add in the fact that you made fireseed, unity tools, and tools for Turok. Great job with this though. 
Posted by: BehemothProgrammer
« on: May 01, 2018, 10:10:39 PM »
This ones a fairly big update. Version 0.45 May 1, 2018- The Death Marshes maps 6-8, 11, and the Totem are playable. That's half way with 30 maps! Yay!
- Inventory, Weapons, Ammo, and Health now carry over from previous played maps.
- Selecting Port of Adia 1 will start a new game or the server can type "call newgame" in the console. If starting a new game from a map will give all players that maps starting weapons and ammo and inventory items.
- Wasps, SpiderHatchlings, Grubs, Mother Grubs, and Compsoganthus` health no longer get health boosts based on the maps enemy health multiplier.
- Port4: Added a warp in the Feather room that takes you to the Talisman room for less backtracking time.
- Fixed Totem Defeat not calling for clients.
- Fixed fade actorfx from removing actors. is now controlled through script.
- Enemies death now trigger correctly for clients fixing dynamic enemy deaths.
- Fixed Primagen and Queen parts and death for clients.
Posted by: vis
« on: May 01, 2018, 05:45:10 AM »
Ye, good news always here!  Tnx, behe! Btw out of topic, i'm very pleased with discord Turok group to! Duke, help! ; )
Posted by: Duke64
« on: April 29, 2018, 02:33:25 PM »
Posted by: BehemothProgrammer
« on: April 28, 2018, 09:20:56 PM »
Version 0.38 April 28, 2018- The Death Marshes maps 1-5, 9, 10, and the oblivion portal are playable
- Made 2 new AI Flags for simulating sniper and cloaking enemies
- Flare gun now also damages the actor who fired it
- The enemies now have a minimum height of GAME_SCALE * 3 (helps with meleeing those small enemies likes the spiders)
- Player height is now the same as singleplayer
- Turok and Tal'set classic skins are now selectable
- Temporarily removed the Mag60 alt fire as inputs are not in sync
- Mag60 fire sound reverted back to original
- Arrow and Spear particle pickups now have a limited lifetime of 3 minutes
- ...it's a secret
I also created a Patreon page. I don't expect anything, but if anyone wants to help support my works by donating then that would be super amazing! ( BehemothProgrammer's Patron Page) If not, no worries, I'll still be working on the mod. I'm hoping next up I'll be able to get some sort of menu up and running for clients to send taunts and/or vote for things. So that should be awesome.
Posted by: BehemothProgrammer
« on: April 22, 2018, 09:23:51 PM »
Version 0.33 April 22, 2018- Completed River of Souls Maps: 8, and Totem. Finishing all the River of Souls maps! Yay!
- Added Adon checkpoint station in River of Souls 1
- Removed all enemies "Can Cloak" flags that would, most of the time, cause the game to instantly close to desktop.
Posted by: BehemothProgrammer
« on: April 20, 2018, 05:23:37 PM »
Thanks guys. I'm really glad alot of you are playing and enjoying this. I'm sure someone will host a game this weekend so if you missed out you can play with others then. I updated the mod to v0.3 which brings 3 new maps. River of Souls 6, the biggest map in the game, which I combined with River of Souls 9. And Map 7 which I also combined with map 10. And map 11. So that's actually 5 sp maps added. 3 more maps for River of Souls to go and then onto the Death Marshes. Version 0.3 April 20, 2018- Completed River of Souls Maps: 6,7,9,10,11
- Added some pillars to Port of Adia 4 in the feather room.
- PFM Mines, Arrows, and Tranq Darts will no longer spawn in the Port of Adia Totem Map
- The Araissi Soldier is now a selectable multiplayer skin
Posted by: Duke64
« on: April 20, 2018, 10:06:32 AM »
Posted by: vis
« on: April 18, 2018, 04:52:13 PM »
Tnx, man, again!  O, ye add,mr jager on list to ; )
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