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Topic Summary

Posted by: BehemothProgrammer
« on: June 10, 2018, 08:56:10 PM »

Thanks, Dinomite. I just want to let you and every other person who donated that I'll be including your names in the credits of this mod under supporters as a small sign of my appreciation for your support.


And also in the next update I'll be using the X-Ray effect on players so you can find other players that are nearby more easily since I know that's a common problem everyone is having. And of course you can turn it off at any time if you don't want it.
Posted by: Dinomite
« on: June 07, 2018, 06:15:52 PM »

Great work. You should get alot more attention, honestly. People take great modders like you for granted. :(
Posted by: BehemothProgrammer
« on: June 07, 2018, 05:59:30 PM »

Lair of the Blind Ones is done! 2 more worlds to go!

I fixed many issues with the maps in Lair of the Blind Ones more than usual. The worst ones were the first 2 key rooms. If you run past the key and walked over the regions to open the door behind you nothing would happen since it's already open. Then you'd pick up the key and the door behind you would close. Kill all the enemies and the door in front of you will open where your suppose to walk over the regions that open the door behind you. But you already triggered those regions so nothing happens and the door behind you stays closed forever.

Version 0.7 June 7, 2018
  • All maps in Lair of the Blind Ones completed!
  • Life Forces are back and you can gain and lose lives, but nothing happens yet when you lose all lives. Type call stats in console to see your lives and life forces.
  • default radius of pickups is now smaller. Set to 40 which I believe is the same as SP.
  • Soul Gates will stop spawning particles when there are 6 or more deadman.
  • Fixed actionobjects from getting removedOnTick before SignalOn was getting called.
  • Fixed warp portals that enter closed areas from being visible before they are suppose to become visible when reloading the map.
Posted by: BehemothProgrammer
« on: June 03, 2018, 02:05:37 AM »

Version 0.61 June 3, 2018
  • You can now jump on cover boxes.
  • Leap of Faith and Whispers Jump Pads regions are now blocked and require the necessary inventory item to be unblocked.
  • Enemies with the Respawn flag will respawn when the map begins
  • All maps with vis or rejects warnings no longer have those warnings.
  • Added more ai paths for some enemies.
  • Any object required to progress to the end of the level is now marked Important so people with the "Show Hints" option ON will see the exclamation icons.
Posted by: BehemothProgrammer
« on: May 29, 2018, 06:49:05 PM »

Thanks, yeah that sounds like a plan. I'll probably do that with the lives until I'm able to change the map. And I'll be putting the Life Force pickups back soon too. Just got to finish up the rest of the maps and bosses.
Posted by: dc.all
« on: May 29, 2018, 01:56:22 AM »

Yeah, can't believe they skipped it. I guess they weren't familiar with T2 and the carrot of co-op being dangled infront of owners for years, even the box art and review copies had that broken co-op which we would of gladly had.
few years ago we actually got as far as primagen's lightship using the n64 co-op gameshark code and emulators.
we were determined lol.

I hope nightdive helps you out, they'll be selling more copies cause of your mod. I can guarantee it.

yeah n/p about the patreon, sorry it's such a stingy amount, hopefully you get more support from others. I'm sure many people will want the mod completed.

I found the call help command already, few interesting ones in there, that display damage is cool too.

So you say lives were disabled because you can't change level... but does that mean lives are actually functional apart from that? could a player be forced to spectate if they ran out of lives? perhaps just make it like 2 lives per stage.. if everyone dies, the host just manually restarts the map.

Best of luck! :yuush:
Posted by: BehemothProgrammer
« on: May 28, 2018, 01:54:35 PM »

Thanks! Yeah just about everyone wished they included coop in the remaster. I just saw with a lot work it could be done and tried to just go for it. Glad you liked it too. And thanks for the Patreon pledge that's super awesome of you!

Quote
I notice the game saves our weapons/progress. if I quit back to the main menu and start a new game, it will save it too.
however, if I close T2 and launch it again, all progress is lost. is this normal?
Yes that's how it is. I'm not able to save anything to a file through the games scripting so the state of the game is saved in memory only. So if the host exits the game you'll lose your progress. But I will be creating starting inventory, completed objectives, and weapons for each map when you start a new game so players can get a better starting point on any map you start from. If you want to start a new game without closing the game you can open the console (~ key) and type "call newgame" (no quotes) and the next map that loads it'll be a new game.

Quote
Is there any way to set the lives limit? or the game difficulty? or does that scale when I add more players?
For now, there's no real way to punish players for losing all their lives. Normally I'd change the map to the first map but it's currently not possible to change to a specific map though scripting, and I've asked the devs if they could get that in for the next update to the game. They said maybe. So I'm putting a lot of hope on that maybe for this mod. Difficulty currently doesn't scale yet, but it will in the future when I get to it. Right now the difficulty should be equivalent to Normal with more enemies in the early maps.

And here's some useful console commands (~) you can use that most people don't seem to know about:
"call stats" to see your current progress.
"call help" to see a full list of my special commands for making some crazy gameplay happen (change gravity, move speed, double jump, and dashes to name a few).
Posted by: dc.all
« on: May 28, 2018, 02:15:41 AM »

This really is amazing.
I've been playing Co-op over Lan for a few nights now. it all works great!
My brother and I had been waiting to play Turok2 coop ever since the N64! :D
When NightDive released the T2 remaster, the lack of a functional coop made it a deal breaker for me. (not to sound harsh, they've really done a spectacular job of reviving this classic).
but your mod fixed that, and it runs like a dream! I love the adjustments to the maps you've made. the extra enemy placements and breaking the areas up into a linear set of maps have really worked out better than I could of imagined.

intense gratification out of the way, was just wondering about a few things...

I notice the game saves our weapons/progress. if I quit back to the main menu and start a new game, it will save it too.
however, if I close T2 and launch it again, all progress is lost. is this normal?

Is there any way to set the lives limit? or the game difficulty? or does that scale when I add more players?

Thanks again.
DC
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.

:raptoid:
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. :t-rex: 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/

:oblivion:
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.

:campaigner:
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