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Topic Summary

Posted by: postal
« on: June 19, 2017, 03:36:57 AM »



it is beautiful
Posted by: ilgm
« on: June 18, 2017, 11:14:30 PM »

Yeah I wasn't expecting to be playing dodgeball vs AI, that was great.
Ontop of figuring out why my map was getting an assertion failure, Edward's being incredibly helpful by setting up a dedicated server just for us to crash. So if we can get another game going pretty soon that'd be good. Me and Doommarine just played for awhile and threw all the nukes we had at it with no luck, so we just need a bunch of players. I updated the download if anyone wants to try it out
We crashed the server and Edward fixed it, all is good
Posted by: ひまわりくん
« on: June 18, 2017, 06:30:29 PM »

Shit was dope, next time I'm recording stuff even if it kills me.
Posted by: operative lm
« on: June 18, 2017, 11:48:29 AM »

Holy shit, that's amazing. I need more Half-Life maps in Turok asap.
Posted by: ilgm
« on: June 17, 2017, 07:06:07 PM »

Thanks to BehemothProgrammer's model editor, I imported Crossfire from half-life 1. Here's a video of me and postal testing it



Dodgeball link was updated to include it, and here it is without dodgeball:
https://www.dropbox.com/s/11gfdo1zdn36vc5/Crossfire.kpf?dl=0
Posted by: Duke64
« on: June 15, 2017, 07:19:29 PM »

Yeah make it so we get ammo back and stuff and add more weapons in. I played on sp it was pretty fun to me but needs ammo its good to push it towards a mp mod but making a small nod so sp still works smooth would be cool too.

Posted by: ilgm
« on: June 15, 2017, 03:29:26 PM »

There's some really neat stuff in there gj man interesting and funny with Duke quotes ;)

https://turoksanctum.com/dodgeball-2/
Thanks for getting this onto your site. It's worth mentioning that this is only being made for multiplayer. Any weapon I haven't modded yet won't spawn at all in the SP maps, and I messed with the item and weapon pickups, so singleplayer would probably be ridiculously hard to get through. Maybe once I add the ability to pick up balls after they bounce around it'll be possible
Posted by: Duke64
« on: June 15, 2017, 12:44:39 AM »

There's some really neat stuff in there gj man interesting and funny with Duke quotes ;)

https://turoksanctum.com/dodgeball-2/

Posted by: ilgm
« on: June 11, 2017, 04:04:36 PM »

We update whenever the modder updates and yes we host the files. We make a post about the mod and then add a download to it. If a modder updates there mod then we add the new version. Take Badgers Open World mod for example its updated 2-3 times since we started. Even though we have in store all of the versions we just present the latest. We still have some organizing to do but when we are done. Each post will have:

A link to the release threads, a link to the original supplied download (dropbox google drive etc etc), and a current download from the site.

https://turoksanctum.com/open-world-alpha/

This one is close to how we want to have them when finished:
https://turoksanctum.com/fireseed-model-animation-editor/

Btw cool stuff you added dude.
Sounds good. I guess I'll keep posting whenever I add stuff to the mod.



I added a razorwind player model that can throw razorwinds. Jumping at players causes damage too, but it's not all that consistent cause it just shoots out damage particles whenever you jump. Haven't tested razorwind and shotgun in MP yet so they might be really op. I also wanna change their player models eventually, right now they're just the weapon viewmodels.
Raptor has larger footstep noises that have screen shake and it also moves faster, but with slower acceleration and less sidestep/backwards speed.
postal suggested adding a few trees to Ballpocalypse, so I did that, fixed the sectors and lowered the amount of meteors that spawn. I think it's mostly finished now. I also tried to fix up some more n64 maps but it turns out most of them get assertion errors whenever you try to save, something about blocksize, so I guess that's up to the devs
Posted by: Jay Doomed
« on: June 09, 2017, 11:00:00 AM »

We update whenever the modder updates and yes we host the files. We make a post about the mod and then add a download to it. If a modder updates there mod then we add the new version. Take Badgers Open World mod for example its updated 2-3 times since we started. Even though we have in store all of the versions we just present the latest. We still have some organizing to do but when we are done. Each post will have:

A link to the release threads, a link to the original supplied download (dropbox google drive etc etc), and a current download from the site.

https://turoksanctum.com/open-world-alpha/

This one is close to how we want to have them when finished:
https://turoksanctum.com/fireseed-model-animation-editor/

Btw cool stuff you added dude.
Posted by: Badger
« on: June 09, 2017, 10:58:36 AM »

You're going above and beyond adding things to this mod, I want to say congratulations for what you have so far :P
Posted by: ilgm
« on: June 08, 2017, 10:52:44 PM »

Looks pretty crazy here and fun. We are working on getting this mod on Turok Sanctum :) Your mod should be here soon. We just work a lot. Good work.

Btw looks like Duke 64 chose one of the dodgeball videos for this months featured video.

https://turoksanctum.com/
Hey that's pretty cool, thanks. Do you link to this thread or host the file on your site? I update the dropbox file whenever I add or fix anything so I'm not sure how that'll work


I've got a new video showing off the new shotgun player model and some lighting changes I did to the bullseye map.



At this point this mod is barely about dodgeball anymore. I'm just seeing what I can do with the remaining weapon slots. The last 3 weapons I've added, which are locked to the model that uses them, rely less on bouncing balls. Maybe that way there can be a balance between balls and bullets. Dodgeballs are the only weapon that can get a jerry crit though so they're still the best
I wanted to change the lighting in Bullseye, but since you can't remove lightmaps I had to copy and move everything up outside of the original lightmap and then placed some different lights. Kinda strange but it worked. Maybe I'll add some stuff to the map too, but I gotta finish Ballpocalypse first
Posted by: Jay Doomed
« on: June 07, 2017, 11:20:48 AM »

Looks pretty crazy here and fun. We are working on getting this mod on Turok Sanctum :) Your mod should be here soon. We just work a lot. Good work.

Btw looks like Duke 64 chose one of the dodgeball videos for this months featured video.

https://turoksanctum.com/
Posted by: Duke64
« on: June 04, 2017, 03:03:18 AM »

I didn't have any performance issue when I was test playing that jumppad map lol I was shooting around. But I have nvidia gtx870 and gtx1060 ran fine for me. I like to see screenshots too :)
Posted by: ひまわりくん
« on: June 03, 2017, 04:48:28 PM »

Well, I'll try joining a game when I get some time.

You need to do this on a Friday, Saturday and Sunday schedule.
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