Turok: Dinosaur Hunter Forums!

Turok Games => Turok 2 Seeds of Evil => Turok 2 Seeds of Evil Modding/Mapping => Topic started by: ilgm on June 02, 2017, 11:09:40 PM

Title: Turok 2 MP - Dodgeball
Post by: ilgm on June 02, 2017, 11:09:40 PM
Here's a dodgeball mod that I'm updating pretty frequently

There's 13 modded weapons right now, all seem to be working fine in multiplayer


Dodgeballs/Superballs
Standard dodgeballs with a small chance to crit and send balls of steel flying everywhere. Secondary ammo is the superball, which shoots 3 faster balls. You can only hold one superball at a time. All dodgeballs are instakill
Each superball will turn into a box of regular dodgeballs each giving you 5 balls, and a regular dodgeball crit will turn into a superball pickup

Tennis ball launcher
Fires tennis balls with high bounce energy, each doing a small amount of damage, making it the only projectile that isn't instakill. Maximum 3 shots

Magic baseballs
A baseball that splits into more baseballs when it hits the ground. Replaces the 10 health pickup spot. You can only hold 2 at a time

Nuke balls
Nuke with smaller blast radius, but shoots out 40 superballs

Meteor Gun
The pistol received a small upgrade allowing it to call in meteor airstrikes. Only has one shot

Laser Ball Chainsaw
It's a laser chainsaw except it's also a ball

Plasma balls (Texture by DoomMarine23)
Plasma rifle that shoots a line of slow moving plasma balls. Maximum 10 rounds where each shot costs 5

Voodoo Bore
With the power of voodoo magic, Wilson will latch onto your head and explode into 16 mini-Wilsons. Maximum 1 shot and takes the place of the Cerebral Bore and ultra health spawns

Rubber Blue Ball Launcher
Fire rubber blue balls as fast as you can click, or hold to charge for a stronger, faster shot. Strongest charge will gain speed with every bounce

Torpedo
A weapon that isn't really a weapon. It doesn't shoot anything but makes you go really fast on land and in water. Leftclick to honk
https://streamable.com/y4t92

Cannon Ball Launcher
Fires 3 giant cannon balls at a time, pierces enemies

Pingpong Cannon
Superfast firestorm cannon that shoots pingpong balls, 150 shots.
https://streamable.com/zhunn

Wave Blade
Turok now shoots wave beams. Penetrates walls, low damage


You can also play as:

Jerry

Drone
Giant green alien bug that shoots lasers. Does around 35 damage per hit

Sister of Despair
She can move fast and fire slow moving blue skulls, instakill

Child
A giant child, you pretty much need to crouch to get through doorways

Shotgun
Play as a shotgun, secondary ammo shoots a max payne head that shoots flames

Razorwind
Play as a razorwind that can also throw razorwinds. Jump at players to cause damage

And the following inanimate objects:
Large Spinning Object
Dead Soldier
Giant Alien Egg
Crate (custom model by DoomMarine23)
Nintendo 64 Expansion Pak (custom model by DoomMarine23)
Chair

More Raptor Fest Enemies
12 more enemies, including 3 larger variants that start spawning after 100 kills.
Nala, Bio-bot, Fireborn, Death Guard, Primagen Trooper, Lord of the Flesh, Juggernaut, Sister of Despair, Swamp Wasp, Grub, Giant Endtrail and Cave Spider

8 new maps (plus one that barely counts as a map)
Ballpocalypse
Crossfire
Zoom City
Musical Chair
Musical Chairs by me and postal
Jerry's Chamber

mariolol and notdwango by Kaiser/Edward850
(Link to his Facepunch post because Steam removes mediafire links) (https://facepunch.com/showthread.php?t=1554543&p=52399306&viewfull=1#post52399306)
Grid Map by Doctor Flounder Box

Old video showing off the weapons


Video from earlier today showing some of the new stuff


Download - last updated 8/3/2017
https://www.dropbox.com/s/wgb5662udz4yoqq/dodgeball.kpf?dl=0


Thank you to postal for testing and coming up with some weapon ideas, and DoomMarine23 for some custom textures, lightmap building, and (eventually) models.
Edward850 and Kaiser have also been very helpful with their mod support by fixing a few problems I was having

Also Behemothprogrammer's Fireseed model and animation editor has been very useful, letting me modify the warblade, torpedo launcher, raptor, and also add footsteps sounds and blood to the turok_and_friends animations. I also wouldn't have been able to add the sister of despair model into MP without it cause one of the keyframes would spawn an actor when she died, causing an assertion failure.
Title: Re: Turok 2 MP - Dodgeball
Post by: postal on June 03, 2017, 12:17:55 AM
this mod is fun as fuck. also, cross post from the videos thread:



after tomorrows game I'll have a new video up. got some ridiculous footage from today's testing session so I'll just combine them together
Title: Re: Turok 2 MP - Dodgeball
Post by: ひまわりくん on June 03, 2017, 08:44:07 AM
This looks cray.

It won't set my rig on fire, will it?
Title: Re: Turok 2 MP - Dodgeball
Post by: ilgm on June 03, 2017, 11:35:16 AM
This looks cray.

It won't set my rig on fire, will it?
That depends on what kind of potato you're running on. I have a GTX 770 and an i5 4670, haven't really noticed any framerate drops. The nuke is probably the most taxing with its 40 balls, used to be 64.
There's a few hitches in my latest video, shadowplay's fault.
Title: Re: Turok 2 MP - Dodgeball
Post 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.
Title: Re: Turok 2 MP - Dodgeball
Post 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 :)
Title: Re: Turok 2 MP - Dodgeball
Post 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/
Title: Re: Turok 2 MP - Dodgeball
Post 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
Title: Re: Turok 2 MP - Dodgeball
Post 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
Title: Re: Turok 2 MP - Dodgeball
Post 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.
Title: Re: Turok 2 MP - Dodgeball
Post 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
Title: Re: Turok 2 MP - Dodgeball
Post 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/

Title: Re: Turok 2 MP - Dodgeball
Post 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
Title: Re: Turok 2 MP - Dodgeball
Post 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.

Title: Re: Turok 2 MP - Dodgeball
Post 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
Title: Re: Turok 2 MP - Dodgeball
Post 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.
Title: Re: Turok 2 MP - Dodgeball
Post 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.
Title: Re: Turok 2 MP - Dodgeball
Post 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
Title: Re: Turok 2 MP - Dodgeball
Post by: postal on June 19, 2017, 03:36:57 AM


it is beautiful
Title: Re: Turok 2 MP - Dodgeball
Post by: ilgm on June 21, 2017, 12:28:52 AM
Okay I added in some dodgeball pickups to hopefully make single player a little bit easier. The 3 superballs you shoot will all turn into a box of 5 balls to pickup, and a regular dodgeball's crit will drop a superball. Still, with modded pickups and weapons not intended for singleplayer, it's gonna be really weird. I imagine you'd have to use the warblade wave beam a lot

Edit:
I'm not sure why I had the ammo limit for dodgeballs set to 20, I raised it a little bit to 9999 to make singleplayer a little easier.
Title: Re: Turok 2 MP - Dodgeball
Post by: Rok on June 21, 2017, 09:27:08 AM
Okay I added in some dodgeball pickups to hopefully make single player a little bit easier. The 3 superballs you shoot will all turn into a box of 5 balls to pickup, and a regular dodgeball's crit will drop a superball. Still, with modded pickups and weapons not intended for singleplayer, it's gonna be really weird. I imagine you'd have to use the warblade wave beam a lot

Edit:
I'm not sure why I had the ammo limit for dodgeballs set to 20, I raised it a little bit to 9999 to make singleplayer a little easier.

Nice job I will try to play sp too :)
Title: Re: Turok 2 MP - Dodgeball
Post by: DoomMarine23 on June 21, 2017, 04:08:12 PM
When the mod is more stable (developed), I could go through and make an "SP Friendly" version that has better balance.
Title: Re: Turok 2 MP - Dodgeball
Post by: ilgm on June 21, 2017, 09:01:57 PM
When the mod is more stable (developed), I could go through and make an "SP Friendly" version that has better balance.
Yeah that'd be good. The fact that there's barely any health pickups right now is probably the biggest problem with singleplayer. I did that for more weapon/ammo pickups in MP cause most weapons are instakill anyway


i added some more AI into Raptor Fest
Fireborn, Nala, Biobot, Primagen Trooper, Primagen Guard, Juggernaut, Cave Spider, Death Guard and Lord of the Flesh
Title: Re: Turok 2 MP - Dodgeball
Post by: postal on June 23, 2017, 07:16:01 PM
some more footage from the latest build

Title: Re: Turok 2 MP - Dodgeball
Post by: postal on July 05, 2017, 05:13:16 AM
Here's some clips from our biggest game of dodgeball yet, and also some of the new maps being worked on currently. Managed to get up to 9 players at one point.



total insanity
Title: Re: Turok 2 MP - Dodgeball
Post by: Duke64 on July 05, 2017, 04:36:06 PM
Cool there let us know when the link updates so I can update on turok sanctum :)
Title: Re: Turok 2 MP - Dodgeball
Post by: ilgm on July 05, 2017, 07:08:00 PM
Cool there let us know when the link updates so I can update on turok sanctum :)
Oh right I should probably add a date to the download link in the OP. Last updated yesterday, so you can probably update the turok sanctum link tomorrow or later tonight cause I'll have a fixed version of one of the maps up. Edward and Kaiser found that there was an occlusion issue with one of the models

Edit:
Okay I just updated it with the fixed version of the map
Title: Re: Turok 2 MP - Dodgeball
Post by: ilgm on July 13, 2017, 08:03:21 PM
Newman's secret room is now in Zoom City. It's supposed to be a white void but SSAO kinda ruined that illusion. I fixed that by changing the room into a sphere, but the lines still show if you use SAO.

Also a cannonball launcher to replace the scorpion launcher.

postal and BehemothProgrammer found a kexstudio bug that adds to the map's filesize and loadtime with every save after loading the map. Stuff like "ammo_weight_13" gets added to generators every save, which pretty much multiplies the filesize after awhile. Replacing all the generators in crossfire brought the map from 11.7mb down to 1.53mb. At first it went to 800kb but I had to save the map again cause I forgot to change some generator respawn times. I updated the download link with that version. And if anyone just wants the map without dodgeball:
https://www.dropbox.com/s/11gfdo1zdn36vc5/Crossfire.kpf?dl=0

I also loaded up turok 2 on the n64 a few days ago to compare a few things and I noticed that player height was a little bit smaller, so I matched that in dodgeball
Title: Re: Turok 2 MP - Dodgeball
Post by: Duke64 on July 13, 2017, 09:30:43 PM
Newman's secret room is now in Zoom City. It's supposed to be a white void but SSAO kinda ruined that illusion. I fixed that by changing the room into a sphere, but the lines still show if you use SAO.

Also a cannonball launcher to replace the scorpion launcher.

postal and BehemothProgrammer found a kexstudio bug that adds to the map's filesize and loadtime with every save after loading the map. Stuff like "ammo_weight_13" gets added to generators every save, which pretty much multiplies the filesize after awhile. Replacing all the generators in crossfire brought the map from 11.7mb down to 1.53mb. At first it went to 800kb but I had to save the map again cause I forgot to change some generator respawn times. I updated the download link with that version. And if anyone just wants the map without dodgeball:
https://www.dropbox.com/s/11gfdo1zdn36vc5/Crossfire.kpf?dl=0

I also loaded up turok 2 on the n64 a few days ago to compare a few things and I noticed that player height was a little bit smaller, so I matched that in dodgeball
Dennis Nedry Newman xD


I just updated on the site. Sorry its just me doing this lately :)

Title: Re: Turok 2 MP - Dodgeball
Post by: ひまわりくん on July 15, 2017, 07:48:47 PM
This map is pretty cool.

Title: Re: Turok 2 MP - Dodgeball
Post by: ilgm on July 16, 2017, 02:53:25 AM
You can thank kaiser for that map. I'm glad you posted that cause it reminded me to finally add a depth buffer to the bore's blood effects

I put in a new weapon, the meteor gun

It replaces the pistol and only has one shot. As far as I know there's only two official multiplayer maps that have the pistol right now, cavern and vulcan's forge. postal already added it into musicalchairs, and zoom city has all weapon spawns in Newman's room. It's probably better to make the pistol spawn timer really slow cause it might just be stronger than the nuke
Title: Re: Turok 2 MP - Dodgeball
Post by: Jay Doomed on July 17, 2017, 10:28:45 AM
That's madness haha. I like how its on the useless pistol gj. Also, cool cannon balls.

Dennis Nedry Newman xD


xD
Title: Re: Turok 2 MP - Dodgeball
Post by: Duke64 on July 18, 2017, 09:59:41 PM
It replaces the pistol and only has one shot. As far as I know there's only two official multiplayer maps that have the pistol right now, cavern and vulcan's forge. postal already added it into musicalchairs, and zoom city has all weapon spawns in Newman's room. It's probably better to make the pistol spawn timer really slow cause it might just be stronger than the nuke

I could be wrong but I believe there is also a pistol in Lair of Oblivion also I like that on the pistol cool :)
Title: Re: Turok 2 MP - Dodgeball
Post by: ilgm on July 22, 2017, 04:50:02 AM
Oh yeah you're right, there is a pistol there.

I got a new weapon to fill in the flamethrower spot. It's the laser chainsaw from Earth Defense Force 4 except to keep the ball theme going, postal suggested a "laser ball chainsaw"
It makes no sense but neither does Jerry Seinfeld coming out of dodgeballs. I made a ball particle show up on screen for when you have it equipped just so it actually does look like another ball weapon

Title: Re: Turok 2 MP - Dodgeball
Post by: ilgm on July 29, 2017, 03:21:30 PM
Here's a new map



Right now it's pretty basic, it was mostly a test with the anti-gravity sectors. I still gotta figure out how to make it into a fun deathmatch map

Title: Re: Turok 2 MP - Dodgeball
Post by: Jay Doomed on July 31, 2017, 02:00:15 PM
That looks cool like a nice little map and very funny too :) Don't want him getting out of the cages.
Title: Re: Turok 2 MP - Dodgeball
Post by: Duke64 on August 05, 2017, 12:18:57 AM
You have done a great job on this mod with expanding on ideas and stuff and keeping it going. I like that, good stuff keep it up.
Title: Re: Turok 2 MP - Dodgeball
Post by: ilgm on August 05, 2017, 01:19:31 PM
Thanks. Postal's given some pretty great ideas so that's helped keep this mod going. Just added the rubber blue ball launcher a few days ago, can't have enough ball jokes.
https://streamable.com/53eek

It's probably possible to play through this in singleplayer now, considering how many weapons there are and how much damage they do

Title: Re: Turok 2 MP - Dodgeball
Post by: ひまわりくん on August 05, 2017, 02:44:35 PM
Thanks. Postal's given some pretty great ideas so that's helped keep this mod going. Just added the rubber blue ball launcher a few days ago, can't have enough ball jokes.
https://streamable.com/53eek

It's probably possible to play through this in singleplayer now, considering how many weapons there are and how much damage they do
BUT WHAT DOES IT DO?

I actually like both the nuke and charge dart retextures, they fit just in in the vanilla game.
Title: Re: Turok 2 MP - Dodgeball
Post by: ilgm on August 06, 2017, 02:43:09 AM
Thanks. Postal's given some pretty great ideas so that's helped keep this mod going. Just added the rubber blue ball launcher a few days ago, can't have enough ball jokes.
https://streamable.com/53eek

It's probably possible to play through this in singleplayer now, considering how many weapons there are and how much damage they do
BUT WHAT DOES IT DO?

I actually like both the nuke and charge dart retextures, they fit just in in the vanilla game.
Shoot bouncy blue balls as fast as you can click, or hold for 2 more levels of charge, which take more ammo. The strongest charge takes 10 balls, but is instakill and gets faster with every bounce. It's the only other weapon besides dodgeballs that have their own ammo pickups too, but we haven't really tested it in an actual death match game yet.

Btw, pretty much every time I post here, the kpf is also updated. Anything worth testing gets added to that download link in the OP