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Topic Summary

Posted by: BehemothProgrammer
« on: June 27, 2017, 12:52:38 AM »

Ah I see. No problem I can wait until it eventually gets patched and do a work around for it in the mean time. Glad that you know of it now. Thanks again for looking into it!
Posted by: Edward850
« on: June 26, 2017, 08:49:21 PM »

It's just a script issue it turns out. OnDamage internally is being called just once but the player has two script delegates setup for the same action, due to some weirdness in how players are setup in multiplayer, causing the script to be executed twice for one damage event (so you are still only being damaged once).
I'll see if I can stamp that out but it probably wont be in the next patch, due to the delicate setup needed for spawning players in multiplayer.
Posted by: BehemothProgrammer
« on: June 26, 2017, 04:00:42 PM »

I found a problem that only happens in MP. OnDamage seems to be getting called twice, meaning everything is taking twice the amount of damage it should. Unless that's intended but I don't think it is. In SP it only gets called once.
Can't reproduce this. OnDamage only ever triggers once, and frankly only has one place it can be called.
If you are sure this happens, you are missing an important detail.

What I'm doing to get the result is attaching a script on a player or enemy that simply prints a message to the console when OnDamage is called.

Here is the .kpf file of it for you to be able to replicate it. https://www.dropbox.com/s/3okq8jd4iriad6y/test.kpf?dl=0
contents:
  • defs/actors/player.txt - added the script component to the player def
  • scripts/main.txt - added the line: #include "scripts/ScriptPlayer.txt"
  • scripts/ScriptPlayer.txt - OnDamage prints to console

Here is a video of it happening in MP and then in SP. You can see whenever I get hit the prints to console happen twice at the same time in MP.


Thank you for taking the time to look into this I really appreciate it.
Posted by: Jay Doomed
« on: June 26, 2017, 11:40:14 AM »

Great updates really liking the raptor fest also and appreciate the hard work.
Posted by: Edward850
« on: June 26, 2017, 01:47:52 AM »

I found a problem that only happens in MP. OnDamage seems to be getting called twice, meaning everything is taking twice the amount of damage it should. Unless that's intended but I don't think it is. In SP it only gets called once.
Can't reproduce this. OnDamage only ever triggers once, and frankly only has one place it can be called.
If you are sure this happens, you are missing an important detail.
Posted by: BehemothProgrammer
« on: June 25, 2017, 09:16:02 PM »

Love the new maps and raptorfest mode. Happy to see enemies in MP for some coop style gameplay it's been fun playing that mode.

I found a problem that only happens in MP. OnDamage seems to be getting called twice, meaning everything is taking twice the amount of damage it should. Unless that's intended but I don't think it is. In SP it only gets called once.
Posted by: Duke64
« on: June 25, 2017, 03:49:28 AM »

Moonlit Mayhem is my favorite N64 map thanks nice job.
Posted by: Edward850
« on: June 25, 2017, 03:29:05 AM »

Update E; I'd say this would likely be the last update again but then I'd jinx it again:
  • Restored 2 more N64 maps, Endangered Species and Moonlit Mayhem.
  • Fixed an issue where the client could get caught in limbo if they connected to the server before the server actually finished starting up (and a related crash on the server).
  • Core array construction optimizations, slightly improves performance everywhere.
  • Added a hidden mode to Raptor Fest.
As this changes the KPF, any dedicated servers not yet updated will show a KPF key error. Be sure to inform the server host.

Additional reminder that a Doomseeker plugin exists here as always: http://steamcommunity.com/app/405830/discussions/2/2333276539611967816/
Posted by: EduCatOR
« on: June 24, 2017, 02:33:40 PM »

Good shit very nice update.  8)

I've got an FFA and TDM server up in Chicago, Dark Fiber servers peeps.
Posted by: Edward850
« on: June 21, 2017, 08:32:58 PM »

Another update, likely the last one before this goes into the main public:
  • Slightly altered the weights of the RaptorFest spawns.
  • Added measures to help make sure enemies can't get stuck in RaptorFest when they aren't idle.
  • InstaRok was missing a flag for generator spawns.
  • Scoreboard visual improvements and additonal information about the running game.
  • Escheria has music now.
As this changes the KPF, any dedicated servers not yet updated will show a KPF key error. Be sure to inform the server host.

Additional reminder that a Doomseeker plugin exists here as always: http://steamcommunity.com/app/405830/discussions/2/2333276539611967816/
Posted by: Jay Doomed
« on: June 20, 2017, 02:12:42 PM »

Doomseeker simply put is a program people use to play Doom mp. You don't have to use it for dedicated servers for Turok 2 there are already ways for that, its just an additional option for those who may like to host and play through that. Its actually funny to me because Sixty Four, Deathsphere, Revenant Blood, and I all play Doom together on Doomseeker.
Posted by: Mon-Ark
« on: June 20, 2017, 01:28:04 PM »

What is doomseeker?

By the way is there a console command to switch difficulty midgame?
Posted by: Jay Doomed
« on: June 20, 2017, 09:56:42 AM »

Wow that's bad ass hell yeah 8) Yes I am a fan of Doomseeker lol lately all I play is Doomseeker and Turok its pretty ironic for me seeing them in the same place like that.
Posted by: Sneakze
« on: June 20, 2017, 05:50:50 AM »

Another beta update, along with a new N64 map (Escheria)! Also Doomseeker server browser support along with the T2 plugin.

Quote
We have updated the beta again with
- Some improvements to region navigation City-5 for RaptorFest.
- Externalised the RaptorFest spawn list to /defs/raptorFestInfo.txt (so the spawn list can be modded if your heart desires; take heed, not every AI is going to work, and some will even crash the game on sight).
- Improved reliability of client<->server weapon synchronizations with non-user input weapon change events.
- Revived another N64 map, Escheria.

As this changes the KPF, any dedicated servers not yet updated will show a KPF key error. Be sure to inform the server host.

Meanwhile, if you are a fan of Doomseeker (or just the concept of external server browsers and Turok2), click this link: http://steamcommunity.com/app/405830/discussions/2/2333276539611967816/
Posted by: Edward850
« on: June 19, 2017, 05:10:31 PM »

When will it come to gog? :/ hate how gog gets update last.
It's simply a beta at the moment, so GOG will get it when push it into the main branch.
Basically it's just so we can push out updates faster by focusing on one build if anything goes wrong (and something did, there was a multithreading issue with packets), and Steam has the bigger userbase.
It likely won't stay in beta for long, namely because we want dedicated server support pushed to everyone ASAP.

It was on a regular dedicated server, maybe Postal's. PLaying H2Whoa and the whole map was flooded with enemies. Got "connection interrupted" message two times while playing, but I just rejoined as if nothing happened.
That sounds normal. Connection Interrupted just means the server isn't responding to your input so it's pauses itself while it waits for the server to respond again to prevent having too many input commands backed up.
Raptor Fest requires huge amounts of bandwidth to sync large enemy counts, especially when there are lots of nodes* to sync it to. Some hosts may benefit from using a lower network frequency.

*A node is any connected client, but not necessarily a player as a node running splitscreen can have 4 players.
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