Topic Summary
Posted by: Gazer
« on: March 22, 2017, 01:39:22 AM »
n1ce Duke, giving up the farm like that. Sheesh your a Turokforums llama. Never heard of that website (not affiliated with Steam of Valve) lol. Awful nice gesture to sport some free games to people. Get your buddies who don't have a job to sign up for the giveaway! Then bring them to me cause I am gonna frag 'em.  gg - gl - hf -Gazer
Posted by: Duke64
« on: March 21, 2017, 11:02:10 PM »
Giving away Turok 2 two times because its 2 much: There are two one for group only and one for anyone. Only people who are members of the Steam Group http://steamcommunity.com/groups/Turokforums can join the giveaway. If you are a member on this forum and would like to join but aren't in the steam group pm me. I just want to give all I can back to this one and hope someone who enjoys it gets the game. I will be giving away plenty this is just the first. Ends Friday.  Okay now one that isn't group only and anyone on steam  (will have a lot more joiners less chance to win heh.  I bought it so its a gift my inventory this means I must send it on steam. xD I see 3 pics now
Posted by: Duke64
« on: March 21, 2017, 06:32:34 PM »
There was another update to the beta today btw patch notes are posted by Kaiser and op updated with the latest patch notes. I'm like an hour off - hehe sleeping. Anyways random pic time  
Posted by: Old One Eye
« on: March 21, 2017, 06:25:33 PM »
Annoyingly, as much as I'd love to help out and get in on the multiplayer side of the game I can't. I bought the GOG release... still waiting for multiplayer to arrive.  Edward850 said that once the current Steam patch is out of beta that they would apply it over at GOG. I hope that means they'll be bringing in multiplayer to GOG too. *crosses fingers...*
Posted by: Gazer
« on: March 21, 2017, 05:44:14 PM »
Looking for game on beta turok ex 1.5.1 nobodys playing tonight and there's a patch. Look for Gazerbeams server or start running the update. common people lets RoK 
So I can confirm that the update works http://steamcommunity.com/app/405830/discussions/0/135512133546942918/ and provided me a stable foundation for gameplay. I hosted between 4 to 10 players for over 2 hours and everyone had steady connection for the most part. I was trying to play and monitor people at the same time so it was not very scientific. Jay Doomed was on for a little while, so he can give feedback, but just updating for you people who haven't tried it yet. The lag appeared to be mellowed out a lot. -RoTfLmao - Gazer
Posted by: Rok
« on: March 21, 2017, 01:10:06 PM »
So what changes could we spot that affect gameplay so far?
+So far the hit detection is more precise, but damage reduction on arms and legs seems the same as the original.
+Explosive weapons always deal a set amount of damage thats not affected by which bodypart you hit except to trigger specific death animations. Honestly this is a great change which makes the scorpion launcher and the grenade launcher not just USABLE but the power weapons they are meant to be. The plasma rifle shot also counts as explosive, but not its sniper shot.
+The shredder had some changes. Since hit detection got fine tuned, the regular shells wont kill enemies so easily all the time unless you go for headshots. (im talking weird shit like 1 shotting the purlinn gunners, even when shotting their backpacks). The shrapnel works as intended and its actually for enclosed spaces, tough I dont know if they increased the shrapnels hitbox or they gave them some bullet magnetism, either way its great.
+Normal difficulty is about the same as in the N64, and hard&hardcore seem to have damage values similar to the PC version's normal/hard difficulties.
+Cerebral bore and scorpion launcher's projectiles have better movement pathing and speed so now they wont go in crazy zigzag patterns while tracking their targets
-The shredder's explosive shells are a bit too overpowered when bouncing on terrain.
Also, great analysis man.
Posted by: Rok
« on: March 21, 2017, 12:26:53 PM »
Man wow! I'm loving the weapons on the hud. And did anyone notice the warblades texture is made better??
Posted by: Gazer
« on: March 21, 2017, 04:07:30 AM »
Looking for game on beta kex 1.5.1 nobodys playing tonight and there's a patch. Look for Gazerbeams server or start running the update. common people lets RoK 
Posted by: Mon-Ark
« on: March 21, 2017, 12:51:27 AM »
So what changes could we spot that affect gameplay so far?
+So far the hit detection is more precise, but damage reduction on arms and legs seems the same as the original.
+Explosive weapons always deal a set amount of damage thats not affected by which bodypart you hit except to trigger specific death animations. Honestly this is a great change which makes the scorpion launcher and the grenade launcher not just USABLE but the power weapons they are meant to be. The plasma rifle shot also counts as explosive, but not its sniper shot.
+The shredder had some changes. Since hit detection got fine tuned, the regular shells wont kill enemies so easily all the time unless you go for headshots. (im talking weird shit like 1 shotting the purlinn gunners, even when shotting their backpacks). The shrapnel works as intended and its actually for enclosed spaces, tough I dont know if they increased the shrapnels hitbox or they gave them some bullet magnetism, either way its great.
+Normal difficulty is about the same as in the N64, and hard&hardcore seem to have damage values similar to the PC version's normal/hard difficulties.
+Cerebral bore and scorpion launcher's projectiles have better movement pathing and speed so now they wont go in crazy zigzag patterns while tracking their targets
-The shredder's explosive shells are a bit too overpowered when bouncing on terrain.
Posted by: Duke64
« on: March 20, 2017, 04:52:55 PM »
Thanks so much means a lot really does! :') Soon I will work on a user map called 'DOOM LINKS' just for you  Guys there is an update for Turok 2 but you have to right click and go to properties of your game in steam then go to the betas tab. Opt into the beta to try that. From the post it says this is an update mostly trying to focus on immediate issues and it lists an issue amd users were having. Just read the post below. Its has a change log too. http://steamcommunity.com/app/405830/discussions/0/135512133546942918/
Posted by: Deathsphere
« on: March 20, 2017, 03:33:47 PM »
You wanted to know what I think of the mp map caverns here. Congrats man happy for you. I know this means a lot to you on a personal level and that's a pro quality made level Its well deserved after you make over 40 maps and work that hard. I wonder what map number this one was?
Sixty Four is that really your map? it got into the game? Really happy for you then man actually by looking at it, now that I know I can tell this map is yours its great for mp has a great balance. If only the mp had some little tweaks to match classic more. Hope something is also done for this map in sp! Looks like a Lair of the Blind ones level with GREAT detail and color. the auto-switch new weapon option, that would be great 
yes FIX please
Posted by: Alicia
« on: March 20, 2017, 02:00:41 PM »
How come you havent really posted in a few years, buddy? 
Because there was no reason yet  i'm not an active player when it comes to Turok, except Turok 2 Multiplayer once in a while and also there was nothing to complain about so therefore there was no reason to post something Anyways, I'm really liking the game myself its very very good this is from a SP standpoint mostly. I can understand the mp complaints from old school players though. Probably just needs some time to update the mp but I didn't think it was that bad maybe because I just played with two friends. I do know the weapon damages are different but its not so bad plus we have the ability to mod. All those numbers can be self adjusted. I discovered that there is basically one guy working on the netcode and the mp that's a lot of work for one guy good job keep it up don't be discouraged you can make it better.
I didn't know that there is only 1 person working on the multiplayer and yes you're right, it is a lot of work. The only thing that would be very great to see fixed is the auto-switch new weapon option, that would be great 
Posted by: Mon-Ark
« on: March 20, 2017, 01:40:16 PM »
Like I said, this is the first time I've really played the game seriously, so I haven't had a lot to say before now. Also a lot of the conversation seemed to be dominated by bickering over MP, which I haven't played, and am less interested in anyway.
I got it working well enough on Linux with a newer version of Wine, so I gave up on trying to get Windows to behave itself. Still hoping for a proper Linux version one day, though.
edit: I think the marshes may be the most linear level, but more importantly I think it has the least of that "indistinguishable connective tissue" I was talking about. Instead of identical hallways all over the place, you have stuff like: - a broken bridge submerged in sludge - rocks to jump across - ledges to traverse - overhead walkways that you can look down from and see an area you were just in Stuff like that. I think pretty much everything in the level is recognizable, instead of just hallway #1234987 and hallway #98453. Which one goes where? Better check the map -- whee, it's like I'm playing a top-down shooter instead of an FPS. Whoops, there's a teleporter, who knows where the fuck that goes.
Okay I'm just ranting at this point I'm going to bed.
Yeah, death marshes is probably the most well designed stage in the game. Its a great idea to pick it as the second stage, otherwise its river of the lost souls which looks quite the same as port of adia, not to mention its quite long, so death marshes is a nice and relatively short map.
Posted by: Jay Doomed
« on: March 20, 2017, 11:21:12 AM »
You wanted to know what I think of the mp map caverns here. Well I wanted to say it here even know I kind of told you already. The level is amazing man the colors are epic af and the layout is very good and well connected. It feels like a real area and its structured well as usual from you. I love how you have holes in the cave in multiple spots that you can see the sky from the cavern. Good vegetation with different sized plants and trees. Adding the pillars from the Death Marshes into you Blind Lair style map somehow really fit together. The area that's in the thumbnail of your video is my absolute favorite area in the map because it just looks so realistic and the colors make it stand out. I also like the other part where the sky is near the rocket launcher. Amazing stuff and very detailed yet soft touched for dm. The entire map is interesting and unique. Congrats man happy for you. I know this means a lot to you on a personal level and that's a pro quality made level. Its well deserved after you make over 40 maps and work that hard. I wonder what map number this one was? Anyways, I'm really liking the game myself its very very good this is from a SP standpoint mostly. I can understand the mp complaints from old school players though. Probably just needs some time to update the mp but I didn't think it was that bad maybe because I just played with two friends. I do know the weapon damages are different but its not so bad plus we have the ability to mod. All those numbers can be self adjusted. I discovered that there is basically one guy working on the netcode and the mp that's a lot of work for one guy good job keep it up don't be discouraged you can make it better.
Posted by: Rok
« on: March 20, 2017, 09:30:40 AM »
Got a lot done today did a lot of digging in files. Random pic lol warning there will be lots of these.

Red everywhere I see red.
|