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Topic Summary

Posted by: Jay Doomed
« on: January 15, 2016, 01:50:47 PM »

Gore in mp actually sounds like a really cool idea though even though I don't mind the original way and yeah its not needed. But it is an additional feature that doesn't change mechanics or gameplay rather just animations. The only concern I have for that is it could possibly be a lot of work to get the animations changed correctly. I forgot all about the weapon differences from 64 and pc :o
Posted by: Adon
« on: January 15, 2016, 09:44:27 AM »

Oh yeah the N64 Turok 2 weapons would be an interesting option in mp. Something else that may be interesting but not needed is mp gore. If the players appeared to die like the monsters do in the SP. When you kill a player he could lose his head or arm or you know how it is in the sp would be a really cool touch in mp I think.
Posted by: kubpica
« on: January 13, 2016, 11:28:24 AM »

More than 60fps
Using "-maxframerate 64" we can get real 60FPS, but with bigger values like "-maxframerate 144" game goes crazy - it works like in slow motion or very fast like with speed hack. We can get real 144FPS and normal game speed only by hacking game memory.

Every type of weapons in level editor and in multiplayer
We want to have singleplayer-only weapons also in multiplayer! And all of "deleted / N64 multiplayer" weapons in level editor -

Also singleplayer's Scorpion Launcher has nicer effect of fired rocket than multiplayer's Scorpion Launcher. Why don't have this nicer effect also in multiplayer?

Admin tools
Ban (by steamID / IP and other), kick, change level and more tools for server hosters also for dedicated server!

Ranking system / Tournaments
Maybe some official servers with ranking system? (But most of the time we play on custom server settings - so ask us maybe about settings if you want host some tournaments :D )

Anty-cheat for multiplayer
Posted by: Adon
« on: January 08, 2016, 11:24:39 AM »

The mp is still fast just not as fast as the current servers since they use there own settings which is exactly how it should be on the remaster. It gives you option to change it up how you want I guess. With options nothing can go wrong.

I wan't to see the game stay as original as possible with minor touch ups including the new stuff they have in T1. But I mostly hope they can set up a proper co op where I can select Adon, Fireseed, Tal'Set, or the mp characters in the game as playable co op characters.
Posted by: Mon-Ark
« on: January 05, 2016, 01:00:52 PM »

Wait, you are saying mutiplayer isnt that fast by default?
Posted by: Jay Doomed
« on: December 30, 2015, 01:55:45 AM »

I can see where some are coming from but if the game is moddable we can change it to however we want. I even made Turok faster and damage by weapons different just for fun in Turok 1. So everything will probably be optional while they keep the true essence of Turok 2 still intact. With options to change stuff the field is wide open guys.

I just want T2 to be the same but with the feel and options that Turok 1 has. As long as its moddable and theres a level editor also then im pleased. There are small kinks in the game I know. But true essence is best to keep while tweaking major issues to be fixed.
Posted by: Mon-Ark
« on: December 28, 2015, 02:47:51 PM »

The game is in a much tougher spot than the first game because of some new things they tried on it.

Not changing anything and let modders "fix the game" would be going the opposite way of thing that have already been done in Turok EX, like the pillar jumping in  stage 3, where they made the pillars slightly bigger, or the goddamned change in a few areas to make them more streamlined.

That being said, they promised the option to play the unaltered maps later on, so why cant the same be done to turok 2 and have a point perfect rendition of the original with all its original shit, and a EX version with polished game system?

Seriously, am I the only one who sees something wrong when trying to kill the purrlins whit gatling guns? or a shot with a Shredder's explosive round to an endtrail's back, and the thing still lives?
Posted by: Mon-Ark
« on: December 25, 2015, 03:28:50 PM »

Those value are a little underwhelming. What difference would it make for the pistol to hold 60 bullets instead of 50, or the shotgun to hold 12 explosive shells instead of 10?

The grenade launcher is strong as it is, the problem is the hitboxes on enemies (and in this case the grenades too since it very ahrd to hit things with it compared to the grenade launcher in turok 1), so most of the time you are hitting every limb but the torso and the head.
Posted by: ひまわりくん
« on: December 25, 2015, 02:36:39 PM »

A humble request.

Add a working scope function to the tranquilizer gun, it makes no sense for the model to have a scope you can't use.

Also, modify max ammo for the pistol (60 rounds instead of 50), shotgun (12 EXP, 21 BUCK), charge dart (40 units instead of 30) and grenade launcher (15 grenades or make it do more damage with a lower ammo count).
Posted by: finit
« on: December 25, 2015, 02:46:23 AM »

Wishes (I would like to see em in first release as I consider em as important.)

Update basic engine on your own updated to be able bring new graphic stuff etc...
    Update base game with v1.04 version
    Add widescreen support
    Add optional extended draw distance like with Turok to increase view distance
    (It will move fog more far on view right?)
    Enhance FPS to 60 as default with vsync on
    No FPS cap with vsync off but can be adjusted via console command if needed
    Add option to hide crosshair
    Add option to turn off headbobbing
    Add config.cfg with options like in Turok release if possible
    Fix possible issue which got original Turok 2 with playing soundtrack
    Make Turok 2 Multiplayer separated like before to have proper bugs treatment if needed
    Increase time for disappearing of dead enemies
    Add option to select ingame movement speed (Example: 100,90,80,70,60,50%)
    Add console command for ingame movement speed where it can be selected with custom range
    Add option to select change fog to black shadows as its in default in Hive of the Mantids level
    Add option to use HUD which is a bit different in N64 version
    Add option to turn off ingame hints messages [Example: 2 healt, 10 pistols bullets (clip)]
    Remove need for Intel Video Codes installation (You may need this if intro movies aren't playing)
    Add optional subtitles option (captions) to all cutscenes to enable people with worse English skill (Hello there! :D) to understand  story more. Not mention
    those with ear issues (Deaf gamers etc.. I have also problems with hearing :(..)
    Improve or extend ragdoll physics
    Add option to run in 120hz or more for incoming Oculus Rift-ARZ1 (and other related devices). More info here with showcase: http://oculusrift-blog.com/wp-content/uploads/2013/09/Rift-ARZ1.jpg

   

Optional (can be added later eventually)

    Add some archivements and steam cards + related stuff
    Bring editor, tools.. whatever needed and wanter for modders
    Bring workshop on Steam
    Bring showcase of textures + with their description where they come from
    More coming soon eventually :)

+ More from fans on Steam forum

    Include an option to play on completely unaltered levels.

    Include both the n64 and PC soundtracks and make it possible to switch between them.

    Make it so the Primagen fight uses the unused fourth boss track instead of reusing the Queen track (this could be optional).

    Make the freaking flashlight work (never seen it work in my entire life).

    Make splash damage actually work as it should, instead of explosive weapons not actually being explosive.

    Include options for both variants of the textures (the PC release I seem to remember had optional "HD" textures, however the only difference I could find was that the earth texture in the tunnels of Level 4 became cracked like dry desert ground instead of just a smooth brown-ish surface).

    Don't screw up with all the gore animations, blood spills, post-death corpse juggling, etc. - make them all work and look exactly as they used to.


Posted by: Trycer
« on: December 25, 2015, 02:27:12 AM »

Nah, but serious. A 3rd Person View would be nice.
Posted by: Trycer
« on: December 25, 2015, 02:26:10 AM »

¡I believe... !

That we need a ranking system, also better idles aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaand... A 3rd person mode... You know... Some people can get really dizzy.
Better character's body and customizable, not just skins. We need armors, skills and, you know, basically a whole new fucking game that don't suck instead of bringing back the good ol' T2SOE from the dead...
Posted by: Duke64
« on: December 23, 2015, 07:22:01 PM »

I don't think I could of said it better Kubpica. I want T2 to stay true like T1 no nonsense. I hope it comes with a level editor, mod tools, MP with game modes and co op, and slight tweaks to the Single player. Small tweaks that only fix areas, as they did in T1 with some extra details on the map in a gentle way. But I don't want to get rid of old bugs from the original those should stay. Since this will use the same engine as T1 but slightly tweaked to fit T2 standards it will be moddable no doubt, then we could do a ton of this stuff ourselves :)

I want the soul of T2 to stay true but better performance, control feel, fov, and smooth frames.

If it helps any: Kaiser didn't just start Turok ex because he was going to get paid. He started that years ago as a fan, so I would say the actual dev is a fan himself :)


Posted by: Mon-Ark
« on: December 23, 2015, 04:15:36 PM »

-The most extreme limb damage: 1 shot to the head or 15 on arms/legs. doesnt help that enemies flail their arms as if they are having seizures. Nothing more dissapointing than using the scorpion launcher on a jobber dinosoid and seeing it survive because the rocket touched the legs, or a cerebral bore hitting the arms.
This also screws tek arrows all over, making enemies somehow able to outrun the arrow's explosion without a scratch.

Quote
I also feel that the limb damage takes aways some of the usefulness of weapons. Why use the firestorm cannon on a tough enemy when one well placed pistol bullet to the head does an instant kill? I feel there should be a middle ground to this, or an option to have global body damage like the first game.


-Low ammo: on most weapons, you carry half the amount of ammo you used to in T1, which brings to the next problem.

-No backpack

-Ammo farming: drag down the pace alot of the time on these places where items keep respawning. Wouldnt be such a problem if you could carry more ammo with yourself.

-Delayed enemy deaths: for some reason it takes a second before theystart to play dead. Many time an Endtrail shoots 1 (or two) times as it falls to the ground.

Other than that, some fixes on maps like:
-ne graveyard gate in stage 2 that wont trigger enemies unless you actually touch the gates

-the Soul gates in stage 2 needing some effect to show you are actually damaging it.

-the spinning wooden platforms in lair of the blind ones have a very small area where you can actually stand (much smaller than the model itself) so you have to land near the pole that supports the platform.

Honestly this is more of a case of what they can fix rather than what they can add.


As for what I would want added: a co-op survival mode akin to Mercenaries mode in resident evil, also like that turok mod on Doom roaming out there.
Posted by: Jay Doomed
« on: December 23, 2015, 03:52:59 PM »

Thanks for posting this we need wishful thinking of our games from players who know what there talking about. Not some kid on the internet who "remembers playing" Turok as a kid imo.

Shots fired xD But yes exactly right we need opinions of true fans and true players like the poster here, not people who just remember playing. Hey I remember playing to and I was playing Turok days before the release! Some people who could make suggestions only remember the game from 18 years ago and that scares me if the devs will listen to them seriously. To me its not just a faint memory its direct and personal.

Thanks for sharing this Kubpica I agree with this stuff all the way to keep it original like this plus add some depth to our options. We can't go wrong with this here.
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