Modify message

Subject:
Message icon:

Attach:
(Clear Attachment)
(more attachments)
Restrictions: 4 per post, maximum total size 1024KB, maximum individual size 1024KB
Verification:
Type the letters shown in the picture
Listen to the letters / Request another image

Type the letters shown in the picture:
Type ot the full word: TUR**:
Finish the word: Turok 2: Seeds of ****:
Finish the word: Turok Dinosaur ******:

shortcuts: hit alt+s to submit/post or alt+p to preview


Topic Summary

Posted by: Duke64
« on: November 25, 2016, 02:25:27 AM »

Lol, same here.

Good we all should xD it has been a test of time for Turok hehe.
Posted by: Mon-Ark
« on: November 24, 2016, 12:11:25 PM »

Lol, same here.
Posted by: Duke64
« on: November 23, 2016, 06:28:18 PM »

Ye. Steam awards thing. I voted Turok for "Test of Time award".
Posted by: Duke64
« on: October 20, 2016, 08:00:44 PM »

The Kex engine can do a lot of things and I'm pretty sure that it could possibly do almost any N64 game. As long as someone or team had the focus to do it, ability to pull the models and some assets from said game, and skill to code and develop in order to make all pieces work and match things up. Other words a lot of hard work. Of course having the source could help a hole lot.
Posted by: Duke64
« on: October 17, 2016, 12:35:20 PM »

A message from Kaiser that some may have missed but its pretty interesting 3 EX projects :)

Kaiser says: "Since I’ve been very busy with other ‘EX’ projects (3 to be exact) , dotfloat has been kind enough to continue maintaining Doom64EX. So without further adieu, here’s an update from dotfloat:"

Source: https://doom64ex.wordpress.com/2016/09/24/announcing-nightly-builds/
Posted by: Jay Doomed
« on: September 22, 2016, 11:55:59 AM »

Oh damn! hey Snake hows it been nice to see you :) Hope things are good with your Turok mods.
Posted by: Snake Plissken
« on: September 18, 2016, 06:38:02 AM »

In the end I guess I jus see how the kex engine can pull off most everything we would have seen in any other game on the market, for this reason I can say that whatever we think of most likely can be done in game for what we know is what we have done and what we have experienced is all that enables us to use our amagination. Literally most anything we would like to see in a game can in time be pulled of in this software that runs Turok. In my opinion the kex engine is in every definition: a true modern marvel
Posted by: Snake Plissken
« on: September 17, 2016, 10:37:38 PM »

I beated the game on hardcore sometime after my previous post, and I still think enemies dont get any more range of sight. The demons in stage 7&8 have more range by default so thats it.

I guess its just here for the people that felt insulted by not being able to see a bit more.

Hardcore diffuclty itself was very fun tough, and I really got to fiddle arounf more with the shockwave cannon. The range of a full charged shot is just insane.

 Yeah man ;) hardcore mode. Tis the only way to go for me! Truly makes the game shine iat it's best, I noticed these differences in range aswell. They can be modified for each enemy by editing the givin enemys def text file. I have not been down that part of town in a few days now but I'm not sure if these enemy def files is or is not a that one def structure I do recall having to declare a new var in main, and ect. Ect. In order to enable the full range of scale abilitys possible for the Params in these def files, I think I both found some more usable Params for a def file found it in the .exe and noticed it's not used in vans def, also not useable untill I enabled. When doing this I then noticed that I I could now set different values for most of the already scene Params in the def folders scripts, for exsample. I changed the player model to the Dino rider bad guy. I then rendered the player model at all time when the player is in control, now the player is on screen becuse I then moved the player camera back just a bit and then up so it would be in the area of where the grunts head is, the grunt who rides the dino( Dino rider is the badguys name in the scripts) but the camera would only go so much and I could not change the cams height value to a value I knew it accepts.


A idea would be to edit the bullets that come out of bad guys guns ( the .kfx files for there bullets )  make them projectiles and not insta hits but make the projectile relistcly fast,  in the same kfx; add a trail to those bulets, effect is badass if done right. Bullets can even rid off of walls tracers and all, the angel of the ricache is  very configurable at that point. And finally, enhance enemys line of sight.

I noticed wile looking into the different features of how a enemy can sense a player in game and i came across a lot of possibilitys. Already in game is a basic crude and simple, framework for enemys being able to here you. I won't rant on I just thought it was interesting, a lot of work in this one mod I have been keeping secret as I work on was influenced by these features. Wanted to addon to it: enemys can not see the player if the player is on top of a certain floor texture and enemys not being able to see the player if the player is within a certain models, pos radius; this way we can have the player hide in tall grass hidden from enemys and there line of sights. They can here gunfire already in game and it triggers the enemy awareness to the player and engages, for that one I was thinking, why not here footsteps or walking on metal, this dame game has more possibilitys then most anything else I have had this much access to. I even wanna say more so then ue4.

Hmm I'm interested to see what that plasma cannon would feel like if it went on untill a collision, and only on top of that may be interesting to have a 2nd key button blow it up on demand, would add a new tool to some of those fights in game, even more so if all my ranting about changing bad guys bullets.

I'll finish this post tomorrow . 10 at night so sleepylol. Maby should of held off but sorry for this pm you guys can prob tell I am half asleep lol. I wanted to bring up the draw distance maby I will here; I'll fix this up in the morning. Night y'all have a good one be safe cya around.
Posted by: Snake Plissken
« on: September 17, 2016, 10:36:47 PM »

Test
Posted by: Mon-Ark
« on: September 15, 2016, 08:09:57 PM »

I beated the game on hardcore sometime after my previous post, and I still think enemies dont get any more range of sight. The demons in stage 7&8 have more range by default so thats it.

I guess its just here for the people that felt insulted by not being able to see a bit more.

Hardcore diffuclty itself was very fun tough, and I really got to fiddle arounf more with the shockwave cannon. The range of a full charged shot is just insane.
Posted by: Snake Plissken
« on: September 11, 2016, 09:28:52 AM »

Hopping  on  ( when I get a computer back) finishing my work on and among things; reflective surfaces inspired by killzone for ps4 (of all games lol) basic wile a foundation for firer gilsl shader research and in game features.

All due respect to the forums and decently ; I friggen love the kex game engine. :)
Posted by: Jay Doomed
« on: August 11, 2016, 01:26:37 PM »

Good review man good wording using adversaries.

Thanks I don't like to do extensive reviews where it tells you the hole thing. I'm not good at that hehe so instead I try to do punchlines with a little bit of info on it.
Posted by: Revenant32
« on: August 10, 2016, 04:26:17 PM »

Good review man good wording using adversaries.
Posted by: Jay Doomed
« on: August 10, 2016, 02:21:38 PM »

Did a steam review of Turok hehe

My Turok Dinosaur Hunter steam review :

Tal'Set from Turok Dinosaur Hunter is a G. He has many adversaries to take care of. Such as various dinosaurs, various demons, aliens, overgrown insects, various poachers, various cyborgs, giant plants, various pur-Lin, ancient warriors, and of course the overlord boss the Campaigner. How many other classic FPS heroes have slayed a wide variety like this?

I was still playing the original version here because unlike many others I still had this game and have been playing it for years. Before this released I was playing the original one recently. Doesn't matter what version I play I love both and Night Dive Studios and Kaiser did a great job here making the game feel more up to date and provided more settings. Not to mention the modding abilities compared to the original. Great game here its not the same as "just going to get it on ebay for N64" Please don't say that I respect and admire the original one more than the usual person but to say these are the same is not actually true. Btw I actually play more on GOG.

Link: http://steamcommunity.com/id/doomedforever/recommended/405820
Posted by: Revenant32
« on: August 09, 2016, 03:36:43 PM »

That is cool that you were involved some in it. Turok ex is really good game here. Cant wait for 2
SimplePortal 2.3.6 © 2008-2014, SimplePortal