Turok
vakori Jan 29, 2017 @ 5:51am
Bow: Instant Kill
There is this nice mechanic that allows you to instantly kill most enemies with the bow. When the bow can perform this action, it is supposed to show some spark at the tip of arrow, problem is, it doesn't... or it just doesn't exist in this version? So what's the case?
Last edited by vakori; Jan 29, 2017 @ 5:52am
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Showing 1-15 of 19 comments
(Shadow) Jan 29, 2017 @ 8:07am 
the spark should be there, is it not rendering?
vakori Jan 29, 2017 @ 8:21am 
Originally posted by (Shadow):
the spark should be there, is it not rendering?
Nope.
Seamus Jan 29, 2017 @ 12:58pm 
It's there. It's just a bit hard to see.
vakori Jan 29, 2017 @ 1:58pm 
https://www.youtube.com/watch?v=bIaeL9vtCLo

The first shot I just charged up to see if the spark would appear, nothing, for the second shot I timed the instant kill and the spark did appear AFTERWARDS, how useless. I am pretty sure the spark actually showed before the shot in the original version, going to test that now.

Just the checked the original version, it does indeed show up when the bow is ready to shoot the instant kill arrow (= before the shot), but it's really fast. I think it used to be slower...
In the end, I'll just have to rely on my timing, I guess.
Last edited by vakori; Jan 29, 2017 @ 2:28pm
Smoke39 Jan 29, 2017 @ 2:36pm 
You appear to be using my mod, which modifies the arrow sparkle. Some things:

Looks like the main problem is the sparkle is spawning in the wrong spot, because your FOV is so high. Looking at the original, it would've also had this problem. Now that I know more about the particle system, I can fix this in the next update.
edit: actually, bWeaponView doesn't seem to work right, so this'll be harder than I thought. :/
edit2: think I figured it out. The boolean parameter in kWeapon::FireProjectile() needs to be false. Not sure what exactly it does, but it seems to've fixed it.


The sparkle also fades in now, but the arrow head should be lighting up immediately. It's hard to tell in your video if that's happening because you're firing so soon. The arrow head flash was added so you could see it while moving, because the sparkle gets left behind (no way around that).

Also, you have a full 0.75 seconds after the flash starts to fire the super arrow. You don't need to fire RIGHT when it flashes.

As for the first shot, it wasn't charged long enough.
Last edited by Smoke39; Jan 29, 2017 @ 3:07pm
vakori Jan 30, 2017 @ 6:32am 
Originally posted by Smoke39:
You appear to be using my mod, which modifies the arrow sparkle. Some things:

Looks like the main problem is the sparkle is spawning in the wrong spot, because your FOV is so high. Looking at the original, it would've also had this problem. Now that I know more about the particle system, I can fix this in the next update.
edit: actually, bWeaponView doesn't seem to work right, so this'll be harder than I thought. :/
edit2: think I figured it out. The boolean parameter in kWeapon::FireProjectile() needs to be false. Not sure what exactly it does, but it seems to've fixed it.


The sparkle also fades in now, but the arrow head should be lighting up immediately. It's hard to tell in your video if that's happening because you're firing so soon. The arrow head flash was added so you could see it while moving, because the sparkle gets left behind (no way around that).

Also, you have a full 0.75 seconds after the flash starts to fire the super arrow. You don't need to fire RIGHT when it flashes.

As for the first shot, it wasn't charged long enough.

Actually I don't use any mods. None.

Besides, how was the first shot not charged enough? I charged it up like 3 times as long as the second one, which was an instant kill. lmao
quasardw  [developer] Jan 30, 2017 @ 8:03am 
You only have a very limited time to fire the arrow, it's literally a few frames. Holding it too long returns the damage to normal.
vakori Jan 30, 2017 @ 9:23am 
Originally posted by quasardw:
You only have a very limited time to fire the arrow, it's literally a few frames. Holding it too long returns the damage to normal.

I know, that is not the point though, the point is, there used to be an effect for it. I am not exactly sure what you are referencing, I am guessing the video, in this case I explicitly stated below my linked video, that I held the first shot so long to see if the spark would appear, that is all.

-

Seriously, I explained EVERYTHING necessary, made a video (= providing proof), have another video on standby, yet nobody understood the problem so far. What the actual heck.
The spark does NOT appear. <--- Problem.

Time to get a comparison video out, I guess...
Last edited by vakori; Jan 30, 2017 @ 9:30am
Smoke39 Jan 30, 2017 @ 9:52am 
Originally posted by vakori:
Actually I don't use any mods. None.

Besides, how was the first shot not charged enough? I charged it up like 3 times as long as the second one, which was an instant kill. lmao

Sorry, I remember the unmodded sparkle looking different.

Rewatching the video, I see that the first arrow was charged longer. They were less than a second apart; I'd just assumed because it didn't kill the pur-lin. Sorry.

I don't have an explanation. On the script side (what we can see as modders), the bow code is pretty straightforward.

Originally posted by quasardw:
You only have a very limited time to fire the arrow, it's literally a few frames.

It's not that brief:
float time = self.AnimState().PlayTime(); ... // fired super arrow? if(time >= 1.4f && time <= 2.15f)
That's a 0.75 second window, like I said. That's 45 frames.
Last edited by Smoke39; Jan 30, 2017 @ 9:53am
vakori Jan 30, 2017 @ 10:41am 
Here's a comparison:
https://www.youtube.com/watch?v=0kqXBTruibQ

I just hope, I didn't shoot to early in the remake (not sure if the delay was changed from original to remake), but while I wasn't recording, the spark obviously didn't show up either, so you get the point. Also, sorry for the transition artifacts, if you noticed, they exist, because I had to render with the software renderer of Premiere Pro, CUDA is practically never available for me, even though I have even 2 CUDA capable devices...

Keep in mind, my point is not that I am unable to time it, or how long the time frame is to release the shot, or whatever, my point is only, there should be a spark effect, but there is not.

Edit: By the way, let's assume, it's the FoV's fault, would that change anything? No, because I can't imagine that this is intended. If someone has problems with the smaller FoV (like getting dizzy/nauseous) and they have to play with the highest or 2nd highest FoV, or any higher FoV really, then they could never find out about this mechanic by playing the game and if I remember correctly it's not mentioned on the wiki or in weapons guide on Steam. That simply can't and shouldn't be intended. So this bug is either happening generally and nobody spoke up yet, or it's just me, in the latter case, we might want to look at my setup. I already verified the game files too, no errors.

Furthermore, I don't want to discredit or insult anyone. You guys did a great job with this remake, I really enjoy it and I am eagerly awaiting Turok 2: SoE. To me this appears to be bug, it might only happen to me, not sure yet, but I simply think that we should look more into it.
Last edited by vakori; Jan 30, 2017 @ 11:19am
808nheart Jan 30, 2017 @ 2:21pm 
Thought this was interesting; so I tested it myself. I never knew about this function and I played the orginal on the N64. I tried it a few minutes ago and the flint showed up for me.

I guess it's a bug on your end OP? Possibly. I'll post a vid of it as soon as I can.
808nheart Jan 30, 2017 @ 2:46pm 
EnabledAcorn Jan 30, 2017 @ 5:54pm 
Wow, all that time spent playing this as a kid and I never knew this trick.
ItChY Tasty Jan 31, 2017 @ 7:19am 
i was always womdering why the bow some times insta kills lol now i know
Disrupt Jan 31, 2017 @ 3:17pm 
The bow does not sparkle. 90 fov.
It's clear this feature is working in this version but the sparkle is nowhere to be seen.

On default FOV the sparkle returns.
Last edited by Disrupt; Jan 31, 2017 @ 4:09pm
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Date Posted: Jan 29, 2017 @ 5:51am
Posts: 19