Turok
Turok+
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Update: Apr 23 @ 2:08pm

Beta participation is no longer required.

v3.01-1

  • folded in a few minor changes from the last couple of betas (namely, swinging traps no longer knock back pickups)
  • custom muzzle flash weapon lights are no longer dilated during spiritual invincibility

Update: Apr 14 @ 4:07pm

v3.01

  • Turok+ menu can now be navigated with the normal menu inputs, including the mouse
  • new options
    • condensed armored health and alt ammo displays
    • HUD level statistics (keys, chronoscpeter piece, and secret counter)
    • skip key pickup cutscenes
  • fixed player melee damage not getting massive damage power core bonus
  • minigun
    • revised barrel acceleration curve to be smoother and more responsive
    • replaced text-based Rage Wars shield charge bar with a proper graphical indicator
  • alien weapon
    • lights now change to orange in flamethrower mode
    • fixed up texturing on top of sight
  • adjusted shotgun damage slightly to bring metal damage reduction more in line with base game, and to account for new damage rounding
  • fixed leaper attacks being extremely loud on impact, and hitting corpses
  • tweaked player movement physics just a bit to be a little less stiff
  • player footsteps
    • fixed tar sound not playing
    • no longer play at walking speed
    • setting is now global, instead of being tied to save files
  • fixed UV error on top back of side of T2 single shotgun receiver
  • pillar_ruins03 and 04 - reduced streaks in shading, and fixed some backward tris
  • changed checkpoint sound to more closely resemble N64 version
  • taunt system
    • fixed secret discovery taunts not playing
    • boss victory taunt now plays after skipping cutscene
      • also fixes boss key taunts failing to play if you skipped the victory cutscene

Update: Apr 6 @ 12:26am

v3.0-2

  • fixed single tranq dart pickups

Update: Apr 4 @ 2:54pm

v3.0-1

  • fixed dart ammo pickups
  • merged some minor changes from the most recent beta update

Update: Mar 27 @ 12:53pm

You must be on the public beta branch to play this release
Beta participation can be found in Manage -> Properties -> Betas

Big thanks to Kaiser and BehemothProgrammer for fixing bugs and even adding a few requested modding features for us while working on this.

v3.0
  • updated for compatibility with the recent Kex 4 update
  • removed "call ToggleMode" keybind - use the base game's "Change Ammo Type" button instead
  • fixed turrets slumping down when frozen with shockwave weapon
  • controller vibration while charging shockwave weapon and chronoscepter is stopped when swap-out anim begins, not at the end
  • Turok+ menu
    • no longer causes spiritual invulnerability lights
    • esc now goes back instead of opening main menu
  • removed old portal positioning hacks
  • not 3.0 related
    • fixed sunfire pods increasing dragonfly anim rate
    • fixed minuscule inconsistencies with green and yellow shockwave weapon projectiles
    • charge dart
      • raise charge dart charge pulse sound volume a bit
      • properly cancel charging when weapon is forced down
    • fixed T2 flamethrower firing effects not stopping until the end of swap-out anim
    • added player footstep sound for metallic floors
    • nuke charge and idle sound are canceled when swap-out anim begins, not at the end
    • enemy hand grenades explode rather than disappear when colliding with shielded actors
    • demon fireballs
      • fixed some timing issues
      • damage metallic enemies
      • fix impact sound missing from everything except red-blooded actors
    • reverted tex0571 animation (not actually animated on N64)

Update: Feb 5, 2023 @ 8:58pm

v2.24

  • added T2 tranquilizer gun as optional bow alternative (also features poison darts)
  • T2 mag 60 - tweaked to feel a bit more T2-ish
    • shots are fired every 5 frames instead of 6 (total time between bursts remains the same, so overall DPS is unchanged)
    • added a touch of trailing smoke
    • semi-auto fires tracers every other shot instead of every 3
  • flare gun
    • can now cause mortal wound drops, like arrows do
    • recharge rate is no longer reduced at lower charge levels
  • shredder - fixed offhand actions being blocked for too long after firing
  • warblade - revised damage calculation to always be at least enough to match talon DPS
    • small buff against some bosses, and for backstabs against most normal enemies
  • tek crossbow - fixed projectiles firing ahead of the crosshair when scoped and firing while turning
  • RW minigun - fixed shield sound continuing while dying or during boss cutscenes
  • sunfire pod - fixed pickup translucent layer conflicting with other translucent surfaces
  • item drops/spawns
    • now cast shadows, and no longer have oversized collision radii
    • no longer flash default model for a frame (e.g., sunfire pods first appearing as grenades)
  • longhunter - pain sound probability now varies based on damage amount
  • fixed dragonfly death anim being too slow

Update: Dec 20, 2022 @ 10:40pm

v2.23

  • added alpha pulse rifle option
  • pulse rifle
    • created a new pickup model that's closer to first person model, derived from longhunter
    • cleaned up pulse rifle in longhunter model
    • filled in missing bottom of scope
    • fixed beam/sniper modes freezing idle anim after firing
  • fixed pistol laser sight dot snapping into place when drawn or entering a level
  • added generic damage fallback to melee weapons for unrecognized enemy types (like cyborgs on Power Plant)
  • what's considered a "boss" for the purposes of weapon logic is now based on super arrow susceptibility, rather than hard-coded actor types (works with custom bosses, like on Jungle Outskirts)
  • fixed neck blood squirt not spawning splash effect on stone surfaces
  • tech elevator stop sound now plays on return trip, and timing is improved
  • tech elevator whir is now smoothly continuous, and ramps up at the start
  • pistol burst and akimbo upgrades are now tracked separately
    • prevents you from missing out on upgrades if you change your upgrade setting at exactly the wrong times

Update: Jul 26, 2022 @ 4:41pm

v2.22

  • added Rage Wars massive damage power core as optional spiritual invincibility alternative
  • you can now move while using scopes
  • T2 Tek Bow:
    • replaced super arrow with headshot capability
    • scope now increases projectile speed
    • tek arrows always do splash damage now (instead of only when hitting the level, as a small perk in exchange for delayed detonation; also fixes level 2 stalagmites/stalactites ignoring direct hits)
  • RW Tek Crossbow sniper mode:
    • removed pre-charge for damage bonus, but can no longer fire during cooldown
    • added a short minimum range for damage bonus
    • increased tek ammo cost to 2
  • made retrievable arrow glint more frequent, and added a sparkle that's visible through corpses and level geometry
  • fixed offhand grenades breaking onhand melee
  • T2 shotgun - fixed visible arm cutoff and small gap between palm and pump during pump anim
  • T2 Scorpion - softened swap sounds slightly, and prevented them from overlapping each other
  • flare gun starts with a full charge again
  • removed boss stagger from hand grenades; added to RW GL alt fire
  • fixed sunfire daze effect spawning too often during spiritual invincibility
  • fixed some minor flame effects missing on bosses

Update: Jun 16, 2022 @ 8:40pm

v2.21

  • added Rage Wars-style regular shotgun
  • fixed Rage Wars minigun missing a small part of its swap-in sound

Update: Jun 1, 2022 @ 3:52pm

Thanks to DoomMarine23 for ripping the Rage Wars minigun and grenade launcher pickup models.

v2.2

  • added Rage Wars Minigun
  • added Rage Wars Grenade Launcher
  • RW Mag 60
    • power shot
      • redid fire animation
      • added a little projectile spread (same as semi-auto)
      • fire full-size minigun tracer instead of smaller AR tracer
      • increased view recoil
      • very slightly reduced damage to ~6x max bullet damage
      • show laser earlier in swap-in (T1/alpha burst pistols, too)
      • lockon
        • slightly reduced max angle at range, and significantly increased up close
        • when aiming at enemies outside lockon range, should no longer push your aim toward enemies that are closer to your body but further from your crosshair
        • disable during fire animations
    • reduced burst spread (single only, not akimbo)
    • fixed light line along palm where it meets the grip
  • revised grenade launcher explosion to block your view less
  • added variable spin-up/down sounds to firestorm cannon, similar to the minigun since v2.15
  • toned down sharp hiss in alpha pistol fire sound
  • reduced extremely loud saw trap sound
  • internal: reorganized some stuff so external weapon packs can replace scripts/weapons.txt and retain Turok+ compatibility without including any Turok+ code