Turok
Turok+
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Update: Dec 11, 2021 @ 12:23am

v2.17

  • shotgun
    • added optional extended model (enabled by default)
    • fixed front sight being slightly off-center
    • added front sight to pickup model
    • slightly realigned pump on pickup model
  • softened tail of single life force & small health pickup sounds, so they don't stack so loudly
  • fixed blade cyborgs using the default red texture variant instead of the intended yellow
    • mappers: set Params 1 to 25 for red or 26 for yellow; other values will default to red for staff cyborgs and yellow for blade
  • fixed lingering minigun smoke passing through walls
  • fixed bullet grass/wood impact sprite anim looping during spiritual invincibility
  • model fixes
    • canyon_wall_flat_tall_entrance_cave - fixed top being misaligned with other models
    • detail_tree05 - fixed seam in shading along the length of the trunk
    • rooms_hallway_tech04 (tube passage)
      • fixed left wall texture mapping
      • fixed various gaps and missing surfaces
      • blue ramp
        • fixed being invisible with OpenGL
        • made dark parts of texture more opaque
        • fixed bottom using the wrong texture
    • rooms_hallway_tech05 - fixed z-fighting on yellow stairs
    • rooms_hallway_tech07 (big circular room) - fixed doorway texture mapping
    • rooms_hallway_tech09 (Z floor)
      • fixed texture mapping on wall socket and beams
      • separated floor shading from trench
      • fixed grill being slightly misaligned with trench
    • rooms_hallway_tech_door01 (square door hall)
      • fixed texture mapping on bottom of beam
      • made blue trim opaque, and fixed being invisible in OpenGL
      • filled in cracks along wires
    • wall_doorframe_tech01 (catwalk doorway) -fixed light surfaces being indented
    • wall_tech11 (curved with opening)
      • added missing surface to extrusion
      • fixed some edges that extended too far
      • cleaned up doorway surface normals
  • added workaround for animated textures skipping their second frame
    • includes a couple 2-frame textures that weren't animating at all:
      • tex0550 - blinking light on center capacitor in some curved level 8 corridors
      • tex0571 - small green/yellow lights (also touched up frames a bit to animate more cleanly)
    • also removed a bad frame from alien weapon pickup sight

Update: Aug 28, 2021 @ 8:20pm

v2.16

  • added alpha auto shotgun option
  • pistol
    • finally made a proper pickup model for burst upgrade
    • burst upgrade now gives normal AR pickup ammo
  • assault rifle
    • muzzle brake option now uses alpha fire sound
    • muzzle brake now shows on pickup model when enabled
    • T1/RW: reduced max spread, but increased recoil
    • fixed first shot of burst fire being a frame late
    • fixed inconsistencies when out of ammo
      • burst fire no longer fires all 3 shots even when ammo runs out if fire is released
      • holding fire in auto/semi-auto no longer prevents weapon from being put away
    • new view recoil
  • shotguns
    • T1 shotgun - cleaned up texture streaking on back of pump
    • T1 auto shotgun - made explosive slug first shot slightly more accurate
    • made pellet spread slightly less uniform for T1/T2 pump-actions, T2 shredder, and RW shotgun
    • fixed explosive shell impact effects
      • wrong explosion sound against force fields
      • wall explosion particle effect against yellow-blooded and metallic enemies
      • splash particle effects in lava/tar
      • random delay from wall impact explosion particle effect
  • minigun - fixed minor inconsistency in spin up sound volume
  • firestorm - fixed a texture mapping error on the base
  • enemy ambush anims are now sped up on hardcore
  • reduced oversized corpse collision height for humanoids, pur-lins, leapers, and aliens
  • fixed a rare case where corpses and actor-based projectiles would make a splash when landing on dry land

Update: Jan 4, 2021 @ 10:32pm

v2.151

Update: Jun 21, 2020 @ 8:25pm

v2.15

  • added Turok 2 flamethrower as optional alien weapon alternative
  • difficulty settings
    • added item drop setting
    • added "auto" option for enemy respawn, which changes the setting based on the current difficulty
    • no longer enable enemy speedup by default on hard + hardcore
    • fixed dragonflies being a little faster than intended
  • minigun
    • backpack now increases ammo capacity by 100
      • weapon pickup ammo increased to 100
    • increased the slowest part of barrel acceleration (firestorm, too)
    • slightly reduced spread at low speeds (firestorm, too)
    • added top handle
    • spin up and spin down sounds now vary based on barrel momentum
    • interrupting spin-down no longer halts player/pickup sounds (firestorm, too)
    • shells are now ejected from the side rather than the front
    • new view recoil
    • small ammo pickup now has its own model
  • T2 grenade launcher
    • changed fire sound and projectile to be more T2-like
    • removed extra self damage (lower ROF is already a substantial tradeoff for longer range)
    • reload is now skipped after firing last shot
    • anim rate is no longer messed up by holding fire during last shot
    • fixed a tiny bit of T1 GL flashing in the corner when switching to T2 GL for the first time on a map
  • fixed enemies dropping mortal wounds with any weapon, after being killed with knife and respawning
  • fixed arrows not causing mortal wound drops
  • fixed animals blocking you for a moment after disappearing
  • fixed robot collision not reducing when blown apart
  • warp portals can no longer be entered until they're mostly open (gives you a chance to avoid them if they open right on top of you)
  • fixed being able to use scopes while climbing
  • fixed rocket pickups giving 4x intended ammo
  • fixed spurt_blood.kfx not leaving pools on stone
  • toned down overly loud player wading sounds
  • fixed missing sides of polygonal projectile trails (2.0 engine bug workaround)
  • touched up splash particle effects (most notably, fixed secondary effects failing to spawn, and light & dark ripples not lining up)
  • fixed inconsistent rope shading on pendulums and level 6 swing trap
  • fixed hard seam in shading in rooms_hallway_tech_ducts_straight_end01.bin
  • cleaned up edges of waterfall mist (most notably, fixed blinking line on top)
  • gibs
    • fixed soft landing playing medium-volume sound
    • reduced oversized collision height so they don't immediately bounce off the ceiling in cramped spaces
    • despawn when far away instead of never (more closely matches corpses)

Update: Jun 21, 2020 @ 6:30pm

reverted to v2.1

Update: Jun 21, 2020 @ 6:26pm

broken v2.15

Update: Dec 26, 2019 @ 4:23pm

v2.1

  • added Rage Wars tek crossbow as optional bow alternative
  • added sunfire pod as optional hand grenade alternative
  • shotgun type and double-barrel upgrade are now 2 separate settings
    • allows for T1-style double-barrel shotgun and keeping single-barrel T2 shotgun
  • bows
    • fixed T2 arrows spawning too high or low on slopes or near cliffs
    • angled arrows up a bit, calibrated so super arrows pass through top scope crosshair
    • arrows are now centered horizontally when scoped
    • reduced T2X proj horizontal offset a tiny bit
    • fixed arrow pickup glint slowing down in spirit mode
    • fixed T1 super arrow sparkle being slightly off (probably happened when I moved arrow head forward to prevent clipping into the bow)
  • shotguns
    • straightened out T1 shotgun pickup and touched up texture mapping
    • fixed horizontal knockback being too strong when firing at steep angles
    • raised double shotgun double-shot threshold very slightly (matches RW shotgun, slightly reduces accidental double shots)
    • fixed T2 pump-action shotguns recoiling when holding fire while resuming cocking after an offhand action
    • fixed ring appearing at the front of shredder explosive shell trail
  • hand grenade
    • fixed model not hiding when running out of ammo if fire button is held
    • fixed a minor seam in shading along knuckles in hand grenade model
  • fixed flares not spawning water impact particle effects
  • killing enemies with explosive shells and tek arrows no longer blows them away when hitting the level, for consistency with direct hit kills (still blows corpses away, due to an engine bug)
  • fixed subtle white fringing around HUD numbers

Update: Oct 17, 2019 @ 8:22pm

v2.05

  • added Rage Wars Mag 60 as optional pistol alternative
  • added Rage Wars assualt rifle as optional alternative
  • made T2 Mag 60 fire selector more legible
  • other minor pistol timing and animation touchups
  • added 1-tick grace period to Turok+ menu for Play Turok Backwards compatibility (Turok+ must be loaded first)

Update: Sep 29, 2019 @ 1:57pm

v2.0

  • added Rage Wars shotgun as optional auto shotgun alternative
  • added Turok 2 scorpion launcher as optional quad rocket alternative
  • added Turok 2 nuke as optional chronoscepter alternative
  • Double Shotgun
    • added T2-style single-barrel model before getting double-barrel upgrade
    • improved shell spawn offsets at FOVs other than default
  • Shredder
    • reduced projectile spawn offset
  • Minigun/Firestorm
    • fixed recoil recovery to actually return spread to 0
  • Plasma Rifle
    • fixed sniper mode blood splatting in wrong direction
  • Shockwave Weapon
    • added some small randomization to enemy detonation time, to prevent many explosion sounds from stacking and killing your ears
  • Charge Dart Rifle
    • fixed projectile spawn offset above first charge level
  • altered T2 weapon offsets to more closely match original rather than remaster (less in your face)
  • many T2 weapon projectile offsets now line up better at different FOVs than default
  • explosion effects
    • softened fusion cannon explosion screen flicker
    • added lighting to fusion cannon and chronoscepter explosions
    • added screen shake to grenade launcher, rocket launcher, and fusion cannon explosions
  • pickup fixes
    • fixed picking up a second AR giving akimbo pistols
    • fixed auto shotgun and grenade launcher pickups not always matching settings
    • fixed some weapon pickups not playing taunts
  • gave portals a slight cyan cast for contrast and to better match originals
  • removed level 42 script (will ease compatibility for mappers)
  • models
    • dyn_catacomb_wall_purlin + rooms_hallway_catacomb_purlin
      • fixed outer wall being fullbright
      • fixed inner wall and edge texture mapping
    • rooms_hallway_catacomb02
      • fixed crossbeam z-fighting and deleted hidden tris
      • cleaned up streaking in shading and improved surface normals
    • village_hut_single01 + grouped01
      • fixed gaps in single roof
      • improved surface normals

Update: Jul 1, 2019 @ 12:14am

v1.95

  • Turok+ Menu now opens at save points (also removed now-redundant hub terminal)*
  • added Turok 2 tek bow option
  • added alpha version pistol option
  • knife
    • can no longer hit through walls
  • bow
    • increased damage by 1 so poachers can be 2-shot on Hard/Hardcore
    • fixed various instances of arrow clipping into bow/string
    • arrow no longer moves backward when fired
    • added missing wrist and left bow limb
    • cleaned up some of the splotchiness of end of bow limb texture
    • fixed gap in bow limb when drawn
  • crossbow
    • arrow damage now decreases as proj speed decreases in water
    • fixed a case where shooting a wall up close could hurt you
    • reduced projectile spawn offset
    • add projectile trail
    • fixed inability to pick up arrows as they're falling off a dying enemy
  • dual pistols
    • increased spread of follow-up shots, and make recovery non-linear (same overall time, but slower start)
  • T2 AR
    • reduced first shot spread
  • shotgun
    • cleaned up wobble in fire/cock anim
    • extended back of gun a bit so you can't see it cut off when cocking
    • fixed solid stripe along the top of the barrel, and a seam in the back of the gun
  • minigun/firestorm
    • fixed barrel rotation snapping back into place when pressing fire after climbing
    • fixed minigun losing barrel momentum as soon as lower anim finishes when climbing
    • fixed firestorm keeping barrel momentum when dismounting climbable surface early
  • alien weapon
    • fixed flamethrower lighting getting stuck and idle sound failing to play if interrupted by diving or climbing
    • fixed smoke moving toward back rather than center as fire fades from enemies
  • hand grenade
    • added first person model (with some assistance from DoomMarine23)
  • rocket launcher
    • fixed gaps and incorrect surface normals in top doors and rocket fins
  • fusion cannon
    • added missing back
    • start swap-in lower
    • waves around less when looking around
  • armor is now capped at 50 (2 pickups, equivalent to 150 health)
  • leapers can no longer hit you from directly behind
  • beetle's close attack anim is no longer silent
  • mantis no longer knocks you upward if you're already in the air
  • tar bubbles are now black instead of yellow, grow larger to match pop fx, and pop fx fades out
  • other model fixes
    • canyon_wall_flat_corner_convex (bottom didn't line up with non-flat top)
    • canyon_wall_flat_straight_climb01 (top didn't line up on grass-side)
    • fixed cracks in leaves of detail_plant06 and 13

*Modders: in addition to save points opening the Turok+ menu, it should now also open automatically when starting a new game. As such, you should no longer need to spawn "TurokPlusMenu" or "TurokPlusTerminal" in your maps, and they have been removed.