Turok
Turok+
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Update: Sep 18, 2018 @ 12:51pm

v1.9

  • added T2 pistol and mag 60 as optional alternative to T1 pistol
  • added T2 shredder as an optional alternative to auto shotgun
  • added T2 charge dart rifle as an optional alternative to shockwave weapon
  • put some constraints on shotgun shot pattern for more consistency
    • Lately I've been finding myself gravitating strongly to the burst pistol because the shotgun's range was so unreliable. The shotgun hasn't been touched since enemies got their hit boxes reduced many versions ago, but I was reluctant to further reduce its spread for fear of making it feel too similar to the burst pistol. By ensuring you can't get too unlucky with all your pellets landing wide, the shotgun's damage now degrades more gracefully with range while still retaining its identity.
  • added workaround for a bug introduced in the 2.0 game update that caused scope to clip into level geometry
  • fixed dragon's breath vfx in spirit mode
  • updated T2 plasma rifle beam effect to be more solid (also matches T2 appareance a little closer)
  • alien weapon
    • fixed off-hand talon/war blade flipping out when toggling fire mode
    • fixed barrel extension sound failing to play when dismounting a climbable surface before swap-out anim finishes
  • fixed rocket launcher getting stuck in lowered position if you dismount a climbable surface before lowering finishes
  • fixed burst pistol laser sight pointing down when jumping with view bob disabled
  • enemy pulse projectiles no longer jolt metallic enemies forward (all enemy types in longhunter's case)
  • fixed humvee engine sound not playing due to an error in the 2.0 game update
  • raptor explosion death sound always plays now, not just on initial kill shot
  • changed thunder_roll_1-4.ksnd from generic rumble to distant thunder
  • red blood can now splatter on wood walls, not just stone
  • fixed blinking line above flames
  • hanging bodies no longer all have the same face
  • fixed wrong cliff edge textures:
    • floor_grass_canyon_left/right
    • canyon_wall_flat_corner_concave (corner piece between sides)
  • canyon_bridge01 (long rope bridge) - top ropes can now be seen from below
  • cleaned up streaky shading on several models:
    • ruins_temple04 (also fixed some weird tris in left window, and changed stair normals for better shading)
    • wall_ruins06,10,11 (also fixed small gaps)

Update: Jul 8, 2018 @ 4:41pm

v1.851

  • fixed a bunch of issues with loading non-Turok+ saves due to changes in the 2.0 game update
  • fixed off-hand weapon model surface normals being backward as of the 2.0 game update
    (areas that should be shaded were lit and vice versa)

Update: May 19, 2018 @ 1:54pm

v1.85

  • added T2 flare gun as an optional additional starter weapon
  • added T2 firestorm cannon as an optional alternative to minigun
  • added T2 grenade launcher as an optional alternative to T1 GL
  • melee
    • reduced war blade unlock requirements a bit
    • talon speed increased a bit to match knife
    • war blade off-hand speed reduced slightly to match on-hand weapon
    • war blade is now slightly slower underwater, rather than slightly faster
    • on-hand melee attacks are no longer halted when jumping over climbable surfaces
      (technical workaround for off-hand actions that was erroneously being applied to the selectable melee weapon)
  • shotguns
    • significantly reduced projectile spawn offset for both shotguns
    • fixed dragon's breath gravity embers being spawned too high
    • added option to disable dragon's breath
  • minigun
    • fixed some cases where swap-out sound would play multiple times
    • fixed off-hand actions resetting barrel rotation, then snapping back into place the next time you fired
    • barrel rotation is now remembered when changing weapons
    • muzzle flash and light are now synchronized
    • small improvement to off-hand transition offset
    • fixed backward surfaces in ammo pickup (fixes shading)
    • fixed spin sound continuing and "saving up" shots when accessing Turok+ terminal while firing
    • spin down sound will now only be halted when beginning to fire if it's actually playing
      (all player-related sounds can only be halted in bulk, so this change reduces incidents of collaterally halting other sounds when beginning to fire)
  • grenade launcher
    • grenades are now angled upward to counter gravity, and a tiny bit left to compensate for spawn offset
    • redid back of first person model to get rid of distracting light line
    • realigned muzzle smoke, and fade out to smooth over static part of animation at the end
    • realigned projectile trail (hand grenades, too)
  • increased fusion cannon draw speed
  • small improvement to shockwave weapon off-hand transition offset
  • fixed rocket launcher being invisible if re-selected before swap-out anim finishes
  • fixed pulse rifle using wrong off-hand transition offset
  • fixed lots of pickups giving first chronoscepter piece
    (keys would give it in base game, Turok+ caused a bunch of other pickups to also do it)
  • fixed pur-lin collision height not reducing on explosive death
  • backpack touchups
    • fixed backward surfaces (fixes shading)
    • removed unnecessary surfaces from pockets
    • made front 2-sided, and pockets 1-sided
  • fixed incorrect texture on part of rooms_hallway_tech_ducts_tjunct01.bin
  • removed blank first frame from shotgun metallic impact and drool.kfx

Update: Apr 17, 2018 @ 12:38pm

v1.8

  • added T2 talon/warblade as an optional alternative to the knife
  • added T2 MP assault rifle as an optional alternative to T1 AR
  • reorganized Turok+ menu, and added weapon presets
  • added option for original delayed alien weapon explosion
  • weapon upgrades are now tracked even when disabled, in case you choose to enable them later
  • changed enemy speedup option to work on all difficulties, but only default enabled on Hard and Hardcore
  • fixed an edge case where some weapons would play their swap-in sound every frame when using the Turok+ menu
  • fixed a case where pulse rifle could flash for a frame when selecting the plasma rifle
  • fixed off-hand knife blood being backward when using the crossbow
  • fixed first frame of red knife blood being blank

Update: Mar 25, 2018 @ 1:00pm

v1.75

  • added Turok 2 crossbow and plasma rifle as optional alternatives to the tek bow and pulse rifle, respectively
    • plasma rifle scope zoom can be adjusted with map zoom keys, or mode toggle key
  • initial support for version 2.0 of the game (fixed crashes, but various details are a little off and will need to be reworked for the new engine)
  • smoothed pulse rifle and sergeant water impact effects, and gave alien weapon its own effect
  • cleaned up double-barrel shotgun walk anim

Update: Feb 4, 2018 @ 11:03pm

v1.7

  • pistol
    • added dual pistols as an optional alternative to burst upgrade
    • burst pistol
      • added compensator, new fire sound, and laser sight (can be toggled with scope key)
      • added a proper burst fire anim (slide actuates with each shot now)
      • repurposed part of the slide as a visible fire selector
        • modified normal slide to distinguish from burst pistol
    • restored right half of top of barrel and slide
    • fixed mitten fingers and lighter skin tone than other weapon models
    • greatly reduced projectile spawn offset
  • assault rifle
    • reduced projectile spawn offset by ~80%
    • fixed pickup looking like pistol burst upgrade on level 1 if burst pistol is disabled
  • increased pistol and assault rifle projectile spread to be closer to the base game
    • Turok+ uses a different randomization method than the base game. This method uses different units, but Turok+ was using the same values as the base game because I didn't test diligently. Raising the spread to match the base game felt a bit innaccurate with the reduced enemy collision volumes of Turok+ though, so the values have been tweaked a bit (higher = more spread):
      • base game: 0.035-ish
      • old Turok+: 0.015
      • new semi-auto, and akimbo pistol first shot: 0.02
      • new burst first shot and auto AR min: 0.025
      • new burst 2nd/3rd shot, akimbo followups: 0.03
      • auto AR max spread is still 0.06; recoil reduced from 0.003 to 0.002 to compensate for higher min spread
  • cut minigun spin up time in half, mostly by fixing plateau on the upper end
    • this restores some of the minigun's ferocity against tougher enemies, while still keeping a sense of inertia
  • grenade launcher
    • fixed first person model being elongated compared to base game
    • extended first person model a bit so the back won't be visibly missing
  • taunt system should now track which secrets you've found better
  • cleaned up ruins_temple01.bin
    • cleaned up streaks in shading
      • turned some edges
      • added some extra tris above the doors
      • recomputed surface normals
    • changed stair normals to add a little more depth in shading
    • cleaned up some gaps and overlaps

Update: Dec 19, 2017 @ 4:54pm

v1.65

  • replaced addons with an in-game options menu
    • the menu displays when starting a new game or loading an old Turok+ save, and can be accessed from a new terminal in the hub
    • options are now applied per-save, rather than globally
    • new enemy respawn setting (thanks to BehemothProgrammer for figuring out how to suppress respawns)
    • taunt system now has multiple frquency settings, instead of just on or off
  • assault rifle
    • extended first person model, and added an optional muzzle brake/flash suppressor
    • revised pickup model
  • disabled turn bob when scoped
  • fixed texture mapping on model0585.bin (grey stalactites in level 5)
  • added a top to pillar_tech03.bin, inside the electric part
  • fixed weapons playing swap in anim when loading a save
  • fixed shotgun, pulse rifle, and grenade launcher failing to play select sound when dismounting a climbable surface before lower anim finishes, and in an edge case with off-hand actions

Update: Nov 18, 2017 @ 2:27pm

v1.6

  • added scope to Tek Bow and Pulse Rifle ("call ToggleScope" keybind)
    • you must be stationary to use the scope
  • enemy speedup is now only applied when the enemy is in combat
  • fixed giant pur-lin hitbox being too short
  • fixed bullet/arrow grass/wood impact appearing too high
  • fixed player shadow not appearing in v1.55
  • fixed off-hand actions and footstep sounds being blocked during fade-in after cutscenes
  • active addons are now displayed in the console
  • cleaned up a bunch of model surface normals (fixes seams in shading)
    • canyon_wall_flat_corner_convex
    • canyon_wall_flat_short_entrance_cave
    • canyon_wall_flat_straight_climb01
    • canyon_wall_flat_tall_entrance_cave
    • canyon_wall_floorslope_up (all variants)
    • canyon_wall_tall_entrance_cave
    • cave_rock04
    • floor_grass_canyon_left/right

Update: Oct 15, 2017 @ 1:38pm

v1.55

  • grenades
    • fixed off-hand grenades giving ammo when holding a weapon with alt ammo loaded
    • fixed "out of grenades" displaying when trying to throw one during a cutscene, or climbing
  • bow
    • added bowstring
    • added new normal and tek arrowheads
    • fixed 2/3 fletches being invisible, and changed from solid colors to feather textures
    • added color to projectile sprites
  • misc
    • fixed rocket launcher flickering up when climbing
    • fixed minigun firing many shots at once after holding fire during a cutscene (this was a bug in Turok+, not the base game)
  • shell casings
    • brightened bullet casings, and fixed yellowish outline
    • added some randomization to bullet casing rotation
    • eject bullet casings a little more to the side
    • touched up shell spawn points, and made them more consistent among FOV settings
    • added some randomization to minigun shell spawn point to reduce the impression of a single casing hovering beside the gun
  • model fixes
    • auto shotgun
      • fixed seams in shiny parts
      • recomputed surface normals for grip (slightly smoother shading)
    • pulse rifle: fixed long hole along the side, and small crack in scope
    • removed wayward polies from village_treetop_hut01.bin
  • added some measures to try to improve compatibility with unmodded save files
    • loading an unmodded save with GL should no longer downgrade it to hand grenades
    • loading an unmodded save with grenade ammo should now give you the hand grenade weapon
    • added some limited capability to determine if the player has a backpack

Update: Aug 13, 2017 @ 10:11pm

v1.5

  • shockwave weapon
    • made charge sound smoother, and match new charge rate better
    • fully charged sound will now resume after unpausing the game
    • made arm rotation acceleration match new charge rate better
  • grenades
    • added "grenades remaining" and "out of grenades" messages when throwing off-hand grenades
    • fixed on-hand grenade flickering downward when throwing
    • fixed a case where hand grenade could flash for a frame when selecting launcher for the first time
    • fixed a case where boss rooms might not spawn grenades when they should
    • fixed hand grenade explosion sound following one of the fragment projectiles
    • first person hand grenade is now hidden when out of ammo
    • off-hand grenades should now honor infinite ammo cheat (usually)
  • minigun
    • added ammo rattle when walking in lava/tar
    • scale fire/idle anim rate with barrel spin rate
  • other weapon stuff
    • moved double-barrel shotgun to an addon
    • bow, shockwave weapon, and chronoscepter charge can now be cancelled with mode toggle key
    • smoothed out tek arrow trail, and added trail to super arrows
    • replaced extra recoil for first two AR shots with higher base spread
  • slomo
    • tracers are now visible in slomo
    • pendulum shadows now display properly in slomo
      • also improved synchronization at the beginning of a swing, which became more apparent in slomo
  • cutscenes
    • boss cutscenes can now be skipped
    • mantis key now pops back into existence off-camera
    • turok should no longer stand in mid air if he's elevated when mantis dies
    • t-rex no longer spawns explosion or plays thwack sound if player is near when it dies
  • fixed taunts in progress continuing when the player goes underwater
  • touched up longhunter key alignment
  • falling rocks no longer bump you up if you're already in the air
  • added "+" and mod version number to the title screen