Turok
Turok+
405 Comments
Smoke39  [author] Jul 10 @ 8:26pm 
They're replacements. E.g., T2 plasma rifle replaces T1 pulse rifle.
Wrap Bhiffer Jul 10 @ 5:09pm 
So are the new weapons added alongside the current pool or are some of the vanilla weapons replaced?
gabeluna27 Jun 22 @ 9:09pm 
One thing I miss doing is launching enemies (dead and alive) into the air with the explosive arrows and shells (both ammunition types you can do when hitting enemies beside them), and the T2 plasma rifle. Even when they don't finish their dying animations, like when you use the delayed function of the alien gun where it first kills the enemy at initial impact then send them blasting when it explodes before they get a chance to finish playing their dying animation, which they no longer do in the new version of the game.

Is there any way you can bring that back?
ganash974 Jun 19 @ 4:10pm 
ok i see thanks
Smoke39  [author] Jun 19 @ 12:46pm 
Turok doesn't have anything like that. If you wanted to change the FOV using only console commands, you'd need two separate keybinds for zooming in and out. Turok+ does it in code.
ganash974 Jun 19 @ 1:22am 
i don't know the syntax for this in turok
ganash974 Jun 19 @ 1:18am 
lfor example :
alias +zoom "default_fov 60;sensitivity 1.1"
alias -zoom "default_fov 120;sensitivity 2"

bind MOUSE2 "+zoom"

is for half life
Smoke39  [author] Jun 18 @ 12:53pm 
I don't know what you mean by "alias."
ganash974 Jun 18 @ 12:18am 
Do you use alias for the fov change of the scope?
Smoke39  [author] Apr 23 @ 1:41pm 
The regular release version seems to have caught up with the beta version now. You can switch "Beta Participation" back to "None" in the game's Steam properties now.

I'll have an update with a few minor (non-breaking) changes from the last couple of betas ready shortly.
Smoke39  [author] Apr 8 @ 1:01pm 
No problem. I just realized the official announcement doesn't actually mention the game version, only kex 4, so I've update the description to hopefully be a little more clear.
Agent A38 Apr 8 @ 12:50pm 
Oh. I mistook the public beta for Kex 3 legacy branch. My bad.
Smoke39  [author] Apr 8 @ 12:25pm 
It already is. That's what the 3.0 update is.
Agent A38 Apr 8 @ 11:04am 
Are there plans to make this compatible with Kex 4?
Smoke39  [author] Apr 7 @ 12:57pm 
For anyone else wondering, Wanderer did some testing , and apparently mods are preventing achievements from unlocking across the board now. This didn't used to be the case, so hopefully it'll get reverted.
The Wanderer Apr 6 @ 12:07pm 
Anyone knows how to get achievements while using this mod? Does using the mod launcher makes achivements not work?
Smoke39  [author] Apr 6 @ 12:37am 
Dang it, I should've actually tested those instead of just glancing at their definitions at the last minute. Single poison darts seem fine, but single tranq darts still had a vestige of the old ammo toggle hack that I overlooked. Should be fixed now.
^4Juggernautrage03 GG Apr 5 @ 6:10pm 
And one more thing, apply your fixes to the Dart Gun pickups for the single darts that drop when you kill an enemy fast enough.
Smoke39  [author] Apr 4 @ 10:25pm 
I've actually wanted to, and just never gotten around to it. Gonna try to finally get it done.
CyborgParrot Apr 4 @ 7:34pm 
Little request: If possible, do you think you could make the lights on the Alien Weapon change color to orange when you select Flamethrower mode?
Smoke39  [author] Apr 4 @ 3:03pm 
lol, I mistyped "Dart" as "Dar" somewhere. Should be fixed now.
^4Juggernautrage03 GG Apr 4 @ 12:33pm 
So I've been playing this mod on the beta, and I have noticed that the pickups for the Dart Gun replacement for the Tek Bow are not working. Can you please fix this?
Smoke39  [author] Mar 31 @ 7:31pm 
Ammo toggle is included in the base game now. You can use the built-in key for everything the old console command could do.
kylemonkey Mar 31 @ 5:56pm 
Ah that's right, I had to launch from the editor. Thank you

Weirdly enough, the change ammo console command is gone from the Pinned Keybinds thread?
Sheik Yerbouti Mar 31 @ 2:52pm 
IT'S FIXED
Smoke39  [author] Mar 30 @ 11:48pm 
Darktooth Mar 30 @ 10:25pm 
The turok + logo is not loaded I running public beta mod doesn't seem to work am I doing something wrong
CyborgParrot Mar 30 @ 12:30am 
@kylemonkey

Correct.
kylemonkey Mar 29 @ 5:48pm 
@cyborgparrot

Under Turok - Properties - Beta and set launch to Beta?
CyborgParrot Mar 29 @ 2:30am 
@kylemonkey

Did you switch your installation to beta branch and/or had the mod selected in the Editors launch menu (or put into the mod folder where the game was installed)?
kylemonkey Mar 28 @ 8:24pm 
It runs but it doesn't load the mod now for some reason
Smoke39  [author] Mar 27 @ 1:41pm 
3.0 update is finally here!

Make sure you're on the game's beta branch for now.
CyborgParrot Mar 10 @ 11:06pm 
Honestly take all the time you need.

If you ask me, don't set any deadlines for the update, just release it when you feel that it's ready.
Smoke39  [author] Mar 10 @ 7:57pm 
There have been many changes, and Turok+ is rather large. I'm making progress every day. This is as fast as I can go.
CyborgParrot Mar 10 @ 7:25pm 
@Skatedel

Jesus mate, have some patience why don't ya? :\
SolivaN Mar 7 @ 2:59pm 
i'll wait for you man, np, your mod is great, cheers.
Xan Mar 2 @ 5:34pm 
Np.
Smoke39  [author] Mar 2 @ 12:34pm 
It's going to take some time, guys.
blaze240 Mar 2 @ 8:41am 
how to make turok plus work after downloading update
Xan Mar 2 @ 7:03am 
@Smoke39 i hope you are awared that your mod doesn't work with new version of the game
thebestmlTBM Mar 1 @ 3:41am 
Turok+ does not work with Kex 4.3 (Turok Ver. 3.0.857)
CyborgParrot Feb 28 @ 7:38pm 
Probably, though maybe not completely.
Damian 1989 ★★★ Feb 28 @ 7:16pm 
So, now that the Kex Engine has been updated, does this mean that this mod has to be revamped?
Sheik Yerbouti Feb 28 @ 2:34pm 
Error below:

scripts/animations.txt (18,6) : Name conflict, 'turokAnimations' is a named type.
Sheik Yerbouti Feb 28 @ 2:32pm 
The mod no longer works with the new Kex4 update.
Smoke39  [author] Feb 12 @ 2:34am 
If you can't open the editor, you can create a "mods" folder in the game's folder, and put the .kpf from the standalone download in it.
Dr. Varhansen Feb 11 @ 1:25pm 
jeez man how on earth do you even get these mods to work? i've subscribed and unsubsribed, i can't open the editor i get some c++ error, i cannot get these mods to work bro
Smoke39  [author] Nov 23, 2024 @ 2:08pm 
Most of the new sounds in T+ use wav files from the base game with dynamic pitch shifting and mixing, so anything that changes those wavs will affect the character of those sounds.

The restoration mod is fairly close to the original, so it's relatively okay aside from the pulse/plasma swap-in and shockwave cancel sounds playing at half pitch, but some sounds fare better than others.
Agent A38 Nov 23, 2024 @ 7:18am 
or any other mod that changes the weapon sounds? I know that Turok+ adds some new sounds so i just want to be sure there aren't any conflicts.
Agent A38 Nov 23, 2024 @ 7:13am