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Сообщить о проблеме с переводом
-Increase the shotgun max ammo cap to 30, 60 with ammo pack
-Sniper rifle or Railgun (high damage, zoom, decapitates a target upon headshot, could use either shotshells, arrows, or plasma rounds as ammo)
-If possible, new ammo types for flamethrower and proposed sniper rifle/railgun.
-The same blood spitters in humans as the beetles or lizards in caves
There should be a already in the main menu option to turn blood on off or green, I have not tested this green blood mode with brutal Turok. But I'll give it a shot and see what's doing. Take it from there... in the first version everything threw out green blood, by mistake, then in a 2nd release the leaders in caves and such threw out red blood. However adding a unquie death involving grunts spitting up green stuff as the involvement of a death by a perticular weapon being added, already is in the works.
Ammo cap for all weapons will be modified. pistoles, bows, rifles, and melee weapons, will have a alt fire button, or a secondary attack button, bullet tracers will be re added to brutal Turok, there will be new power up pickups with there own unique effects and abilitys. And your almost spot on with something I've already been working on; a sniper rifle, wi a zoom function. That's something all in itself to pull off. Zooming in that is. But I'm also working on, when the player is going to make a headshot death, on a bad guy, the game knows as the triggers pulled, and the bullet dose a slow mo sniper elite effect. The game will freeze the actors, a cinematic camera event is triggered by the event, the camera mounts to a model of a bullet that spawns and travels in slower tie, the bullet he collides with a bad guys head, and it blows up. Furthermore thought already has been put forth on how it will be balanced, possibly a random chance of it to happen mixed with takeing into account pre defined conditions inorder to avoid some unfortunate slow mo kills wile in the heat of close range battles. And then there is new alt ammo for most weapons, like the bow witch will have three or four types of ammo. Regular, fire, light, ice arrows. I was messing around the other day and made a water gun, I also made the flamethrower throw out blue gel that turns badguys into skeletons, I may be adding some certain content in future updates that are out of context, or unknown to be called for in future updates. I'll do my best to feature such content in the context of being a Easter egg.
Debating about how I should approach new sounds from the artistical standpoint of brutal Turoks image and goal. If anyone can do a good vocal impersonation of Turok or any of the Turoks from Turok 3, let me know. Newweapon sounds I'll start putting more effort into as I add new weapons. Def. a must.
Bow:
-Shark Teeth (Extra sharp, causes enemies to bleed and slow down)
-Poisoned Arrows (instead of Tek Arrows, these poisoned ones makes the enemies Vomit their guts out uncontrollably, stopping em from whatever they were doing, just like the ones from Turok: Evolution)
Pistol:
-Burst Fire Mod (simple, ou pull the trigger, a burst of 3 rounds is used, like the Mag-60 from Turok: 2)
-Plasma Gun (Somethng like an attachment that makes the normal pistol use Plasma rounds)
Shotgun:
-Short Barrel (more spread, more damage, but with the downside that you need to be closer to the enemies to really screw them up)
-Firebreath (trades the explosive ammo for incendiary buckshot, makes enemies flail around or drop to the floor trying to put the flames out, you could also make the fire spread with the enemies running around, putting others on fire)
These are just some ideas i had, would be awesome if you could manage to make the modding stuff viable in-game, keep up the good work!
The mag60, extracted from 3D data wile in memory during gamplay on screen with a emulator, has been added and will be in the next update, it will have this three burst fire and I haven't finished it yet, but just need to close a few lines of script right or something and it will also have its aim down sight secondary charged shot ability as seen in ragewars.
Worked on and developed but not planned for inclusion becuse I did a jacked up job on a aspect of it I feel, and I'll reconsider trying to get it in there for this next release, is a ice, light, fire, and poison altammo for new and spree renditions of the tekbow that have also been added, one is a new bow, the other is a slightly modified with new tester version or the original tekbow.
Smoke39 did a swell job at his fire breathe mod, however little was publicize about what's first was accomplished towards brutal Turok even in the hey days before his epic firebrethe mod with all do respect the man is a godsent. And I have promised to bring features in those days back to brutal Turok.
So brutal Turok and brutal Turok 2 will encompass tracers on all weapons that do no already include them by default. I just can't promis it in the next update to brutal Turok 1.
Every time I go to make a message on this thing this nasty person I'm with at the moment keeps trying to pull me away from it by acting nasty and in that kind of way where there looking for reasons to complain. Lmao so gonna go and deal with this persons nastyness and then I'll get back to what I was doin, sorry if this message fell off.