Turok
Turok+
 This topic has been pinned, so it's probably important
Smoke39  [developer] 25 Dec, 2016 @ 4:22pm
Complete List of Changes
================================================================================ Major Changes ================================================================================ New Keybinds ------------ - additional functionality for "Change Ammo Type" button * pistol, assault rifle semi-auto mode * pulse rifle beam mode * alien weapon flamethrower mode * cancel charge (bow, shockwave weapon, chronoscepter) - scope toggle: "call ToggleScope" * tek bow and pulse rifle have scopes * you must be stationary to use the scope - off-hand knife: "call QuickKnife" - off-hand grenades: "call QuickGrenade" Knife ----- - can no longer hit through walls Bow --- - increased damage by 1 so poachers can be 2-shot on Hard/Hardcore - new, more visible arrow glint (also now works properly at all FOV settings) - arrows are angled up just enough for super arrows to pass through crosshair Pistol ------ - can now be upgraded with burst fire or dual wielding - reduced bullet spread a bit (especially in semi-auto or firing slowly with 2) - greatly reduced projectile spawn offset Assault Rifle ------------- - changed to fully automatic by default - reduced bullet spread a bit (especially in semi-auto) - reduced projectile spawn offset by ~80% Shotgun ------- - damage increased by 9 - added knockback - slightly reduced and more consistent spread - added optional double-barrel upgrade Auto Shotgun ------------ - damage increased by 6 - spread increased - added light knockback at close range - explosive shells changed to dragon's breath by default Shotguns -------- - fewer normal shells per ammo/weapon pickup - significantly reduced projectile spawn offset for both shotguns Minigun ------- - fire rate now ramps up as barrels accelerate - ROF is no longer faked * double ROF, fire 1 instead of 2 bullets, use 1 instead of 4 ammo * cut ammo capacity/pickup amounts in half - backpack now increases max ammo - reduced damage reduction against green-blooded enemies - increased bullet spread - boss room ammo pickups give reduced ammo - spinning the barrels while out of ammo no longer causes ROF to go crazy when ammo is acquired Shockwave Weapon ---------------- - doubled charge rate - increased blast radius of lower charge levels (10,20,30,60,75 -> 25,45,60,70,75) - actually deal damage when hitting grass/wood - changes color as it charges to reflect charge level - max charge color changed to orange-red, to be more distinguishable - increased draw/holster speeds Alien Weapon ------------ - now detonates on impact by default - replaced knockback with suction effect for direct hits when original delayed explosion is enabled Grenade Launcher ---------------- - grenades can be thrown before the launcher is found (some model assistance by DoomMarine23) - enemies drop grenades even on Hard and Hardcore until you find the launcher - grenades are now angled upward to counter gravity, and a tiny bit left to compensate for spawn offset Rocket Launcher --------------- - rocket speed is less random, and has a higher minimum - toned down effects so you can actually see where your rockets are going - reduced swap-out time by lowering as it's closing - changed to 1 ammo per shot (and changed capacity/pickup amounts to match) Fusion Cannon ------------- - increased draw speed Optional Weapon Alternatives ---------------------------- - pistol, auto shotgun, and pulse rifle now have alpha version alternatives - most weapons now have at least one Turok 2 alternative * plasma rifle scope zoom can be adjusted with map zoom or mode toggle keys - several weapons now have Rage Wars alternatives * tek crossbow sniper mode damage bonus has a short minimum range * mag 60 laser locks on when you stand still * minigun and grenade launcher pickup models ripped by DoomMarine23 Enemies ------- - new difficulty settings, including enemy respawn, item drops, and speed - many enemies have had their hitbox reduced (most noticeable for humans) - fixed giant pur-lin hitbox being too short - fixed enemies dropping mortal wounds with any weapon, after being killed with knife and respawning - sergeants now drop small energy cells on Hard and Hardcore - ambush anims are now sped up on hardcore - fixed a few issues with enemy aim - triceratops can now aim at you properly - demon fireballs * charge speed increases based on difficulty to match fire rate * no longer fires if enemy dies during charge time - enemy pulse projectiles no longer jolt metallic enemies forward (all enemy types in longhunter's case) Bosses ------ - humvee rockets * can now fire sideways on Hard, and will lead its shots on Hardcore * added splash damage, and aim at feet * fire rate is more consistent, and higher on Hardcore - mantis no longer breaks all the walls after losing 25% of its health Misc. ----- - armor is now capped at 50 (2 pickups, equivalent to 150 health) - tweaked player movement physics just a bit to be a little less stiff - new HUD options * condensed armored health and alt ammo displays * level statistics (keys, chronoscepter piece, and secret counter) - optional taunt system - boss cutscenes can now be skipped - option to skip key pickup cutscenes - pendulums now cast shadows - fixed animals blocking you for a moment after disappearing - fixed bullet/arrow grass/wood impact appearing too high - 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) - added a portal back to the hub at the beginning of level 8 ================================================================================ Minor Changes ================================================================================ Knife - proper impact effects for metallic and force field enemies * previously flesh sound, stone spark for metallic, and blood for force field Bow - first person model * added bowstring * arrow now reflects ammo type, and is hidden when out of ammo * changed fletching from solid colors to feather textures * fixed various instances of arrow clipping into bow * arrow no longer moves backward when fired * redesigned left bow limb * replaced collapsed wrist with proper forearm * cleaned up some of the splotchiness of end of bow limb texture * fixed gap in bow limb when drawn - smoothed out tek arrow trail, and added trail to super arrows - added color to projectile sprites - projectile spawn point now takes ducking into account Pistol - modified normal slide to distinguish from burst pistol fire selector - fixed mitten fingers and lighter skin tone than other weapon models - optional alpha version pistol Assault Rifle - extended first person model, and revised pickup model - optional muzzle brake and tracer rounds, with alpha fire sound - realigned muzzle flash - added muzzle smoke to match the other bullet weapons - new view recoil - burst fire no longer fires all 3 shots even when ammo runs out if fire is released - fixed first shot of burst fire being a frame late Shotgun - added optional extended model (enabled by default) - made ejection port open when cocking - cleaned up wobble in fire/♥♥♥♥ anim - extended back of gun a bit so you can't see it cut off when cocking - cleaned up texture streaking on back of pump - fixed solid stripe along the top of the barrel, and a seam in the back of the gun - fixed front sight being slightly off-center - pickup model * straightened out model and slightly realigned pump * touched up texture mapping * added front sight Auto Shotgun - reduced delay on cycling sound - slightly reduced volume of cycling sound - fixed seams in shiny parts - fixed surface normals of front shiny parts (but currently lacks extended arm and more consistent rear post texturing from 3.0 update) Shotguns - increased fire sound volume a bit - 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 - added top handle - new view recoil - shells are now ejected from the side rather than the front - fire a tracer every 3rd shot - added muzzle smoke - ammo belt rattling sounds as you move * increased run anim rate so rattling won't feel so disjointed - various spin sound fixes - various barrel rotation fixes - slightly reduced whir volume, and slightly increased shot volume - slightly adjusted muzzle flash offset - muzzle flash and light are now synchronized - scale fire/idle anim rate with barrel spin rate Shell Casings - bullet casings * brightened, and fixed yellowish outline * added some randomization to rotation - added impact sounds to both types, and water impact ripples for bullet casings - touched up 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 - eject shells a little more to the side - fixed some erroneously transparent pixels in shotshell sprites Pulse Rifle - removed initial fire delay - slightly adjusted projectile spawn point - restored scope to original elevated position, and instead added missing bottom - smoothed water impact effect - added visible fire selector to complement new beam fire mode, and adjusted swap-in anim to make it visible sooner - new pickup model that's closer to first person model, derived from longhunter Shockwave Weapon - made charge sound smoother, and resume after pausing the game - hide electricity and dim arms during swap anims - texture animation plays faster as the weapon charges - fixed color of one frame of front animated texture - charge sound should no longer get stuck if you stop climbing before holster anim finishes - holstering should no longer interrupt player sounds - arms begin picking up speed during select anim, instead of jerking into motion when anim finishes - arms retain momentum through fire anim, so you can actually see them gradually return to normal speed - added some small randomization to enemy detonation time, to prevent many explosion sounds from stacking and killing your ears - fixed minuscule inconsistencies with green and yellow projectile colors Alien Weapon - reduced visual explosion size to better reflect blast radius - changed ring trail offsets to no longer overlap - barrel now closes during swap-out - climbing during swap-in no longer causes barrel to snap open during swap-out - added green water impact effect, instead of reusing blue pulse rifle effect - fade in charge effect over a longer period to try to obscure your view less - fixed up texturing on top of sight - removed a bad frame from pickup sight texture animation Grenades - realigned muzzle smoke, and fade out to smooth over static part of animation at the end - altered launcher explosion to block your view less - added explosion smoke to hand grenades - grenade water effects * splash on impact * underwater explosion sound * splash when exploding near surface * bubbles should no longer spawn above water - fixed hand grenade explosion sound following one of the fragment projectiles - realigned projectile trail (launched and thrown) Rocket Launcher - remove spread from first rocket - added explosion smoke - when out of ammo, rockets are hidden and reload sound is skipped - fixed gaps and incorrect surface normals in top doors and rocket fins Fusion Cannon - hide wire electricity during swap anims - keep electricity from disappearing through teleporters - start swap-in lower - waves around less when looking around - softened explosion screen flicker Chronoscepter - new ammo icon General Weapon Changes - select sounds for assault rifle, auto shotgun, minigun, pulse rifle, shockwave weapon, chronoscepter - idle sounds for shockwave, alien weapon, fusion cannon - added sound when changing ammo type - muzzle flashes for pulse rifle, alien weapon - weapon light effect when firing minigun, pulse rifle, shockwave weapon, alien weapon - smoothed over sphere maps for shotguns and assault rifle - added lighting to fusion cannon and chronoscepter explosions - added screen shake to grenade launcher, rocket launcher, and fusion cannon explosions - explosive shells and tek arrows no longer blow enemies away when hitting the level or direct hits on corpses, for consistency with direct hit kills - bullet grass/wood impact sprite anim no longer loops during spiritual invincibility - controller vibration while charging shockwave weapon and chronoscepter is stopped when swap-out anim begins, not at the end Enemies - enemy/animal drops should no longer fall off ledges - beetle's close attack anim is no longer silent - added raptor and alien explosion death sounds - sergeant proj impacts made red, and solid impacts a bit smaller - cyborg sergeant projectile changed to blue, since they clearly hold actual pulse rifles, unlike human sergeants - fixed yellow-blooded enemies sometimes bleeding red (or orange) - death and idle anims are no longer sped up on Hardcore - fixed humvee rocket impact thwack sound, and surface type inconsistencies - longhunter pain sound probability now varies based on damage amount - campaigner yells when falling over for the last time, as in the original - corrosive spit * sandworm spit damage now plays sizzle instead of thwack sound * reduce acid burn sizzle volume * made acid impact and burn sizzle fade out instead of ending abruptly - demon fireballs * now damage metallic enemies * fixed impact sound missing from everything except red-blooded actors - 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 Gibs - gibs are scaled based on the size of the enemy that spawned them - all gibs spawn blood trails, not just a few - add some of the enemy's velocity to its gibs - gibs no longer despawn until far away, like bodies - leapers and aliens now spawn all of their hands, not just 1 - reduced oversized collision height so they don't immediately bounce off the ceiling in cramped spaces Cutscenes - 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 Misc. - added player footstep sounds - toned down overly loud player wading sounds - softened tail of single life force & small health pickup sounds, so they don't stack so loudly - changed checkpoint sound to more closely resemble N64 version - various model fixes - animals drop health per damage rather than per hit, varied by difficulty - gave spirit portals a slight cyan cast to better match originals - spirit portals now face you away from them on exit - no longer display "low health" if the shot that took you below the threshold also killed you - pur-lin and cyber raptor projectile trails should no longer penetrate objects; pulse rifle trail should penetrate less - falling rocks and mantis no longer bump you up if you're already in the air - touched up longhunter key alignment - red blood can now splatter on wood walls, and leave pools on stone - touched up splash particle effects (most notably, fixed secondary effects failing to spawn) - tar bubbles are now black instead of yellow, grow larger to match pop fx, and pop fx fades out - removed blank first frame from some sprites * red knife blood * shotgun metallic impact and robot destruction sparks - hanging bodies no longer all have the same face - changed thunder_roll_1-4.ksnd from generic rumble to distant thunder - 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 - restored "Dinosaur Hunter" to title screen - added "+" and mod version number to the title screen ================================================================================ Technical Details ================================================================================ Minigun - fire rate rampup * synchronized shots and barrel rotation * changed spin rate to produce the correct fire rate * tweaked barrel acceleration to produce a nice fire rate rampup * added whir volume rampup, and increased pitch rampup - spin sound fixes * shorter spin-down sound at lower barrel speeds * cut short spin-down sound when firing again * only play spin-down sound when climbing if firing beforehand * spin down immediately when climbing, not at end of lowering anim . also prevents whir sound from getting stuck if you jump off before lowering anim finishes) * whirring sound will resume after unpausing the game - barrel rotation fixes * 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 * barrel rotation is now remembered when changing weapons Enemy Aim - limit yaw to +/- 90 degrees: * hand grenade * plasma sergeant (also removed 45 degree vertical limit) * triceratops rocket * robot rocket (also removed 45 degree vertical limit) - triceratops rider - actually aim at player Yellow Blood Fixes - spurt_blood.kfx (spawned on death, and by gibs) * replaced with (unused?) spurt_greenblood.kfx - spurt_greenblood.kfx * now spawns yellow splat and pool on impact instead of red pool and no splat - knife blood * was using the correct texture, but green component was reduced, resulting in an orange color (probably erroneously copied from red blood version) - generic_244.kfx (globules spawned by leapers when gibbed) * changed to yellow * spawn yellow impact effects - greenblood.kfx (bullet impact) * changed a red splat and pool to yellow, although I've never seen it in-game Misc. Model Fixes - minigun ammo pickup - fixed backward surfaces (fixes shading) - backpack touchups * fixed backward surfaces (fixes shading) * removed unnecessary surfaces from pockets * made front 2-sided, and pockets 1-sided - longhunter - cleaned up held pulse rifle - canyon_bridge01 (long rope bridge) - top ropes can now be seen from below - detail_plant06 and 13 - fixed cracks in leaves - detail_tree05 - fixed seam in shading along the length of the trunk - dyn_catacomb_wall_purlin + rooms_hallway_catacomb_purlin * fixed outer wall being fullbright * fixed inner wall and edge texture mapping - rooms_hallway_catacomb02 * cleaned up crossbeam intersection * re-smoothed surface normals - rooms_hallway_tech04 (tube passage) * fixed left wall texture mapping * fixed various gaps and missing surfaces * fixed bottom of blue ramp 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 - model0585 (grey stalactites in level 5) - fixed texture mapping - pillar_tech03 - added a top, inside the electric part - fixed various incorrect textures * canyon_wall_flat_corner_concave (corner piece between sides) * floor_grass_canyon_left/right (edge texture; also fixed surface normals) * rooms_hallway_tech_ducts_tjunct01 (sloped lower part) - ruins_temple01 * 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 - pendulums and level 6 swing trap - fixed inconsistent rope shading - cleaned up various model surface normals (fixes seams and streaks in shading) * canyon_wall_flat_corner_convex (also fixed bottom misalignment with non-flat top model) * canyon_wall_flat_short_entrance_cave * canyon_wall_flat_straight_climb01 (also fixed top misalignment on grass side) * canyon_wall_flat_tall_entrance_cave (also fixed top being misaligned with other models) * canyon_wall_floorslope_up (all variants) * canyon_wall_tall_entrance_cave * cave_rock04 * pillar_ruins03 and 04 (also fixed some backward tris) * ruins_temple04 (also fixed some weird tris in left window, and changed stair normals for better shading) * village_hut_grouped01 * wall_ruins06,10,11 (also fixed small gaps)
Last edited by Smoke39; 23 Apr @ 2:23pm