Late to this thread (just found it with a search), but appreciate the work done on this,
Dictator &
Dark1x, great video! Some interesting notes from around
the 3 min 25 sec mark:
Alex: ...Turok I'd say is like not as fast now in Turok 2 but instead your arsenal has increased greatly, it's huge now... there's a greater you know variety of enemies now, with intense death animations which you'll probably be seeing on screen right now.
John: Yeah and that's actually one of the technical features, they did add an actual skeletal system to this game which was kind of a new thing back then. Half-Life had that as well at the time, but that's what enables things like the way they react to each shot, they sort of like flinch and move backward... you really get an extra sense of like impact on every shot in the game, and that's really important I think to the feel, especially with weapons like the shotgun which, honestly it's one of the first weapons you get but man, it's a good shotgun.
Alex: Yeah with location specific damage the first game did play off animations where it looked like characters would be hit in the neck, or something like that, but this time it is actually based upon location so you can headshot things... tons of gore and viscera when you shoot something and it's very satisfying. But I remember actually very specifically from the original version of the game on n64 that getting... satisfying headshots was really really hard, due to the framerate, and I think honestly hitboxes.
John: Yeah there's definitely two things, well multiple things going on, so yes, the framerate is one of the most significant problems with the Nintendo 64 version but also the FOV is super super limited, and the hitboxes are a little bit, I guess you could say too narrow or a little bit strange, it's very hard to pull off those types of shots I feel, and it's still today...
Also:
...John is going back and doing a deep dive [on Turok 2]...
Great to hear! Incidentally, I wonder how the devs would reflect on the behind-the-scenes development process/decision-making process for Turok 2, if they were asked about the game's severe performance problems on N64.
While the critics at the time of release (compare the reception:
Turok 1 vs.
Turok 2) seem to have responded pretty well to the N64 sequel overall, and it seems like Turok 2 was also a commercial success (apparently 1.4 million copies of the N64 version were shipped through January 1999, which would've been just a month after the game's release), certainly the game's frame rate is quite jarring (all the more jarring for anyone attempting to play the N64 version today), and in a way that often hinders gameplay.
One thing I'd mention in this connection (mentioned in previous posts
here and
here, sorry to be repetitive for folks who may have already read this stuff): I've noticed folks like Stephen Broumley (Lead Programmer on Turok 1 and Turok 2) and Darren Mitchell (Music Composer for Turok 1 and Turok 2) are still quite enthusiastic/passionate/forthcoming about their work on the Turok games (including the technical challenges presented by the N64 hardware), so seems like there's a good chance they'd jump at a chance to chat with John and/or Alex as part of the dedicated DF Retro video for Turok 2 (perhaps offering insight into the undisclosed priorities/trade-offs/decision-making that led to the well-known performance issues), if there's some mutually agreeable opportunity for you guys to chat in the near future.
For example, Stephen Broumley:
https://www.kotaku.com.au/2017/01/o...e-code-found-on-ancient-development-hardware/
Jan 15, 2017 [Kotaku]: ...The video goes on to show some of the source files, which certainly look like the real deal, before playing a few of the audio clips. A few comments to the video from a "Steve Broumley", who appears to have been a programmer on the game, lend it further legitimacy:
"Wow! Hi Stephen Broumley here (my name is at the top of the trex.c source code shown in the video) - I coded all the bosses, cinemas, effects, and a bunch of other systems for Turok back in the day when I was a young lad! I remember that dev hardware - what a blast from the past! Thanks so much for sharing! [...] It took a team of about 20+ people over 2+ years of effort (working long hours 6 days a week for the last 7 months at least) to create what was (at the time) one of the first mature rated first person shooters on the N64. We were all in our early 20s growing up together and could sense we were making something very special so it wasn't like work at all. Such a great time. I still keep in touch with lots of the team today who have all gone to have successful careers around the world."
That was Broumley
jumping into the Youtube comments of a video back in January 2017. And looking at that Youtube comment thread now, I'm noticing that Broumley engaged and followed up with folks who replied to him within that thread with questions/comments (looks like he left 7 replies to different folks, most recently in December 2018).
So I feel like if he's keen even to engage with random Youtube comments, then he'd jump at the chance to be part of what is now (thanks to John's great work) a venerable institution (DF Retro). Just a thought! As I mentioned, music composer Darren Mitchell likewise seems pretty enthusiastic, in this interview:
https://n64today.com/2017/03/05/darren-mitchell-interview-turok/
March 5, 2017 [N64 Today]: ...Darren didn't actually know that the game had been re-released until we mentioned it, but he nevertheless finds it awesome. "I am absolutely thrilled and honored that I was able to write something that has meant so much to so many!" ...In fact, Darren describes working on early N64 games as being nothing short of a nightmare. Part of this was because there simply wasn't much in the way of development tools. "Turok 2: Seeds of Evil and later games were much easier as we had created some in-house tools for the PC that were not available for Turok: Dinosaur Hunter," Darren explains. "For the first game, we had to use Silicon Graphics Indigo desktop computers as that is the only platform the N64 tools from Nintendo would work on at that time. As you may recall, those SGI computers were very, very expensive so all of the audio guys had to share this one SGI computer that was set up in an empty office in between all of our offices."
...Even just adjusting a single volume controller would result in Darren having to go through the entire process all over again. "Needless to say, it was a pain and very time consuming," admits Darren… He draws a comparison between Turok: Dinosaur Hunter and its follow-up Turok 2: Seeds of Evil as a way of further explaining this. "Turok 1 had 300KB of space for music and no looping instruments; For Turok 2, I had 2MB and looping instruments. Turok 1 is 85% percussion; Turok 2 is 100% orchestral. I have often wondered what Turok 1 would have been like if I could have used looping sounds – would it have still been so percussive?"
Incidentally, was cool to see
Edward850 (Software & Netcode Engineer at Nightdive Studios, who worked on the remasters) chiming in, in various Turok threads at ResetEra:
Fun fact, I was surprised to find this out too when we started the remaster, but the "hitbox" is not a hitbox at all. It's actually per-vertex model collision, something not commonly talked about again until the likes of Doom3 and Half-life 2. In a way I'm impressed the N64 could even pull that off, they probably shouldn't have tried though. :V