Hence the thread title :PDoes t1 have adjustable fog? Not sure I like the idea of it being fully removable as survey that impacted the design to some extent?
Hence the thread title :PDoes t1 have adjustable fog? Not sure I like the idea of it being fully removable as survey that impacted the design to some extent?
A collection of ask the game boy turoks would be awesomeI rented the first one and really didnt enjoy it at all. Returned it the same day.
Now GBA Turok... THATs a game that needs a rerelease :p
Does t1 have adjustable fog? Not sure I like the idea of it being fully removable as survey that impacted the design to some extent?
That's not how the fog works in these ports.Yes it does. Just on and off. But at least one level (Treetop Village) does not allow extended fog.
That's not how the fog works in these ports.
The fog is there no matter what you do, it's a very important performance requirement and is used to mask level constructs as well (removing the fog would reveal holes everywhere).
What these ports have is extended fog, so it's still there but just pushed out a bit more (levels still had to be edited even for that). It can be toggled back to the original though.
And Treetop Village does allow extended fog, there's no main level that doesn't in either game. That level had the most work done to it in Turok1 because of it.
That's not how the fog works in these ports.
The fog is there no matter what you do, it's a very important performance requirement and is used to mask level constructs as well (removing the fog would reveal holes everywhere).
What these ports have is extended fog, so it's still there but just pushed out a bit more (levels still had to be edited even for that). It can be toggled back to the original though.
And Treetop Village does allow extended fog, there's no main level that doesn't in either game. That level had the most work done to it in Turok1 because of it.
What a fucking weird thing to port lol
Where is my MDK2 remaster, goddamit. While just anything can happen apparently...
I apologise; Turns out you're right, I'm working off old notes (Turok1 was 2015 D:). Went back and checked the definitions and sure enough, maxDistance has been reduced to 0.I mention Treetop Village because during my playthough I noticed more fog than usual and I kept turning the extended fog option on and off and didn't notice a difference at all. I figured it was kept at a certain fog level because of how the level was set up.
Map_Village 6
{
title "the treetop village"
map_1 "levels/level14.map"
map_2 "levels/level15.map"
map_3 "levels/level16.map"
mapid_1 14
mapid_2 15
mapid_3 16
maxDistance_1 0
maxDistance_2 0
maxDistance_3 0
warptid 15000
keys 3
script_1 "scripts/map/generic_script.txt"
script_2 "scripts/map/generic_script.txt"
script_3 "scripts/map/generic_script.txt"
}
I apologise; Turns out you're right, I'm working off old notes (Turok1 was 2015 D:). Went back and checked the definitions and sure enough, maxDistance has been reduced to 0.
(game.kpf/defs/mapinfo.txt)
At one point it was supposed to be extended out like the others but the geometry proved too complex, for precisely the reason you mention.Code:Map_Village 6 { title "the treetop village" map_1 "levels/level14.map" map_2 "levels/level15.map" map_3 "levels/level16.map" mapid_1 14 mapid_2 15 mapid_3 16 maxDistance_1 0 maxDistance_2 0 maxDistance_3 0 warptid 15000 keys 3 script_1 "scripts/map/generic_script.txt" script_2 "scripts/map/generic_script.txt" script_3 "scripts/map/generic_script.txt" }
Never played a Turok game before.
Should I start with the first? Which has aged better?
Never played a Turok game before.
Should I start with the first? Which has aged better?
Both are worth playing. I like the first one a bit better since it's a tighter, more focused experience. Turok 2 is absolutely bonkers and it's part of its charm - tons of weapons and a lot more variety in the environments and the enemies, but the levels are maze-like to a fault.
Thank you both!I think the original Turok is more atmospheric, but Turok 2 is a better game overall in my opinion.
It just has a lot more variety in terms of weapons, enemies, levels, etc.
Done! Thank you!Just go with 1 (first). It's pretty much a 3D Doom clone and it has excellent music, atmosphere, weapons, enemies, fun gameplay, etc. Considerably less mazey than 2. Level 6 is probably the maziest but that pales in comparison to Turok 2.
So, of course I caved and bought Turok 2 digitally now against my better judgment. And it made me think that I might not have ever left the first level as a kid? I got to the teleporter that brings you to the crazy alien enemy cutscene and the accompanying level and I'm fairly certain I've never seen that as a kid. I must've played the first level in infinite loops all the time ...and then just went to multiplayer, I guess :D
One of the cheats is a level select, right? I have faint memories of futzing around with those.Good luck with level 2 then lol. It's a fucking maze and I feel sorry for anyone who has to go through it haha.
I was so pissed playing the new release recently as I was loving every second of it til I realized I missed a key and no idea where it was. Went through the entire level once or twice and still couldn't find it. Was such a buzzkill.
No prob, enjoy!
T2 got a lot more in depth with much less forgiving aim (locational damage is not a thing in 1 but a big thing in 2) and tougher enemies.
Turok 1 is a much simpler game, so I guess YMMV depending on what you're looking for. But it was the first game, nailed what it was going for, and wasn't crazy ambitious like the sequel. It's definitely the right place to start.
2 has a lot more going on in nearly every way.
1 is a run and gun Doom clone while 2 works a bit differently.
There is not enough assets to do offical co-op, and the levels aren't structured for it. Would have cost vastly too much dev time to do. Which for, might I add, something that was actually patched out on the second and subsequent wave of carts. Only the initial release ever had that bug.Sad the multiplayer options aren't there for me. Needs that local split, and as a rerelease a thousand years later, they really should have worked in an official co-op mode on Turok 2. I know you could do it in debug mode but the game would freeze at teleporters.
There is not enough assets to do offical co-op, and the levels aren't structured for it. Would have cost vastly too much dev time to do. Which for, might I add, something that was actually patched out on the second and subsequent wave of carts. Only the initial release ever had that bug.
The "co-op" itself, the ability to warp to the campaign levels at all was itself the bug and was removed from subsequent prints.
The "co-op" itself, the ability to warp to the campaign levels at all was itself the bug and was removed from subsequent prints.
I am pretty sure that I read that multiplayer will be included in an upcoming update.
So it's not just me that the game looks too soft?
Who is that?
The sunglasses are a dead giveaway.
Just what a fake would say
That's what the fake one would want us to believe!!
You've probably not shot a bunch of the barrels that explode crumbly walls and reveal switches that then open more doors that then tend to lead to the kids. If you see barrels, always shoot them. Could be just ammo, could be a whole path behind it.Question about Turok 2:
Do you have to complete all mission objectives on a level to complete it? I can't find the last two captured children on the first level and it's driving me crazy.