Changelog

Since changelog is really big it was split into different sections. There is the main one. Yet again, no any source code. Each fix is like a win against the game and Turok 2 is just an endless nest of bugs.


Base:

  • Official v1.03 NA retail game build with cleanup of unneeded files.
  • Official v1.03 to v1.04 patch.
  • One core limiter patch to prevent game from often crashes.
  • DgVoodoo 2 Wrapper that allows you to use higher resolutions, 32 bit color mode, anti-aliasing, anisotropic filtering and more. Thanks to Dege for his awesome work!
  • Brand new launcher that supports both Multiplayer and Single Player and also makes configuration much much easier.
  • Single Player client will not require CD anymore plus it can now play lossless music straight from the game folder without delays that cd streaming have! And you finally can change volume of the music only without affection on the main sound by separate slider in launcher.

Interface:

  • Fixed HUD and Menus aspect ratio.
  • Fixed weapon inventory aspect ratio and corrected its position.
  • Fixed all crosshairs aspect ratio and greatly improved their positions to be closer to center (Maximum Possible).
  • Fixed dynamic crosshairs shaking when standing still.
  • Fixed popup text aspect ratio and improved its disappearing sequence. Now its smoother, not flicker and its speed will be autofixed depend of fps.
  • Fixed text shadow had too long falloff (for the text that have it).
  • Fixed plasma rifle 3D scope mode had unequal sides, it also fixes untextured hole on screen corner.

Renderer & Engine:

  • Fixed Main Aspect Ratio by Hor+ method and adjusted renderer space for it. (That solution is more accurate and lighter for buffer than public one available for single player only).
  • Default FOV was set to 64.00 instead of 47.50. It looks clear and doesn't stretch things too much, most natural view in T2 world for my opinion. If you don't like it, you can change fov anytime by brand new slider or by console. My personal recommendation is to use 56-68 values depend of your display size. Also maximum FOV was reduced from 90 to 75 for <=16:9 and to 68 for 21:9. That was necessary because of engine limits. Even original unimproved 4:3 game have some issues with fov bigger than 75.
  • Fixed water FOV was always too small. Now its unlocked and will be scaled with main FOV.
  • Reworked MP fog system. Almost each map was tuned separately to have a wider and stable fog range. Changes for some maps are very small and barely noticeable, but some others are looks much better now. It's all depend of game capabilities. But each map was thoroughly tested to not have any issues.
  • Fixed disappearing glitchy sky on some maps that have it or intended to have.
  • Fixed animated textures (like water or flat lights) was way too fast, now its always constant, no matter of FPS.
  • Fixed walls flickering from light sources was way too fast, now its always constant, no matter of FPS.
  • Fixed some specific animations like Bore stun in MP or monsters panic in SP plays too fast. Now its always constant, no matter of FPS.
  • Trully unlocked FPS itself! You can now select up to 144 fps and frame flow is super stable and smooth like never before - no random jumps and no stuttering. Game will not suppress native framerate anymore.
  • Constant 100% original game speed just how it intended to be, no rapid spikes and wrong values.
  • Own Huge Function that controls 2D effects spawn system (no overspam), which will improve performance in heavy scenarios and also reduce visual bugs. Was incredible hard to build this, because game can't count each projectile type separately.
  • Additional code optimization that gives you at least 50% pure fps boost in any scenarios.
  • Trails now disappearing twice faster (and looks shorter) to save very poor game buffer.
  • Some shooting effects, like smoke or sparkles will disapear slightly (+6.25%) faster. They was kinda too slow.
  • Fixed a bug, where portals suck too much performance and affect on weapon shots.
  • Fixed a issue, when you running, crouching or entering buildings some textures can disappear or flicker (not fov relative).
  • Reworked underwater screen tint and fog color for the next maps: Marshes-1, The Swamp, The Marshes, Harbor-1, City-3, Caves-2. It will now have only one pallet - the more natural one, instead of annoying colorful\dirty often switching. Plus underwater transparency for the Marshes maps increased by 15% since it was extremely hard to see what is going on.
  • Reworked weapon fov system! As you know, the bigger fov you set - the more stretched weapons become which is looks bad. Now weapons will stretch 5 times less by fov scaling (a tiny stretch leaved to have natural fov feeling). Values around fov 60 is simply makes weapons looks perfect now. Hard nightmare-like calibration of weapons and effects to have correct position onscreen (and without breaking the sync between players) included.

Physics:

  • Fixed a bug, when boosting from water to ground or to ladder will lock boost on surface, makes you run significant faster.
  • Fixed a bug, when jumping to water from angled surfaces can make you constantly drift on water surface with worse controls.
  • Fixed a bug, when jumping from angled surfaces can make you drift after landing with worse controls and inability to jump, exception - scripted objects.
  • Fixed a big gameplay breaking bug that allows you to grab items through floor and roofs and from air no matter how far from player they are. Also fixed player collision zone that was shifted down, now you should always grab items instantly on 1st try instead of just passing through them.
  • Fixed a climbing bug that allows you to jump infinitely while you under platforms, bridges and other stuff, exception - some objects in Marshes maps. You can restore original bug by dedicated server mutator.

Configuration:

  • "Averagemouse" command is forced to be 0 always. It will make more responsive mouse and fix inability to move camera at high fps.
  • Controls is now have modern setup by default, with wasd keys and enabled mouse instead of arrows only. Since "W" key was used as weapon hotkey all other weapon symbols was moved to the right, example "W" to "E", "E" to "R", "R" to "T", etc. Many keys was rearranged to make easier access to them.
  • Dedicated server files are now bundled with the game in "Server" folder. Added support for mutators, like nerf plasma rifle damage to 75 for example.

Game Spy Lite & Servers:

  • Refreshing will now auto loop cycle up to 3 times if none servers was found. It will helps in case of slow response.
  • Disabled error popup if servers not found (it can stuck in memory if app closed when refreshing plus its annoying to search it if popup window went background).
  • Disabled some non-actual url buttons to make interface clearer. Also Turok logo will now leads to discord server.
  • Players now can see servers without the need of a hosts file patching.
  • Dedicated and Integrated servers are now visible for others without the need of a hosts file patching.

Critical Bugfixes:

  • Fixed annoying issue where game constantly auto jump your mouse each ~45 secs.
  • Fixed a bug, where some of the weapon effects was desynced with other players (mostly unused weapons). It also fixes a possible crash caused by it.
  • Rebuilded mouse logic to fix a bug, where vertical and horizontal movement was not equal and scales wrongly with sens settings.
  • Fixed screen shaking by explosions was too strong and too long at high fps. Now it will be auto adjusted.
  • Fixed a bug where P.Lin and Flesh Eater still have start weapon (shotgun) even if "All characters same" option enabled. Sorry fans, but this is necessary. We won't everyone play as Flesh Eater only to get free shotgun, right?
  • Fixed a crash\freeze when you trying to minimize a game while in full screen mode.
  • Fixed a memory leak each time you minimize the game in any screen mode that leads to a crash after some time.
  • Fixed a buffer corruption bug when all pop up text will gone until restart if too many players visit the server while you already in.
  • Fixed a bug when all sounds will be very quiet for around 1 min if you died in water.
  • Fixed "Sound Options" menu bug that makes all sounds always be on max volume no matter how far they are.
  • Fixed (mostly) foggy ground heavy blinking in City-5 and The Marsh. Its still can flicker only in case of perfectly centered camera which rarely will happen.
  • Unlocked Internet Bandwidth! Since 56.6kbit modem and 300mhz cpu times are gone, we don't need strong limitations anymore. Overall changes over net are huge: smoother movement, no mini-warps, no extra delay between actions, no fake game-predicted actions, better hit detection.
  • Crosshair will now be removed when menu is opened to fix its mixing with text.
  • Fixed a zero health bug, when player get instantly killed on server appearance and no more able to shoot or die. Now player will have proper death trigger and can respawn.
  • Fixed a bug, when Hive and Primagen elevators stops working if your fps is 75 or higher.
  • Fixed extremely annoying bug (actually even two) that cause crash on game quit and creates jelly mouse effect with freezes. Now game have proper shutdown sequence and the crash, hopefully, should not appear anymore. Plus game closure now works instantly, without any delays.
  • Fixed a bug when client receives incorrect amount of levels listed on server which can overspam text buffer with duplicates and make players invisible for around 1-2 minutes.
  • Huge Rework for Scope mode: First of all it will not break fog anymore - pretty hard fix due of "how it's done" limitations which explains why devs leaved it as is. Start zoom changed from 20% amp to 70% (originally planed by devs!) to make it more usefull - no one really wants to waste some time in combat and adjust zoom manually. Also Maximum zoom reduced by 8% to avoid some original issues.
  • Fixed a ugly bug that breaks lighting for some surfaces after any map change\travel. No more corrupted bright and dark zones. Sometimes it makes a drastical improvement in look.
  • Fixed a bug where projectiles can fall through textures. Most importantly City-4 floor is now solid. Some few non critical for gameplay textures are still holey, but this is just how they was setup.

Balance & Tweaks:

  • Raptor will keep his damage and most of the run speed even if "All characters same" option enabled. Reason: Raptor have no weapons except his claws and becomes totally useless with default universal values.
  • Raptor can't no longer pickup ammo and weapons. He can't use them anyway.
  • Suiciding by console or self-killing in game will remove 1 frag and 20 points from your stats. Reason: prevent abusing of not getting fragged.
  • Changing team or character in the middle of battle will equal suiciding with same penalty. Exception - if your health is zero or you are in spectate mode then u can change character for free. Reason: prevent different kinds of abusing.
  • Players can now drop Pistol (new map packs only), it will grant 15 bullets on pickup.
  • Reduced camera bobbing by 25% to not have motion sickness (when running).
  • Reduced maximum screen reddish level when getting hit by 40%.
  • Removed annoying warning for integrated server hosting if maxplayers set to more than 4.
  • Disabled navigating through in-game menus by mouse due its instability.
  • Reduced -camera parameter range from +-100 to +-0.25 due its abusing to see through walls.
  • Anti-Crash & Softlock protection from bad anims that possibly can be send by cheaters.
  • A very basic protection from Fly Hack and Node Hack plus title incompatibility for existing trainers. I can't stop cheaters, but it should help a little.
  • Workaround for keypress issues: Tab, Esc and Enter buttons can't be holded anymore. This will fix double menu calls and the stucked Tab key after Alt+Tab'ing with inability to switch weapons.
  • Added trim function for chat message if you somehow managed to input more symbols than supported by game, like by holding key. This will save text buffer from corruption.
  • Fixed "Telset" typo in character selection screen.
  • Brightness (aka textures light gamma) rework. Hard decision of what to set here as default. It should be dark enough to save map atmosphere But it also should be bright enough to avoid ugly-black zones and have comfort visibility for player.

    I have decided to write a function that will modify values depend of the game mode and also separate map lighting from weapons, players and pickups (like it was done in kex, but not as bright). As default i set brightness level to 2 but with some adjustements:
    - For Single player this "2" will be auto transformed into "1.750" which gives pretty atmospheric balanced view. Weapons and enemies that suffers from extreme dark shadowing even compared to environment will be slightly brighter - 2.875.
    - Multiplayer needs more visibility, so "2" will be transformed into 2.875 for maps and 3.750 for Players, Pickups and Weapons.

Single Player Balance-Fix Rework:

  • Fixed a bug, when body's won't disappear and bleed nonstop if your fps is more than 45. Also fixed oversizing in model scaling in the disappearing process.
  • Disabled water stream effect for Marshes level since it become way too strong at fps higher than 45, means you can easily stuck.
  • Disabled automated cheat unlocking system to prevent easy wins. Who needs cheats in the middle of walkthrough, right? The only cheat left is a Big Cheat that unlocks everything at once. You still can input it manually but achievements will be disabled that way.
  • Cutscenes carefully adapted for widescreen monitors as much as possible without level editor by adjusting letterbox and fov.
  • Huge fix for triceratops riding: Unlocked fov, coded a function to properly show riding gun weapon for different fov's and aspect ratio's. The similar thing did for triceratops head which works separately in game. Fixed stomping happens more often the more fps you have, now it will be auto adjusted.
  • Removed difficulty setting from game, Hard mode used as default. This was necessary to avoid some small issues. You still can force original easy\medium difficulty via ini config if the game feels too hard for you for some reason.
  • Damage received from enemies increased by +25%, which is now equal to KEX's Hard mode.
  • Fixed enemies vision. It worked bad in original game due bad params and even math issues - sometimes enemies won't spot you and do range attacks while you in their direct sight and can still ignore you even if you hit them!
  • Fixed extremely annoying issue when armor of some enemies blocks 100% of any direct damage (devs just forgot to setup most of armor parts). Now armor will bring great protection from bullets and limited protection from explosives. Feels natural.
  • Doubled Grenade Launcher base damage. It was oddly weak... weaker than Shredder that is more earlier and more easier to use weapon. It was even unable to oneshot small bug creatures. Now even with double damage it still gonna be weaker that KEX's version in some cases because enemies armor is not ignored entirely. In summury weapon feels just right now in game. I have only guess that original devs forgot to change its damage from beta times to more actual value that is used in later multiplayer client.
  • Fixed broken player hitbox - only lower half of model was solid for range attacks, so shots done from above had a really big chance to pass through you.
  • Fixed broken Charge Dart Rifle wires texture (was a black squares with white wires on it).

And that's all for the main changelog, if you wish to read more then visit Armory page, it have own big list of changes.

Despite of all those fixes that have made game still have some non-critical imperfections that can be solved (i hope) with future patches, like incorrect pallet for effects. Also game doesn't support Carrier-grade NAT's.


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