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Changelog for Update (added 22 December 2015):

- Galaxy achievements should work properly now.

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Changelog for Patch #1 (added 07 January 2016):

- Safeguard checks for initializing video. Will fall back to starting the game in windowed mode if it is unable to create a window for fullscreen mode
- Head bobbing options implemented
- Possible fix for a crash when loading a level or loading from a save file
- Tremor effects no longer affects the player's velocity (won't be doing short hops)
- Animation speeds for AI on Hard and Hardcore difficulties have been toned way down
- Changing the difficulty in the gameplay menu now automatically updates all active AI, where before they would change their behavior only after revisiting the level (which was a bug).
- Fixed crash with moving platforms in level 8 bonus stage.
- Several minor updates to levels (wood pillars in Jungle all moves down rather than moving up. Looks silly with extended draw distance enabled as they all look like they're floating).
- Clamped XY coordinates in light scatter shader. This fixes very bad rendering artifacts caused by the shader in certain graphics drivers.

Head Bobbing Options

- This menu can be found in Options->Gameplay->Head Bobbing Options. The following options are:
- Head Bobbing - Toggles all bobbing while walking/running on ground and jumping.
- Turn Bobbing - Toggles the rolling of the view camera when turning (on land and in water).
- Adjust View To Slopes - Toggles your view being aligned to the floor surface that you're standing on.
- Underwater Bobbing - Toggles all bobbing related to being on water and underwater.

AI Updates

- The timing on how long it takes for AI to respawn has been heavily re-factored now. It will take roughly 15-30 seconds for them to begin fading out and another 10-15 seconds for them to begin respawning. Its still randomized but there should be a longer delay before they start respawning though it really depends on their configuration in the levels.
- The speeds of the AI has been lowered for the harder difficulties and they will be instantly updated if the difficulty option has been changed in the gameplay menu. The issue with them not updating until that level was revisited has led to a lot of confusion regarding to the broken nature of the AI and speed of the game.

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Changelog for Patch #2 1.4.6 (added 07 January 2016):

- Fixed random sounds mysteriously relocating/repitching sfx
- Emulate the ceiling glide glitch found in original game
- Replaced all sounds of the game with the N64 version of the game. Quality is actually significantly better than the original 1997 PC port
- Fix back/exit button on joystick menu
- Localization for hub key plaque messages
- Add a fatal error call preventing crash for missing vertex attribute array support common to Win 8.1-10 default WDDM drivers missing OpenGL 2.0 support
- Enemies can now be blown away while in the death state
- Use generic spark for metal (robot) grunt subtypes when hit by knife
- Green blood and non-blood support (toggled in violence options)
- Localize extra life string
- GPU memory optimizations and cleaner implementation of Bloom post process
- Fixed light scatter post process for intel chipsets
- Possible fix for multiple weapons showing at once
- Fixed memory leak and flooding of nested kexParsers due to level scripts not being properly closed
- Refactor cheats and add unlock of infinite lives when you get max lives
- Support for hud opacity cvar
- Do not allow picking up backpacks when you already have one
- More fixes for preventing player from getting ejected into a room below him
- Don't holster weapon when entering anti-gravity areas
- Possible fixes to Mantis script logic
- Fix a problem where campaigner will not stun if he is locked in a melee cycle
- Special case checks for dealing with looping sounds played by sources
- Warp hum and waterfall sounds now loop
- Allow birds and monkeys be killed by particle accelerator because why not?
- Make some wind sounds loop
- Fix minigun/accelerator loop sound lock when holdstering
- Fix particles randomly becoming black
- Fixing tek arrow models

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Changelog for Patch #3 1.4.7 / GOG-7 (Windows) (added 05 April 2016):

- Music system now uses SDL_Mixer (addresses a lot of issues and bugs with the current music playback thread)
- Fixing a bug for flying insects making sounds while regenerating
- Fix for respawning on levels that's not tied to hubs
- Fix critical heap corruption error when loading the splash screen
- Prevent crash if walking into secret sector but map isn't tied to a hub
- Collision tweaks and optimizations. Ensure objects stay inside sectors and somewhat improved wall radius collision detection.
- Default to default RHI shader during material initialization. Prevents random crashes from occurring.
Post edited February 07, 2017 by DeMignon
high rated
Changelog for Update / GOG-2 (Mac) (added 23 May 2016):

- We have added the Mac version of Turok to everyone's accounts.
high rated
Changelog for Update 1.4.9 / GOG-8 (Windows (added 24 March 2017):

- The new Level Editor for Turok allows users to create and modify maps, add new features, and build custom areas.
Ah finally the offline installer has been updated to the latest version. Nice.
high rated
Changelog for update / (Windows) (added 04 December 2017):

- Installer maintenance update - No game files were changed.
Post edited December 20, 2017 by DeMignon
high rated
Changelog for update / (Mac) (added 16 December 2017):

- Installer maintenance update - No game files were changed.
high rated
Changelog for Update 2.0 (added 24 July 2018):

- Fixed a few general crashes across Windows, Mac and GNU/Linux,
- Fixed 'Purrdy Colors' cheat crash,
- Updated Internal game 'clock' tick so the game will run at 60 FPS and not 59 FPS in some cases,
- Editor Logging has been improved to help diagnose crashes,
- Many other improvements.
high rated
The changelog posted is actually for the 2.0 Update 1 that was released 3 weeks after 2.0 was already available. Here's the real changelog for version 2.0:
• Backporting of Turok 2 code into Turok 1,
• Many under-the-hood changes for Xbox intergration,
• New DirectX 11 renderer,
• Added original PC CD soundtrack option,
• New time trial mode,
• 2 new achievements to bring the total up to 10,
• Unlocked cheats are now saved,
• Many many many more improvements
I just tested out Turok EX on Linux Mint 17.3 64 bit and Linux Lite 2.8. It's a go. Plays great.

Lenovo ThinkPad T410
Nvidia NVS 3100M (256MB) GPU.
I can see the changelogs, even in Galaxy BUT the version downloaded is 1.4.9 still...
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SOURCE_OF_TRUTH: I can see the changelogs, even in Galaxy BUT the version downloaded is 1.4.9 still...
Because the Windows version of 2.0 (Update 1) is still not available. Don't ask when it will be available because nobody will give you an answer to that question.
Does anybody know what the current version of Turok is?
Post edited August 09, 2019 by Pyromancer138
The in-game console reports it as 2.0.0
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Smoke39: The in-game console reports it as 2.0.0
Thanks a lot!
Kex4-1.0 (February 28, 2025)
New Features

• Support for high refresh rates.
• Improved controller functionality and vibration support.
• Localized Achievements.
• The Brachiosaurus from a Turok beta rom has been found and recovered. You’ll find these dinos stomping around in the Treetops level.
• You can now swap ammo types for the Tek Bow and Shotgun whenever you want, just like Turok 2.
• The Run/Walk toggle button has been added from the original game. By moving at walking speeds on the ground, you can get closer to enemies from behind before they notice you.
• You can now bind multiple weapons to the same button to cycle between them.
• Restored the High Priests homing blue magic attack and the Purlins unused leap smash melee attack.
• Restored the Gallery cheat code with the addition of viewing the Bosses and Turok. You can also preview animations on each of the enemies.

New Menu Options

• You can reset menu options to default with the "Reset to Defaults" menu option.
• The Input Bindings menus now shows icons instead of text.
• Added binds in Action Bindings menu for Changing Ammo Type and Walk Toggle.
• Controller Options: Look Smoothing, SouthPaw (Swap Sticks), Enable Vibration and Intensity, DeadZones.
• Gameplay Options: Radial Fog, Player Shadow, Enable Walk Toggle, Enable Change Ammo
• Head Bobbing Options: Added strafe and jump bobbing options and you can now adjust the scale of how much the screen is tilted for each bobbing option.
• HUD Options: Automap Show Player, Automap Show Compass, Show All Health Stats (Shows health when you have Armor), Show Alt Ammo, Flash Intensity, Shake Intensity, Horizontal Positioning of the HUD.
• Graphic Options: Always Show Lens Flares, Antialiasing: SMAA, FXAA, FXAA Fast, Off
• Audio Options: Master Volume, Audio Output, Low-Pass Filtering, Enable Underwater Music, Ambient Environment Sounds
• Save file level names are now localized. The most recent save file is marked in green. The date displayed is now in the format yyyy/mm/dd hhmmss.

Fixes

• Improvements to the font.
• Fixed animated textures skipping the first frame.
• Enemies that have been blown up into air are now able to fall off cliffs and float/sink in water.
• Fixed the red and orange Attack Robots from having a huge melee hit radius and removed their random explosion effect being spawned during certain animations.
• Reduced the frequency enemies will teleport and their animation is updated right away while teleporting in so you won't see them pop in for a frame at the start of their animation.
• Enemies that are waiting to be triggered can no longer be damaged or killed.
• Fixes to enemy headtracking.
• Simple shadows take into account the fog when they are drawn. Fixed shadows appearing briefly at the start of enemies dropping from the sky. Fixed shadows drawing on top of other shadows.
• The Purlins melee attacks no longer play ambient bird sounds.
• Enemies no longer stutter in place when they're in their initial animation and transition to a root motion animation.
• Enemies are no longer removed from the map if they can respawn when the player moves far away from them.
• Enemy grenades can impact more surface types instead of just disappearing on impact.
• Bosses are now affected by the difficulty setting and have a modifier for the damage they receive similar to regular enemies, to match the original version.
• Humvee can no longer be knocked back when damaged and will restore its death state animation correctly when respawning in the arena. The Humvee can be knifed again allowing (glitchless) knife only playthroughs. The wheels no longer spin forever when destroyed and certain sound file paths have been fixed with underscores instead of single quotes.
• Fixed Longhunter from being damaged during his non fight states.
• Restored Campaigners original behavior with the weapons that can damage him and what weapons get removed from the player. Additionally you will now see your weapons get taken from you and destroyed.
Plus more fixes
Post edited March 01, 2025 by Berzerk2k2