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when will this get a update i know they have send it too GOG.com but when whill you update the game???
when gog is able to, they probably have a mountain of updates to go through so it will probably be a bit of time.
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Lord_Kane: when gog is able to, they probably have a mountain of updates to go through so it will probably be a bit of time.
i did see on steam that this game have a update. and they did also give the update too gog as well
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Lord_Kane: when gog is able to, they probably have a mountain of updates to go through so it will probably be a bit of time.
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kmja: i did see on steam that this game have a update. and they did also give the update too gog as well
at best if all the stars align and the seasons are right dread gogthulu will rise from the drmfreelyh and update Turok today/tomorrow. if not, it might be later this week.
Post edited January 06, 2016 by Lord_Kane
Oh mighty gogthulu, please guide us to a better well patched world.

Steam got a new epic update with lots of fixes, i hope we dont have to wait another two weaks.
I didn't catch if it happened last night or this morning, but my game's finally updated. 1.4.6, same as update 2 that just went up on Steam on the 5th.
Yes it's finally here. The game updated to 1.4.6 in GOG Galaxy and there is a new installer (2.1.0.6) in the library.

Patch #2 1.4.6 (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

Patch #1 (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.
Is the framerate still 300 mph?
Post edited January 07, 2016 by Xel.naga
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Xel.naga: Is the framerate still 300 mph?
If you're talking about enemies being to fast (moving, shooting) on harder difficulties that is fixed with this update.
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Berzerk2002: If you're talking about enemies being to fast (moving, shooting) on harder difficulties that is fixed with this update.
MRW the game is finally working as intended.

Post edited September 29, 2018 by Fairfox
Any news about update 3 coming to GOG in the near future? It's been out on Steam since some time now.
1.4.7 is finally up on gog now.
One of the patches says they added: Support for hud opacity cvar.

Does that mean I can make the hud invisible?
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hudfreegamer: Does that mean I can make the hud invisible?
Yes in the HUD options you'll find "Show HUD" on/off