Posted December 19, 2015
Just seen this on Steam. Wonder how quickly GOG will get it.
Update #1 Available Now
Hello everyone,
An update for Turok is available now. It contains the following fixes:
Changelist for 12/18/2015
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.
Everyone at Night Dive Studios appreciates your patience while we track down and solve these issues. Enjoy the game!
Update #1 Available Now
Hello everyone,
An update for Turok is available now. It contains the following fixes:
Changelist for 12/18/2015
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.
Everyone at Night Dive Studios appreciates your patience while we track down and solve these issues. Enjoy the game!