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Turok 2: Rok Match›Events›Rok Match Update 5
In-game event

Rok Match Update 5

Turok 2: Rok Match · published 8 months ago

All eventsPlayers around this dateRead on Steam

Global (Single Player and Multiplayer):

  • Fixed a major original bug that made most transparent textures static (i.e., ignoring any lighting, brightness, colors, and shadows). They now work natively, like in the N64 version. The improvement is most noticeable on water-based textures — they look much better now, blending more naturally into the environment. Some vegetation and other small details, like spider webs, have also been improved.

  • Some code optimizations in an attempt to improve compatibility in specific situations.

  • Fully reviewed and fixed the Music Player (aka Jukebox) code to resolve various issues.

  • Fixed the issue where unchecking "Ambient Sounds" in the launcher had no effect.

  • Fixed a major fundamental vanilla bug: memory leak! The game will no longer develop a corrupted appearance and then crash, no matter how long you play or how many areas you visit.

  • GameSpy Lite: Disabled a rare looped error popup when the master server is completely empty.

  • The launcher will now automatically connect you to the selected GSpy server, so you no longer need to manually press the "Connect" button after selection. Since it's now automatic, the "Browser IP" field has been renamed to "Recent IP". The "Connect" button is now hidden on first launch until a server is selected (or an IP is manually entered). These changes should make the connection process much easier.

  • Fixed broken gamma on some textures (appearing very bright or very dark). This was noted in the pre-release version, but the previous fix was only partial. This problem should now finally be resolved.

  • Sound system improvement: In the original game, when you move far enough from environment objects that produce looped sounds (like flames, waterfalls, or portals), the sound would rapidly switch on/off at ~10% volume while the object was still visible for renderer, which could be very annoying at high system volumes, especially with headphones. Now, sounds can fade below that 10% threshold down to a minimum volume (<1%). The game will try to maintain that minimum volume until the object is completely disappear (instead of the on/off "b-r-r-r-r" effect).

  • Fixed another original sound flaw: for some reason, the greater the view distance on a map, the louder all distance-based sounds became (across their entire range). The maximum sound volume is now limited to a reasonable level.

  • Greatly reduced the range (using a custom formula) for the most annoying T2 sound — portal humming. You could previously hear it almost everywhere and all the time. Now you will only hear it when close to a portal.

  • Reduced the C-Bore sound volume by 8% to make it less ear-piercing.

  • Slightly reduced the waterfall sound range (like the one in Harbor-5). While not as bad as portal humming, it was still a bit too loud.

  • Slightly reduced the range of ground flame sounds — a very loud effect. Since these are muted by default in multiplayer, this change mainly benefits single player.

  • Multicore support! While the game can't truly leverage multicore performance gains, it still provides the following vital improvements for T2RM:

  1. 2% to 15% FPS boost, depending on specs and OS.

  2. Better game window handling.

  3. No more issues that modern GPU drivers can cause in single-core mode.

  4. No startup freezes.

Note: The original game could crash on multicore processors within minutes, and the only workaround was forcing single-core mode, which had significant drawbacks.

  • Improved the "Mouse on Screen" bug fix. It should no longer (theoretically) interrupt your camera turns in rare specific cases. Previously, I only encountered this a few times on Windows 7, but better safe than sorry.

  • Fixed a custom limiter bug: if limited SFX spawned in direct player view before the game fully loaded, they could disappear for a few minutes.

  • New sound option: "Mute Adon Messages" – Disables all Adon commentary about weapons or objects.

  • New mouse hotkeys: "Shotgun" and "Forward".

  • Massive text rework:

  1. Console, chat, statistics, and big white texts now have aspect ratio correction. The maximum width of chat and console lines before wrapping has been increased, making better use of extra space on widescreen resolutions. Positioning of many strings has been improved. Most of the above text, plus popups and HUD digits, now uses consistent rounded spacing between characters with no random shifts.

  2. Fixed weird spacing shift after the "7" digit in HUD numbers.

  3. Fixed underscore symbol shift when typing in the cheat menu.

  4. Improved icon positioning in the Single Player Item Inventory. Also applied slight aspect ratio correction.

Single Player:

  • After a few more test playthroughs, global incoming damage on "Rok" difficulty has been reduced from 170% to 165%.

  • Tweaked the enemies' vision fix — range correction reduced by a few percent. Also halved the correction for the starting Death Marshes location and the entire Hive level, as enemies there already behaved almost correctly by default and nearly matched the fog range.

  • Improved the entire Oblivion cutscene intro with a slightly wider FOV for widescreen monitors (to feel less zoomed in). Fixed the Adon cutscene fading to gray in the last few seconds. Fixed FOV in the final Oblivion cutscenes, including Adon's.

  • Additionally optimized cutscene FOV for 21:9 monitors.

  • Fixed spinning elevators in Lair of the Blind Ones sometimes failing to start.

  • Fixed wooden platforms in Death Marshes never submerging when the player stands on them.

  • Fixed all spinning platforms (including Lair elevators) speeding up with higher FPS. They are now FPS-independent and behave natively.

  • Fixed an annoying issue with the "Cave Worm", where the game would attempt to play a non-existent death animation, causing the last played animation to freeze until it disappeared. In the worst cases, the worm could still attack and damage you after death.

  • Fixed a similar issue for the "Gunner", where it would stand still or repeatedly play the jammed gun animation instead of the death animation.

  • Fixed "Deadman" sometimes disappearing on death without any animation or particles.

  • Fixed ridiculously low HP for the minibosses — Sisters of Despair. Their health was lower than some regular enemies, allowing them to be killed with just 2 explosive Shredder shots or 1 grenade. Health is now doubled on Rok difficulty.

  • Fixed Queen Embryo flying away through the ceiling if hit with the Scorpion Launcher or explosive Shotgun shells.

  • Fixed Blind Ones boss overspamming the spit attack in the second phase (previously missed in the 4.0 update).

  • Fixed enemies' homing attacks! Projectiles would gain more homing strength at higher FPS, sometimes making them impossible to dodge (especially green mantid projectiles). Homing is now FPS-independent and behaves natively, giving you a fair chance to evade them.

Happy New Year and Merry Christmas!

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