

	Turok+ v2.171

	by Smoke39
	smoke39@gmail.com


================================================================================
	Installation
================================================================================

- Create a mods folder in your Turok folder.
- Extract Turok+.kpf to the mods folder you just created.
- The mod will now load automatically when starting the game.
- Optional: Set up new keybinds (see next section).


================================================================================
	Binding Keys
================================================================================

Turok+ adds the following optional functions to bind:

	"call ToggleMode"   - toggle fire mode
	"call ToggleScope"  - toggle scope
	"call QuickKnife"   - off-hand knife
	"call QuickGrenade" - off-hand grenade

You can set up new keybinds by entering the following into the console (~ key
in-game) or adding it to your config.cfg file in the game's root directory:

	bind <key> "<command>"

For example, this will bind the ammo toggle function to the right mouse button:

	bind mouse_right "call ToggleMode"

To unbind a key, you can simply remove it from your config.cfg file, or enter
the following into the game's console:

	unbind <key> "<command>"

	------------------------------------

Here are some common key/button names the engine recognizes:

Keyboard
	0-9
	a-z  (must be lower-case)
	f1-f12
	up, down, left, right  (arrow keys)
	lctrl, rctrl
	lshift, rshift
	lalt, ralt
	tab, space, enter

Mouse
	mouse_left, mouse_right, mouse_middle
	mouse_misc1, mouse_misc2  (thumb buttons)
	mouse_wheel_up, mouse_wheel_down

XBox 360 Controller
	joy_0, joy_1, joy_2, joy_3     - A, B, X, Y
	joy_4, joy_5, joy_6            - back, guide, start
	joy_7, joy_8                   - LS, RS
	joy_9, joy_10                  - LB, RB
	joy_11, joy_12, joy_13, joy_14 - dpad up, down, left, right
	joy_15, joy_16                 - LT, RT

For anything I don't have listed here, you can use the in-game menu to bind a
normal function to the desired key, then exit the game and modify the entry in
your config.cfg file to use the new command.


================================================================================
	Major Changes
================================================================================

New Keybinds
------------
- fire mode toggle: "call ToggleMode"
  * bow, shotgun, auto shotgun ammo types
  * pistol, assault rifle semi-auto mode
  * pulse rifle beam mode
  * alien weapon flamethrower mode
  * cancel charge (bow, shockwave weapon, chronoscepter)
- scope toggle: "call ToggleScope"
  * tek bow and pulse rifle have scopes
  * you must be stationary to use the scope
- off-hand knife: "call QuickKnife"
- off-hand grenades: "call QuickGrenade"

Knife
-----
- can no longer hit through walls

Bow
---
- increased damage by 1 so poachers can be 2-shot on Hard/Hardcore
- new, more visible arrow glint (also now works properly at all FOV settings)
- arrows are angled up just enough for super arrows to pass through crosshair

Pistol
------
- can now be upgraded with burst fire or dual wielding
- reduced bullet spread a bit (especially in semi-auto or firing slowly with 2)
- greatly reduced projectile spawn offset

Assault Rifle
-------------
- changed to fully automatic by default
- reduced bullet spread a bit (especially in semi-auto)
- reduced projectile spawn offset by ~80%

Shotgun
-------
- damage increased by 9
- added knockback
- slightly reduced and more consistent spread
- added optional double-barrel upgrade

Auto Shotgun
------------
- damage increased by 6
- spread increased
- added light knockback at close range
- explosive shells changed to dragon's breath by default

Shotguns
--------
- fewer normal shells per ammo/weapon pickup
- significantly reduced projectile spawn offset for both shotguns

Minigun
-------
- fire rate now ramps up as barrels accelerate
- ROF is no longer faked
  * double ROF, fire 1 instead of 2 bullets, use 1 instead of 4 ammo
  * cut ammo capacity/pickup amounts in half
- backpack now increases max ammo
- reduced damage reduction against green-blooded enemies
- increased bullet spread
- boss room ammo pickups give reduced ammo
- spinning the barrels while out of ammo no longer causes ROF to go crazy when
  ammo is acquired

Shockwave Weapon
----------------
- doubled charge rate
- increased blast radius of lower charge levels
  (10,20,30,60,75 -> 25,45,60,70,75)
- actually deal damage when hitting grass/wood
- changes color as it charges to reflect charge level
- max charge color changed to orange-red, to be more distinguishable
- increased draw/holster speeds

Alien Weapon
------------
- increased damage from 35 to 50
- increased blast radius from 13 to 20 (same as rocket launcher)
- now detonates on impact by default
- replaced knockback with suction effect for direct hits when original delayed
  explosion is enabled

Grenade Launcher
----------------
- grenades can be thrown before the launcher is found (some model assistance by
  DoomMarine23)
- enemies drop grenades even on Hard and Hardcore until you find the launcher
- grenades are now angled upward to counter gravity, and a tiny bit left to
  compensate for spawn offset

Rocket Launcher
---------------
- rocket speed is less random, and has a higher minimum
- rockets actually do splash damage when hitting grass/wood
- toned down effects so you can actually see where your rockets are going
- reduced swap-out time by lowering as it's closing
- fixed rocket pickups giving 4x intended ammo

Fusion Cannon
-------------
- increased draw speed

Optional Weapon Alternatives
----------------------------
- pistol and auto shotgun now have alpha version alternatives
- most weapons now have at least one Turok 2 alternative
  * plasma rifle scope zoom can be adjusted with map zoom or mode toggle keys
- several weapons now have Rage Wars alternatives
  * mag 60 laser locks on when you stand still

Enemies
-------
- new difficulty settings, including enemy respawn, item drops, and speed
- many enemies have had their hitbox reduced (most noticeable for humans)
- fixed giant pur-lin hitbox being too short
- fixed pur-lin and robot collision height not reducing on explosive death
- fixed enemies dropping mortal wounds with any weapon, after being killed with
  knife and respawning
- fixed arrows not causing mortal wound drops
- sergeants now drop small energy cells on Hard and Hardcore
- ambush anims are now sped up on hardcore
- most enemies can no longer shoot backwards
- triceratops can now aim at you properly
- demon fireballs
  * charge speed increases based on difficulty to match fire rate
  * no longer fires if enemy dies during charge time
- enemy pulse projectiles no longer jolt metallic enemies forward (all enemy
  types in longhunter's case)

Bosses
------
- humvee rockets
  * can now fire sideways on Hard, and will lead its shots on Hardcore
  * added splash damage, and aim at feet
  * fire rate is more consistent, and higher on Hardcore
- longhunter is now invincible while humvees are out, as his force field hit
  effects suggest he should be
- mantis no longer breaks all the walls after losing 25% of its health

Misc.
-----
- armor is now capped at 50 (2 pickups, equivalent to 150 health)
- optional taunt system
- boss cutscenes can now be skipped
- added player shadow
- pendulums now cast shadows
- fixed animals blocking you for a moment after disappearing
- fixed bullet/arrow grass/wood impact appearing too high
- warp portals can no longer be entered until they're mostly open (gives you a
  chance to avoid them if they open right on top of you)
- added a portal back to the hub at the beginning of level 8


================================================================================
	Minor Changes
================================================================================

Knife
- proper impact effects for metallic and force field enemies
  * previously flesh sound, stone spark for metallic, and blood for force field

Bow
- first person model
  * added bowstring
  * arrow now reflects ammo type, and is hidden when out of ammo
  * fixed 2 of 3 fletches being invisible, and changed from solid colors to
    feather textures
  * fixed various instances of arrow clipping into bow
  * arrow no longer moves backward when fired
  * added missing wrist and left bow limb
  * cleaned up some of the splotchiness of end of bow limb texture
  * fixed gap in bow limb when drawn
- smoothed out tek arrow trail, and added trail to super arrows
- added color to projectile sprites
- projectile spawn point now takes ducking into account

Pistol
- modified normal slide to distinguish from burst pistol fire selector
- restored right half of top of barrel and slide
- fixed mitten fingers and lighter skin tone than other weapon models
- optional alpha version pistol

Assault Rifle
- extended first person model, and revised pickup model
- optional muzzle brake and tracer rounds, with alpha fire sound
- realigned muzzle flash
- added muzzle smoke to match the other bullet weapons
- new view recoil
- burst fire no longer fires all 3 shots even when ammo runs out if fire is
  released
- fixed first shot of burst fire being a frame late

Shotgun
- added optional extended model (enabled by default)
- made ejection port open when cocking
- cleaned up wobble in fire/cock anim
- extended back of gun a bit so you can't see it cut off when cocking
- cleaned up texture streaking on back of pump
- fixed solid stripe along the top of the barrel, and a seam in the back of the
  gun
- fixed front sight being slightly off-center
- pickup model
  * straightened out model and slightly realigned pump
  * touched up texture mapping
  * added front sight

Auto Shotgun
- reduced delay on cycling sound
- slightly reduced volume of cycling sound
- fixed seams in shiny parts
- recomputed surface normals for grip (slightly smoother shading)

Shotguns
- increased fire sound volume a bit
- fixed explosive shell impact effects
  * wrong explosion sound against force fields
  * wall explosion particle effect against yellow-blooded and metallic enemies
  * splash particle effects in lava/tar
  * random delay from wall impact explosion particle effect

Minigun
- added top handle
- new view recoil
- shells are now ejected from the side rather than the front
- fire a tracer every 3rd shot
- added muzzle smoke
- ammo belt rattling sounds as you move
  * increased run anim rate so rattling won't feel so disjointed
- various spin sound fixes
- various barrel rotation fixes
- slightly reduced whir volume, and slightly increased shot volume
- slightly adjusted muzzle flash offset
- muzzle flash and light are now synchronized
- scale fire/idle anim rate with barrel spin rate

Shell Casings
- bullet casings
  * brightened, and fixed yellowish outline
  * added some randomization to rotation
- added impact sounds to both types, and water impact ripples for bullet casings
- touched up spawn points, and made them more consistent among FOV settings
  * added some randomization to minigun shell spawn point to reduce the
    impression of a single casing hovering beside the gun
- eject shells a little more to the side
- fixed some erroneously transparent pixels in shotshell sprites

Pulse Rifle
- removed initial fire delay
- slightly adjusted projectile spawn point
- fixed long hole along the side, and small crack in scope
- smoothed water impact effect
- added visible fire selector to complement new beam fire mode, and adjusted
  swap-in anim to make it visible sooner

Shockwave Weapon
- made charge sound smoother, and resume after pausing the game
- hide electricity and dim arms during swap anims
- texture animation plays faster as the weapon charges
- fixed some missing frames of texture animation
- charge sound should no longer get stuck if you stop climbing before holster
  anim finishes
- holstering should no longer interrupt player sounds
- arms begin picking up speed during select anim, instead of jerking into motion
  when anim finishes
- arms retain momentum through fire anim, so you can actually see them gradually
  return to normal speed
- added some small randomization to enemy detonation time, to prevent many
  explosion sounds from stacking and killing your ears

Alien Weapon
- reduced visual explosion size to better reflect blast radius
- changed ring trail offsets to no longer overlap
- barrel now closes during swap-out
- climbing during swap-in no longer causes barrel to snap open during swap-out
- added green water impact effect, instead of reusing blue pulse rifle effect
- fade in charge effect over a longer period to try to obscure your view less
- removed a bad frame from alien weapon pickup sight texture animation

Grenades
- extended launcher first person model so the back won't be visibly missing
- realigned muzzle smoke, and fade out to smooth over static part of animation
  at the end
- updated launcher explosion smoke
- added explosion smoke to hand grenades
- grenade water effects
  * splash on impact
  * underwater explosion sound
  * splash when exploding near surface
  * bubbles should no longer spawn above water
- fixed hand grenade explosion sound following one of the fragment projectiles
- realigned projectile trail (launched and thrown)

Rocket Launcher
- first rocket no longer has an extra large blast radius against hard surfaces
- remove spread from first rocket
- added explosion smoke
- when out of ammo, rockets are hidden and reload is skipped
- fixed gaps and incorrect surface normals in top doors and rocket fins

Fusion Cannon
- hide wire electricity during swap anims
- keep electricity from disappearing through teleporters
- added missing back
- start swap-in lower
- waves around less when looking around
- softened explosion screen flicker

Chronoscepter
- new ammo icon

General Weapon Changes
- select sounds for assault rifle, auto shotgun, minigun, pulse rifle, shockwave
  weapon, chronoscepter
- idle sounds for shockwave, alien weapon, fusion cannon
- muzzle flashes for pulse rifle, alien weapon
- weapon light effect when firing minigun, pulse rifle, shockwave weapon, alien
  weapon
- smoothed over sphere maps for shotguns and assault rifle
- added lighting to fusion cannon and chronoscepter explosions
- added screen shake to grenade launcher, rocket launcher, and fusion cannon
  explosions
- killing enemies with explosive shells and tek arrows no longer blows them away
  when hitting the level, for consistency with direct hit kills (still blows
  corpses away, due to an engine bug)
- bullet grass/wood impact sprite anim no longer loops during spiritual
  invincibility

Enemies
- enemy/animal drops should no longer fall off ledges
- bodies can now fall over ledges
  * added splash and friction when landing in water
- beetle's close attack anim is no longer silent
- added raptor and alien explosion death sounds
- sergeant proj impacts made red, and solid impacts a bit smaller
- cyborg sergeant projectile changed to blue, since they clearly hold actual
  pulse rifles, unlike human sergeants
- fixed yellow-blooded enemies sometimes bleeding red (or orange)
- death and idle anims are no longer sped up on Hardcore
- fixed humvee engine sound not playing due to an error in the 2.0 game update
- fixed humvee rocket impact thwack sound, and surface type inconsistencies
- campaigner yells when falling over for the last time, as in the original
- pur-lin melee attacks no longer play bird sounds
- fixed robots randomly spawning explosions
- corrosive spit
  * sandworm spit damage now plays sizzle instead of thwack sound
  * reduce acid burn sizzle volume
  * made acid impact and burn sizzle fade out instead of ending abruptly
- fixed blade cyborgs using the default red texture variant instead of the
  intended yellow
  * mappers: set Params 1 to 25 for red or 26 for yellow; other values will
    default to red for staff cyborgs  and yellow for blade

Gibs
- gibs are scaled based on the size of the enemy that spawned them
- all gibs spawn blood trails, not just a few
- add some of the enemy's velocity to its gibs
- gibs no longer despawn until far away, like bodies
- leapers and aliens now spawn all of their hands, not just 1
- fixed soft landing playing medium-volume sound
- reduced oversized collision height so they don't immediately bounce off the
  ceiling in cramped spaces

Cutscenes
- mantis key now pops back into existence off-camera
- turok should no longer stand in mid air if he's elevated when mantis dies
- t-rex no longer spawns explosion or plays thwack sound if player is near when
  it dies

Misc.
- added player footstep sounds
- toned down overly loud player wading sounds
- softened tail of single life force & small health pickup sounds, so they don't
  stack so loudly
- various model fixes
- animals drop health per damage rather than per hit, varied by difficulty
- gave portals a slight cyan cast for contrast and to better match originals
- fixed backward portals
- cleaned up various portal positions and exit points
- no longer display "low health" if the shot that took you below the threshold
  also killed you
- fixed missing sides of polygonal projectile trails (2.0 engine bug workaround)
- pur-lin and cyber raptor projectile trails should no longer penetrate objects;
  pulse rifle trail should penetrate less
- falling rocks and mantis no longer bump you up if you're already in the air
- touched up longhunter key alignment
- red blood can now splatter on wood walls, and leave pools on stone
- touched up splash particle effects (most notably, fixed secondary effects
  failing to spawn, and light & dark ripples not lining up)
- tar bubbles are now black instead of yellow, grow larger to match pop fx, and
  pop fx fades out
- fixed blinking line above flames and waterfall mist
- removed blank first frame from some sprites
  * red knife blood
  * shotgun metallic impact and robot destruction sparks
- hanging bodies no longer all have the same face
- changed thunder_roll_1-4.ksnd from generic rumble to distant thunder
- fixed subtle white fringing around HUD numbers
- added workaround for animated textures skipping their second frame
  * includes a couple 2-frame textures that weren't animating at all:
    . tex0550 - blinking light on center capacitor in some curved level 8
      corridors
    . tex0571 - small green/yellow lights (also touched up frames a bit to
      animate more cleanly)
- added "+" and mod version number to the title screen


================================================================================
	Technical Details
================================================================================

Minigun
- fire rate rampup
  * synchronized shots and barrel rotation
  * changed spin rate to produce the correct fire rate
  * tweaked barrel acceleration to produce a nice fire rate rampup
  * added whir volume rampup, and increased pitch rampup
- spin sound fixes
  * shorter spin-down sound at lower barrel speeds
  * cut short spin-down sound when firing again
  * only play spin-down sound when climbing if firing beforehand
  * spin down immediately when climbing, not at end of lowering anim
    . also prevents whir sound from getting stuck if you jump off before
      lowering anim finishes)
  * whirring sound will resume after unpausing the game
- barrel rotation fixes
  * fixed barrel rotation snapping back into place when pressing fire after
    climbing
  * fixed minigun losing barrel momentum as soon as lower anim finishes when
    climbing
  * barrel rotation is now remembered when changing weapons

Enemy Speed
- ambush anims (falling from the sky) are now 1.33x on Hard+
- walking, running, and swimming are 1.6x on Hard, 2.67x on Hardcore
- turning, attacking, and shaman teleportation are 2x on Hard, 3x on Hardcore

Enemy Aim
- also removed vertical aim limits
- demon shaman red proj is unaffected (spawned natively?)
- raptors are unchanged (AI only seems to fire if it's facing you, anyway)
- dimetrodons are unchanged (spawned natively?  AI only seems to fire when
  facing you, anyway)
- turrets are unchanged (spawned natively?)

Yellow Blood Fixes
- spurt_blood.kfx (spawned on death, and by gibs)
  * replaced with (unused?) spurt_greenblood.kfx
- spurt_greenblood.kfx
  * now spawns yellow splat and pool on impact instead of red pool and no splat
- knife blood
  * was using the correct texture, but green component was reduced, resulting in
    an orange color (probably erroneously copied from red blood version)
- generic_244.kfx (globules spawned by leapers when gibbed)
  * changed to yellow
  * spawn yellow impact effects
- greenblood.kfx (bullet impact)
  * changed a red splat and pool to yellow, although I've never seen it in-game

Misc. Model Fixes
- fixed backward surfaces in minigun ammo pickup (fixes shading)
- fixed large/small energy cells using the other's model
- backpack touchups
  * fixed backward surfaces (fixes shading)
  * removed unnecessary surfaces from pockets
  * made front 2-sided, and pockets 1-sided
- canyon_bridge01 (long rope bridge) - top ropes can now be seen from below
- fixed cracks in leaves of detail_plant06 and 13
- detail_tree05 - fixed seam in shading along the length of the trunk
- village_hut_single01 + grouped01
  * fixed gaps in single roof
  * improved surface normals
- removed wayward polies from village_treetop_hut01
- dyn_catacomb_wall_purlin + rooms_hallway_catacomb_purlin
  * fixed outer wall being fullbright
  * fixed inner wall and edge texture mapping
- rooms_hallway_catacomb02
  * fixed crossbeam z-fighting and deleted hidden tris
  * cleaned up streaking in shading and improved surface normals
- rooms_hallway_tech04 (tube passage)
  * fixed left wall texture mapping
  * fixed various gaps and missing surfaces
  * blue ramp
    . fixed being invisible with OpenGL
    . made dark parts of texture more opaque
    . fixed bottom using the wrong texture
- rooms_hallway_tech05 - fixed z-fighting on yellow stairs
- rooms_hallway_tech07 (big circular room) - fixed doorway texture mapping
- rooms_hallway_tech09 (Z floor)
  * fixed texture mapping on wall socket and beams
  * separated floor shading from trench
  * fixed grill being slightly misaligned with trench
- rooms_hallway_tech_door01 (square door hall)
  * fixed texture mapping on bottom of beam
  * made blue trim opaque, and fixed being invisible in OpenGL
  * filled in cracks along wires
- wall_doorframe_tech01 (catwalk doorway) - fixed light surfaces being indented
- wall_tech11 (curved with opening)
  * added missing surface to extrusion
  * fixed some edges that extended too far
  * cleaned up doorway surface normals
- fixed texture mapping on model0585 (grey stalactites in level 5)
- added a top to pillar_tech03, inside the electric part
- fixed various incorrect textures
  * canyon_wall_flat_corner_concave (corner piece between sides)
  * floor_grass_canyon_left/right (edge texture)
  * rooms_hallway_tech_ducts_tjunct01 (sloped lower part)
- cleaned up ruins_temple01
  * cleaned up streaks in shading
    . turned some edges
    . added some extra tris above the doors
    . recomputed surface normals
  * changed stair normals to add a little more depth in shading
  * cleaned up some gaps and overlaps
- fixed inconsistent rope shading on pendulums and level 6 swing trap
- cleaned up various model surface normals (fixes seams and streaks in shading)
  * canyon_wall_flat_corner_convex (also fixed bottom misalignment with non-flat
    top model)
  * canyon_wall_flat_short_entrance_cave
  * canyon_wall_flat_straight_climb01 (also fixed top misalignment on grass
    side)
  * canyon_wall_flat_tall_entrance_cave (also fixed top being misaligned with
    other models)
  * canyon_wall_floorslope_up (all variants)
  * canyon_wall_tall_entrance_cave
  * cave_rock04
  * floor_grass_canyon_left/right
  * rooms_hallway_tech_ducts_straight_end01
  * ruins_temple04 (also fixed some weird tris in left window, and changed stair
    normals for better shading)
  * wall_ruins06,10,11 (also fixed small gaps)

Portals
- backward portals
  * level 1: after purlin, left side above water just after explosive shells
  * level 2: just outside cave before exit
  * level 3: entrance, atop structures in entry area,
             2 just past residential area, right side just past save temple
  * level 4: outside above chronoscepter piece
  * level 5: behind a saw past miniboss above boss pit
  * level 6: right side of marsh underwater, near gate to second platform section,
             by teleporter to second key
  * level 7: early on just inside the crevices, right side atop climbable wall past first triceratops,
             just beyond false lava pool with fusion cannon, 2 in water just before exit
  * level 8: ramp leading into first anti-gravity shaft
- reorient portal early in level 2 to fit better between the telporter and vine wall
- make portal by pillar by cave before chronoscepter piece exit back onto the pillar
- move portal just outside the minigun cave on level 2 to no longe exit right into the vine wall
- turn portal in cave before end of level 2 to no longer exit into a column
- make portal by the ladder bridge early in level 3 exit onto the bridge
- move portal on level 3 away from invisible wall
- make portal atop the pyramid on level 4 exit back on top of the pyramid
- move portal behind saw past miniboss above level 5 boss pit to exit further from the blade
- move portals outside the cave near the end of level 6 to no longer penetrate center posts
- move portal after bridge in lava area of level 7 out to no longer intersect a tree
- move portal in big lava area with many purlins on level 8 off the pilar, and exit less precariously
- reorient shortcut teleporter near the end of level 3 to face forward, not back

