Turok 2004 Engine Test: Difference between revisions

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{{Prototype
{{Prototype
|titlescreen=Turok2004ET-StartScreen.png
|builddate=Apr 14, 2004
|builddate=Apr 14, 2004
|status=Released
|status=Released
Line 13: Line 14:
|file=Turok 2004 Engine Test.rar
|file=Turok 2004 Engine Test.rar
}}
}}
A tech demo made in 2004 for the Turok for the Microsoft Xbox.
An early game engine tech demo made in 2004 for Turok for the Microsoft Xbox.
==Notes==
'''Default.xbe''' "release  xbe" turns off debug functions and the green reference lines.
 
'''XbxTurokDbg.xbe''' stranded debug xbe
 
'''XbxTurokAbt.xbe''' appears to be the same as the debug xbe but is displayed as turok abort in the xdk launcher so i think i'm missing something.
 
 
When you first load in you will be in a black void with a bunch of green lines all over the place (if you run the "release" xbe then it will just be a black void)
 
if you press the black button it will load in a map called TestSeg01, this map appears to be a desert test map with some sand storm effects
 
if you press the wight button it will load in a map called TestSeg03, this map seems to be a standard city test map.
 
 
'''Controls'''
 
Left thumstick moves the camera. right thumstick rotates the camera.
 
left trigger and right trigger will roll the camera .
 
A button will move the camera down and B will move it up.
 
 
The Data\TestWorld\TestLevel folder has test maps from 1 to 6 but none of the other buttons on the controller do anything so I haven't found if you can load the other maps yet.
 
An interesting quirk of this prototype of your running the debug build with the green reference lines, when you swap between the maps the lines stay in place.
 
So the camera isn't affected by the map change, really it's not a map change, the geometry you are looking at gets unloaded and new geometry gets loaded in on the fly. This affect is a little easier to see if you zoom all the way out where you can see all the lines at once, but if you zoom to far on TestSeg01 you will be above the sandstorm affect and wont be able to see the map.
 
So in another words this means you are streaming level data in and out on the fly witch would of been kinda a big deal back then.
 
==Screenshots==
<gallery>
File:Turok2004ET-TestSeg01.png
File:Turok2004ET-TestSeg01-2.png
File:Turok2004ET-TestSeg03.png
File:Turok2004ET-TestSeg03-2.png
File:Turok2004ET-TestSeg03-3.png
</gallery>
 
{{Prototype Footer|{{Navbox prototype|Turok 2004 Engine Test}}}}
{{Prototype Footer|{{Navbox prototype|Turok 2004 Engine Test}}}}

Latest revision as of 03:55, November 3, 2020

Title Screen
Turok 2004 Engine Test
Build date Apr 14, 2004
Dump status Released
Dumped by Borman
Released by Borman
Origin Developer Kit HDD
Game Turok 2004 Engine Test
System Xbox
Genre Tech Demo
Download Turok 2004 Engine Test (info)
Error: The download file provided does not exist, please upload it or fix the file name if it's incorrect.

An early game engine tech demo made in 2004 for Turok for the Microsoft Xbox.

Notes

Default.xbe "release xbe" turns off debug functions and the green reference lines.

XbxTurokDbg.xbe stranded debug xbe

XbxTurokAbt.xbe appears to be the same as the debug xbe but is displayed as turok abort in the xdk launcher so i think i'm missing something.


When you first load in you will be in a black void with a bunch of green lines all over the place (if you run the "release" xbe then it will just be a black void)

if you press the black button it will load in a map called TestSeg01, this map appears to be a desert test map with some sand storm effects

if you press the wight button it will load in a map called TestSeg03, this map seems to be a standard city test map.


Controls

Left thumstick moves the camera. right thumstick rotates the camera.

left trigger and right trigger will roll the camera .

A button will move the camera down and B will move it up.


The Data\TestWorld\TestLevel folder has test maps from 1 to 6 but none of the other buttons on the controller do anything so I haven't found if you can load the other maps yet.

An interesting quirk of this prototype of your running the debug build with the green reference lines, when you swap between the maps the lines stay in place.

So the camera isn't affected by the map change, really it's not a map change, the geometry you are looking at gets unloaded and new geometry gets loaded in on the fly. This affect is a little easier to see if you zoom all the way out where you can see all the lines at once, but if you zoom to far on TestSeg01 you will be above the sandstorm affect and wont be able to see the map.

So in another words this means you are streaming level data in and out on the fly witch would of been kinda a big deal back then.

Screenshots