Release Notes for Turok
Update Kex4-1.0 (22 April 2025)
- New option added to adjust automap line thickness. Automap lines are now rendered as quads, allowing the line thickness option to affect direct x and xbox platforms
- Use correct output channels for xaudio2. Fixes reverb sounds using 2 channels
- Entering or exiting a level will now set a checkpoint for the player and checkpoints will not show text or play a sound in boss maps, matching the original behavior.
- Fix Vulkan syncing issues
- Improvements to game logic ticker to mitigate stuttering
- Rendering is disabled when the window is unfocused
- When a map fails to load it will now fall back to the title screen
- Fixed several Interpolation issues
- All particle and wave files are now precached
- Fixes to the sun's lens flare for it to be blocked by all objects.
- Turok will no longer make underwater hurt sounds when taking damage in an antigravity area.
- The current FOV value in the options menu will now be auto selected and an FOV of 100 was added as an additional option.
- Fixed several issues with dying during the start of the Mantis and T-Rex fights.
- Fixed Reset Bindings from resetting other menu options.
- The Gallery and Credits cheats are now disabled when you’re not on the title screen.
- Fixed cheats not being unlocked properly
- Localized text for weapon binds and cheat messages
- Fixed issues with particles not being setup correctly when spawned
- Particle decals will now be correctly oriented on top of the water.
- Increased damage of the Alien Weapon from 15 to 25 and explosive damage from 0-20 to 25 (no falloff) with a radius of 20.
- The Quad Rocket Launcher now does radius damage when impacting default surfaces such as most floors in the game. And 1 of the 4 rockets had a larger radius than it should have.
- The damage the player does to enemies is now more accurate to the original on hard and hardcore difficulties.
- Credits will no longer fade out from button presses at the start of the credits. You can also speed up the credits by holding down: right click, space bar or the left face button on your controller.
- Thunder can now be damaged during his roaring animation matching the original game. When respawning he will run after you immediately.
- Bosses no longer receive knockback force.
- Restored Campaigners shield behavior. The shield's total health is 1500 and absorbs damage from explosive and energy based weapons. Other weapons still deal direct damage to the campaigner. The shield will change colors when damaged and will disappear when destroyed. All weapons will then hurt the Campaigner.
- Footstep sounds will now fade out when obstructed from the player correctly. Sounds with the fadeIfObstructed flag were improved to work with any number of actors and will do less raycasting checks. This flag was also set for the raptor and purlin footsteps.
- Turok’s landing sound is no longer played when landing on a warp sector.
- The Fly mode cheat code in the cheat menu will now allow you to go through level geometry.
- Giblets can no longer spam sounds on every frame
- Player viewHeight corrected from 51.2 to 55.296
- Fixed big head scales on raptor, alien, and T-Rex. Leaper now has headtracking and big head mode now works on him.
- Tiny enemies and big head cheats now work in the Gallery for the Bosses and Turok.
- Dropped and spawned pickups will now cast a simple shadow.
- Fixes to sounds with a very low pitch.
- The player will now rotate when on spinning platforms.
- Turrets don't lower when frozen by shockwave weapon
- Check for non solid actors in KnockbackTarget and KnifeAttack functions (swinging sacks hitting pickups)
- Interpolation when zooming the automap
- Many fixes and additions for modding scripts
Update 2.0 (24 July 2018)
- Fixed a few general crashes across Windows, Mac and GNU/Linux,
- Fixed 'Purrdy Colors' cheat crash,
- Updated Internal game 'clock' tick so the game will run at 60 FPS and not 59 FPS in some cases,
- Editor Logging has been improved to help diagnose crashes,
- Many other improvements.
Installer update (16th December 2017) [macOS Only]
- Installer update - No game files were changed.
Windows Update (04th December 2017) [Windows Only]
- Installer maintenance update - No game files were changed.
Update 1.4.9 (24 March 2017) (Windows only)
- The new Level Editor for Turok allows users to create and modify maps, add new features, and build custom areas.
Update (23 may 2016)
- We have added the Mac version of Turok to everyone's accounts.
Patch #3 1.4.7 (05 April 2016)
- Music system now uses SDL_Mixer (addresses a lot of issues and bugs with the current music playback thread)
- Fixing a bug for flying insects making sounds while regenerating
- Fix for respawning on levels that's not tied to hubs
- Fix critical heap corruption error when loading the splash screen
- Prevent crash if walking into secret sector but map isn't tied to a hub
- Collision tweaks and optimizations. Ensure objects stay inside sectors and somewhat improved wall radius collision detection.
- Default to default RHI shader during material initialization. Prevents random crashes from occurring.
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.
Update 22 December 2015
- Galaxy achievements should work properly now.