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Beta v0.7
Pre-release
Pre-release
·
18 commits
to d3d11-fork-experiment
since this release
Seventh beta of the Turok: Evolution (USA, Xbox) static recompilation for Windows.
New since Beta v0.6.2
- New Video Options setting, Heat haze, for the flamethrower and rocket launcher distortion: original (the Xbox's blocky look, the default), smooth (the ripple is filtered) or sharp (smooth, and the picture behind the haze is drawn at full screen resolution instead of a low-resolution copy)
- With Keep bodies on, long fights no longer stop new effects from appearing (such as the blood from a severed neck). The game drops effects once too many particles are out, and kept blood, bullet holes and gibs used to fill that up; now the oldest kept ones are removed first to make room. The particle limit is also four times the game's own (
RECOMP_PARTICLESchanges it) - Fixed a crash in the sound code that could happen at any time in a level
- In the indoor levels (Stealth Entrance, Rescue War Plans and Sleg City), walls in shadow no longer show a straight lit edge beside you, which was most visible in widescreen. Outdoor levels are unchanged
- Recovered 21 more functions the recompiler had missed (found by a new scan), so code the game reaches only in rare cases is no longer missing
You need
- Windows 10 or 11, 64-bit, with a Direct3D 11 GPU
- The Visual C++ 2015-2022 x64 runtime (most PCs already have it)
- Your own copy of Turok: Evolution (USA) for the Xbox, as a disc image or extracted folder. No game data is included.
Running
Put your disc image beside turok_evolution.exe (or run it and pick the image or an extracted folder when asked), then run it. The first start extracts the image once into a game folder, which takes a little while. Settings live in turok_settings.ini beside the program; see the README for controls and options.