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ForumsDiscussion Forum → Hey!
Hey!
2007-02-15, 10:35 AM #1
Let's write a NEW engine for JK, called Yoda! We could include Cloth Physics, and we need a modeler to do 180,000 poly models of Kyle's face! It will be called Yoda, yes YODA! Let's get people to do it! For a JK 10 year anniversary!
2007-02-15, 10:42 AM #2
Okay I'll get right on that.
Stuff
2007-02-15, 10:43 AM #3
Good now we need a good coder in basic, it needs to be in basic.
2007-02-15, 10:44 AM #4
Ask Jon'C
2007-02-15, 10:44 AM #5
You're welcome to use Sith 2 as a base.
2007-02-15, 10:57 AM #6
I finished it.
Now we need some beta-testers.
SnailIracing:n(500tpostshpereline)pants
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2007-02-15, 10:58 AM #7
Originally posted by Echoman:
I finished it.
Now we need some beta-testers.


SF_GOLD?:confused:

:downs:
Naked Feet are Happy Feet
:omgkroko:
2007-02-15, 11:15 AM #8
Why not do it in php?
I can do php. And if that's not enough we can do the rest in html.
Sorry for the lousy German
2007-02-15, 11:31 AM #9
It'll run faster in basic though.
2007-02-15, 11:38 AM #10
As long as we can port it to the PS3, Xbox360, and Wii too.
2007-02-15, 11:44 AM #11
Originally posted by Murc XIII:
It'll run faster in basic though.


It would run faster in assembly... :rolleyes:
Naked Feet are Happy Feet
:omgkroko:
2007-02-15, 11:44 AM #12
Sweet man, you guys done yet?
"The only crime I'm guilty of is love [of china]"
- Ruthven
me clan me mod
2007-02-15, 11:47 AM #13
Release date of 2/16/07
2007-02-15, 12:16 PM #14
This thread sucks without pics.
2007-02-15, 12:47 PM #15
yeah someone post our ultra super 1337 concept art!
2007-02-15, 1:03 PM #16
lawl concept artz
Attachment: 15403/yoda.jpg (65,780 bytes)
2007-02-15, 1:05 PM #17
lsadljdlhd

2007-02-15, 1:19 PM #18
I'm getting better and better @ C#.

I would love to attempt something in OpenGL/DirectX.
Code to the left of him, code to the right of him, code in front of him compil'd and thundered. Programm'd at with shot and $SHELL. Boldly he typed and well. Into the jaws of C. Into the mouth of PERL. Debug'd the 0x258.
2007-02-15, 1:36 PM #19
The rendering part is done, for the most part, in Sith2 right? Mostly the physics behind everything needs done. Stuff like moving around.
Naked Feet are Happy Feet
:omgkroko:
2007-02-15, 1:37 PM #20
I say this idea is retarded.
Was cheated out of lions by happydud
Was cheated out of marriage by sugarless
2007-02-15, 1:42 PM #21
From memory, all you really need to get Sith 2 working is:

1.) Basic AI.
2.) Debug physics.
3.) Add templates to VMType; template parsing to the symbols section parser.
4.) More COG verbs.
5.) Debug renderer so it doesn't cause crash on exit anymore.
6.) Netcode if you are so inclined.


It's not a very long list of stuff to do, especially compared to what was already done. Honestly, probably the biggest stopgap in the physics code is the fact that JK... sucks... hard. JK's physics code has absolutely zero consistency in it, it uses seemingly arbitrary units; thing drag values are *not* coefficients (this is mathematically impossible!) and thing thrust, in the game, seems to randomly vary between direct application of velocity and actual thrust in no real predictable way.

File parsing is also terrible in that no two ASCII formats used consistent tokens, meaning that (for the most part) parsing code had to be copied and pasted for each unique use.


...

You know what? JK is just a horrible engine from start to finish. Instead of trying to remake it (or whining about Sith 2) you should consider moving on. Source is pretty easy to develop for I hear. Quake 3 is opensource and I'm sure there are a lot of people working on enhancements to it.

I'm not entirely sure why Reid made this thread, but I thought I'd say something about it.
2007-02-15, 1:51 PM #22
Reid also made a "HEY LET'S MAKE JK: SOURCE MOD" thread awhile back.

Something tells me he wants to somehow make other people do the work without him lifting a finger.
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2007-02-15, 1:53 PM #23
I'd also like to point out that Sith 2 got further along than Dark3D ever did, and unlike Mattias the source code was released when I got tired of working on it. That was actually my biggest milestone, so I have no regrets. :v:
2007-02-15, 2:38 PM #24
Does the -ite forum still have those threads featuring him?
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2007-02-15, 3:04 PM #25
Originally posted by Echoman:
Does the -ite forum still have those threads featuring him?
I don't remember any threads 'featuring' Mattias. He stuck to DF-21, which was basically the only community on the Internet that wouldn't reject him for being an anal-retentive anti-American blowhard/ignoramus.

That is, until it was clear he wasn't actually going to finish Dark3D.


This came up in an earlier thread, but Mattias actually suggested that he would be banning Americans (the US kind) from using Dark3D because I (a Canadian) suggested that he release the engine in opensource and he took offense to it. Well, actually I think the offense part might have been after he replied to me, and I told him that nobody in their right mind would license his 2.5D engine.

I actually got a quote from him at one point. He wanted $8000 upfront for a non-source license. This was in 2001, I think. Yes, non-source meaning you would be stuck to using Dark Forces file formats. :psyduck:

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