Massassi Forums Logo

This is the static archive of the Massassi Forums. The forums are closed indefinitely. Thanks for all the memories!

You can also download Super Old Archived Message Boards from when Massassi first started.

"View" counts are as of the day the forums were archived, and will no longer increase.

ForumsDiscussion Forum → Massassi Level Pack Contest 6 - JK Anniversary Edition (Prize Pool: $611.00)
12345
Massassi Level Pack Contest 6 - JK Anniversary Edition (Prize Pool: $611.00)
2012-04-29, 10:42 AM #121
Reposting this here for people:

http://massassi.net/jedplugs/

This is a collection of all the old JED plugins that were lost (I don't think they were originally hosted at Massassi).
2012-04-29, 12:06 PM #122
YES!!!!! Massassi just got interesting again!!!!!!!

This is an amazing idea and i commend your efforts.

I will for sure be ready to play all your levels!!!!
" I am the Lizard King, I can do anyhthing... "
2012-04-29, 2:33 PM #123
I wouldn't mind beta testing :o
error; function{getsig} returns 'null'
2012-04-30, 6:35 PM #124
I have a suggestion for the first post. Could you perhaps put a tentative list of people making maps? I know personally, I'd feel better about donating if I knew that the contest would end up really varied with a lot of competition.

I suppose I could just look through this thread though in the mean time.
"His Will Was Set, And Only Death Would Break It"

"None knows what the new day shall bring him"
2012-04-30, 7:16 PM #125
Originally posted by mscbuck:
I have a suggestion for the first post. Could you perhaps put a tentative list of people making maps? I know personally, I'd feel better about donating if I knew that the contest would end up really varied with a lot of competition.

I suppose I could just look through this thread though in the mean time.


I'm not sure that'd be a great idea, since people are going to drop in and out of the running at random. I would be shocked if the number of people planning to submit was less than 10 right now though.

Edit: I should note that if there isn't enough entries to make this a contest, I can either refund the money or put it into the charity donation pool we do every year.
2012-04-30, 10:25 PM #126
If that's what it takes to make you comfortable to make a donation, I think you're looking at donating too much.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2012-05-01, 5:17 PM #127
Originally posted by saberopus:
500 bucks sheeeeeit, ymcmb


CoolMatty should take the money and run.
My favorite JKDF2 h4x:
EAH XMAS v2
MANIPULATOR GUN
EAH SMOOTH SNIPER
2012-05-01, 5:27 PM #128
CoolMatty will spend this money on hookers and blow like he always does with donated money.
>>untie shoes
2012-05-01, 5:34 PM #129
Originally posted by Antony:
CoolMatty will spend this money on hookers and blow like he always does with donated money.


If that's true, then Gebohq is an accomplice, as he helped me hand off the Prevent Cancer half of the donations in January.

:ninja:
2012-05-01, 8:58 PM #130
well of the people i know of it looks like maybe 6 to 10 editors are submitting, or planning to submit. thats assuming there is a 75%-95% commitment to the projects they're making and planning to submit.

6 editors does not a GREAT contest make. . .
. . . 10 editors does a DECENT contest make!
THE GUNDAM PROJECT
2012-05-03, 5:37 PM #131
So far there's...

Magrucko Daines and the Sea of Gold - Me
Ogel's Quest - Ogel
Generic Imperial Facility - Emon
Rule of Law: Stormtrooper Justice - Grismath
Dark Seeker - Zero Raven

Then, other editors who I know from the showcase forum that are making levels;

Pedhead, Darth J, JM, MysteriousSith, and possibly Reid

So that's ten :) ... and I've probably missed someone!
Magrucko Daines and the Crypt of Crola (2007)
Magrucko Daines and the Dark Youth (2010)
Magrucko Daines and the Vertical City (2016)
2012-05-03, 5:40 PM #132
I'm betting on Ogel45 to win it all this year.
COUCHMAN IS BACK BABY
2012-05-03, 5:50 PM #133
Originally posted by Tracer:
I'm betting on Ogel45 to win it all this year.

i'm betting on CM winning it all :rolleyes:
2012-05-04, 9:09 AM #134
Originally posted by Goit:
So far there's...

Magrucko Daines and the Sea of Gold - Me
Ogel's Quest - Ogel
Generic Imperial Facility - Emon Elmo
Rule of Law: Stormtrooper Justice - Grismath
Dark Seeker - Zero Raven

Then, other editors who I know from the showcase forum that are making levels;

Pedhead, Darth J, JM, MysteriousSith, and possibly Reid

So that's ten :) ... and I've probably missed someone!

Fixed (assuming they're not one in the same).
? :)
2012-05-04, 9:45 AM #135
I'm in there too, just haven't posted anything yet
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2012-05-04, 10:38 AM #136
Originally posted by Mentat:
Fixed (assuming they're not one in the same).


Woops! I was pm'ing Emon at the time so that's my excuse. Sorry Elmo.
Magrucko Daines and the Crypt of Crola (2007)
Magrucko Daines and the Dark Youth (2010)
Magrucko Daines and the Vertical City (2016)
2012-05-13, 10:19 PM #137
Anybody else totally frustrated by the texturing process? I'd forgotten how absolutely tedious it is.
Completely Overrated Facebook:http://www.facebook.com/pages/Comple...59732330769611
A community dedicated to discussing all things entertainment.
2012-05-14, 11:29 AM #138
There's actually a forceremap like JED plugin if that helps
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2012-05-14, 3:46 PM #139
All I really want is for it to not get ****ED when I clone things.
2012-05-14, 3:48 PM #140
Are you using copy/paste or insert? maybe try one of the plugins that does this
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2012-05-15, 2:46 PM #141
Somewhat looking forwards to this. I shall attempt to create a narrative by stitching together a set of convex volumes in negative space.
Massassi's Official Chatroom: irc.synirc.com #massassi
2012-05-15, 10:39 PM #142
I've decided to trash half my level in favor of rework using one of the few actually novel ideas I've had while working with this game. The other half of the level is isolated sections that can be reused.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2012-05-16, 4:56 AM #143
Every couple of years I get an urge to write some JK-related code. Engine remake, tools, whatever. You've seen most of my work. Last time it was a JK level viewer, before that was a UI system, this time it was a COG semantic analyzer (honestly all pilot projects to see if a recreation is worth my time.)

This is how it always turns out:

[http://nullptr.ca/images/jk_remake_burndown.png]

I'm going to let you all in on a secret: it's actually very easy to emulate the behavior of software. The challenge is emulating the mis-behavior of software. That's why JK is so much worse for engine recreation than a lot of other games: it's essentially a gigantic bundle of malfunctioning components that have accidentally generated a game. You might think I'm exaggerating, but I'm not. Virtually every significant first-party asset contains some major or minor error, which would either need a special case or a patch (and distributing those fixes would breach copyright.)

That's why there will never be a working JK engine recreation.
2012-05-16, 9:38 AM #144
Let's all go play DF
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2012-05-16, 1:24 PM #145
What would be awesome is a version of JED/ZED with a textured grid view. It would make cleaving around textures MUCH easier.
Completely Overrated Facebook:http://www.facebook.com/pages/Comple...59732330769611
A community dedicated to discussing all things entertainment.
2012-05-16, 1:25 PM #146
I imagine that would be feasible if not for the source being a gigantic mess.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2012-05-16, 2:36 PM #147
Originally posted by Emon:
I imagine that would be feasible if not for the source being a gigantic mess.


This seems to be a running trend with anything that even remotely has to do with JK. Even this website.
2012-05-16, 5:13 PM #148
Originally posted by Emon:
Let's all go play DF

Funny historical fact: Emon and I were each prototyping DF recreations a few years ago. I don't know how far he got, but I was ~10% finished when lucius beat us to market with DarkXL. Dark Forces is a lot easier than Jedi Knight. Not because it's 2.5D - that actually makes it harder - but because the people who wrote DF originally did a much better job.

Eventually JK is just going to stop working entirely. It won't be much longer. Having an engine recreation would be really nice for keeping the game playable, but it's not going to happen. I hope I remember these posts the next time I think about trying.
2012-05-16, 8:46 PM #149
Recode jk into some sort of parkour cover action game

like uncharted

thats fun now right

and add the force

omg good game

also can u maek it mod for bangjo kazoio?
error; function{getsig} returns 'null'
2012-05-17, 10:03 PM #150
Originally posted by Jon`C:
I don't know how far he got, but I was ~10% finished when lucius beat us to market with DarkXL.

Not very far, I was mostly just playing with the idea and wrote a few easy parts while I was contemplating if I should continue. Then DarkXL appeared and I said **** it.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2012-05-20, 12:53 PM #151
Okay.

12:16 < Jon`C> gbk
12:19 < space_ghost> what
12:19 < Jon`C> all of the jk documentation states that jkendlevel takes one parameter, a boolean, to indicate failure or success
12:19 < Jon`C> but 00_endlevel.cog calls it with no parameters. explain yourself.
12:20 < space_ghost> IIRC you can use that to indicate which direction to go in in the episode header. I guess it has a default value.
12:20 < Jon`C> no that's different
12:20 < Jon`C> that's triggered by a CHOICE (CHOOSE?) entry in the episode.jk
12:20 < Jon`C> no
12:20 < Jon`C> DECIDE
12:20 < space_ghost> oh yeah
12:21 < Jon`C> is 00_endlevel.cog used anywhere? maybe it's an old broken asset
12:21 < space_ghost> there's certainly a fair amount of those
12:21 < space_ghost> the 00_ prefix would indicate that it's a "generic" cog, but I don't remember if it was actually used anywhere
12:22 < Jon`C> aaaaaaaaand ****
12:22 < Jon`C> cog supports overloaded verb
12:23 < Jon`C> but it's the only one I know of.
12:23 < space_ghost> what
12:23 < space_ghost> seriously
12:23 < Jon`C> god. ****ing. damn it.
12:23 < space_ghost> where are you seeing this?
12:23 < Jon`C> I just tested it
12:23 < Jon`C> jkendlevel(true) works, jkendlevel() works
12:23 < space_ghost> what about jkendlevel(blahblahdoesntexistblah)
12:24 < Jon`C> jk doesn't require you to define verbs.
12:24 < Jon`C> er
12:24 < Jon`C> symbols
12:24 < space_ghost> oh yeah
12:24 < Jon`C> but!
12:24 < Jon`C> I discovered something terrible
12:24 < space_ghost> christ it's been too long
12:24 < Jon`C> printint();
12:24 < Jon`C> prints -1
12:24 < Jon`C> **** COG **** COG **** COG **** COG **** COG
12:24 < Jon`C> **** **** ****. **** COG. WHY DOES IT DO THAT?
12:25 < space_ghost> uhh, PrintInt takes one argument and has a default value?
12:25 < GoY> Hahaha
12:25 < Jon`C> oh, no no
12:25 < GoY> alive = alive * printint();
12:25 < Jon`C> when it links to the verb
12:25 < Jon`C> tried the comma operator
12:25 < Jon`C> 5, printint(); <- prints 5
12:25 < Jon`C> -1 is a guard they added to the top (bottom?) of their stack.
12:26 < space_ghost> O_o
12:26 < Jon`C> I think they don't check parameter counts when they link to verbs. they just **** all over themselves.


...


12:41 < space_ghost> so "0,0,1 adddynamictint(jkgetlocalplayer())" would be the same as "adddynamictint(jkgetlocalplayer(),1,0,0)"?
12:42 < space_ghost> err "0,0,1,..."
12:42 < Jon`C> right, default value for floats is 0... so printvector(vectorset()) would print 0,0,0
12:42 < Jon`C> yeah
12:43 < Jon`C> yes, you can push parameters onto the stack manually. this is literally worse than php.
12:43 < Jon`C> as impossible as it is to consider
12:43 < space_ghost> impossible, nothing is worse than php
12:43 < Jon`C> what I assume
12:43 < Jon`C> ...wait
12:43 < space_ghost> except maybe MUMPS
12:43 < Jon`C> wait wait wait
12:44 < Jon`C> omg
12:44 < GoY> You are enjoying this Jon`C; in the same way it is fun to roll around in a mud bath
12:44 < Jon`C> 5; printint(); prints 5
12:44 < space_ghost> haha
12:44 < GoY> so without argument printint() prints the last thing on the stack?
12:44 < Jon`C> it's not just the comma operator
12:44 < Jon`C> yes, it just blithely fetches its parameters off the stack
12:44 < Jon`C> if you don't pass enough it takes whatever is on top.
12:45 < Jon`C> and from ^
12:45 < space_ghost> that's kinda disturbing.
12:45 < Jon`C> if you call a verb that returns a value, for instance
12:45 < Jon`C> and you don't consume it
12:45 < Jon`C> it will be passed as the extra parameter


...


12:54 < Jon`C> alright, this is ****ed up
12:55 < Jon`C> test5 = test8 = test = 10; (test is set to 3146514, test8 to 651 and test5 to 5)
12:55 < Jon`C> printint(test); // 10
12:55 < Jon`C> printint(test8); // 651
12:55 < Jon`C> printint(test5); // 651
12:55 < space_ghost> so the statement becomes "test5 = test8; test = 10"?
12:55 < Jon`C> apparently.
12:56 < space_ghost> fantastic.
12:56 < Jon`C> yeah, the pattern holds
12:56 < Jon`C> so the jk devs wrote a c-like language without actually knowing c
12:57 < Jon`C> :golf clap:
12:57 < space_ghost> the cog sucks pattern?
12:58 < Jon`C> the yes that is exactly what's happening pattern
12:59 < Jon`C> though honestly I think the big takeaway for today is that...
12:59 < Jon`C> 1, 2, 3; vectorset(); printvector();
12:59 < Jon`C> prints <1, 2, 3>
13:00 < Jon`C> and that lec cogs are written with the expectation that this will work

....

13:31 < Jon`C> sigh
13:31 < Jon`C> actor_fn.cog, line 116. calls settimer with 4 parameters.
13:32 < Jon`C> I assume the extra parameters are discarded silently...
13:32 < space_ghost> what were the other two?
13:32 < Jon`C> settimer accepts one parameter, a delay
13:32 < Jon`C> settimerex accepts 4
13:32 < space_ghost> oh yeah
13:33 < Jon`C> I wonder how much qa money lec could have saved if they had done actual semantic analysis for cog.
13:33 < space_ghost> or, maybe, ick, settimer relays the call to settimerex when there is more than one parameter
13:33 < Jon`C> I dunno. I doubt it.
13:33 < Jon`C> could test I guess
13:36 < Jon`C> ah yes, in another fit of randomness, you have to define the timer message in the symbols section or else it won't work
13:38 < Jon`C> nope it just dumps the extra parameters onto the stack.
13:38 < Jon`C> takes the LAST parameter though
13:38 < space_ghost> fantasti-- WTF
13:39 < Jon`C> well of course]
13:39 < Jon`C> because params are pushed left to right
13:39 < Jon`C> just worth noting - the time it uses is whatever the dev intended for param1
13:41 < Jon`C> so yeah. the good news is that jk doesn't support overloads for verbs. the bad news is everything else.
13:42 < space_ghost> these things do go to explain the bizarre issues I had with cog bac
k in the day
2012-05-20, 10:46 PM #152
1, 2, 3; vectorset(); printvector();

hahahahahahaha
[/COLOR]
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2012-05-21, 4:33 PM #153
That actually shouldn't be hard to duplicate. Just shove everything on the stack and make no attempt to clean up after yourself.
2012-05-21, 4:50 PM #154
Vmware Workstation 7.15 or whatever runs it okay, just don't use 8.
E: Also make an XP VM, it'll work better then 2k or 98SE.
2012-05-21, 5:44 PM #155
Such a mess. But what a glorious mess.
Magrucko Daines and the Crypt of Crola (2007)
Magrucko Daines and the Dark Youth (2010)
Magrucko Daines and the Vertical City (2016)
2012-05-29, 10:11 AM #156
Originally posted by Cool Matty:
I will allow you to use ripped music from the JK CD if you want it to work for Steam users (since arguably they would have access to that music regardless). Otherwise, no. And you may not port stuff from MotS to JK either.


Say, I really want to do a classic Star Wars Intro (text crawl and everything), but the Star Wars theme music is nowhere on the JK Soundtrack. It is however in the opening video file on the JK CD.
It has so far been the general consensus that any content the end-user would already own anyway, is fair-game.

From the Massassi FAQ:
Quote:
Since people MUST own JK in order to own MotS, it is a general concensus that putting JK components into MotS levels is acceptable.


By that reasoning, would it be ok to use the Star Wars opening theme, if and only if the used version was taken directly from data already present on the JK CD?
People MUST own JK in order to play the level, right?

I don't want to start any heated debates here. I just really want to use my classic Star Wars Opening Cutscene. =)
A quick "yes" or "no" ruling will suffice.
* Elmo is Elmo
2012-05-29, 10:50 AM #157
Originally posted by Elmo:
I don't want to start any heated debates here. I just really want to use my classic Star Wars Opening Cutscene. =)
A quick "yes" or "no" ruling will suffice.


Yo son remix dat **** fo reel
error; function{getsig} returns 'null'
2012-05-29, 11:30 AM #158
Originally posted by Alan:
Yo son remix dat **** fo reel


Unfortunately remixes don't solve the issue. My suggestion would be record the cutscene as a video using fraps and then convert it to the format Jk's cutscenes use. That way you are not including a music file in the release that infringes on the copyright. Instead you are releasing a fan film, which has never been an issue with lucasfilm.
Completely Overrated Facebook:http://www.facebook.com/pages/Comple...59732330769611
A community dedicated to discussing all things entertainment.
2012-05-29, 11:33 AM #159
^That doesn't solve the issue. It doesn't matter if the song is included as a wav or is the soundtrack in a video file, they both infringe on the copyright.
COUCHMAN IS BACK BABY
2012-05-29, 11:48 AM #160
Yes, but it absolves cool Matty of the legal ramifications of hosting a ripped music file on the site. Hosting a fan film is not something Matty will get in trouble for.
Completely Overrated Facebook:http://www.facebook.com/pages/Comple...59732330769611
A community dedicated to discussing all things entertainment.
12345

↑ Up to the top!