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ForumsDiscussion Forum → Pitch: Spaceballs: Belligerent Forces II: Schwartz Warrior for JK or MOTS
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Pitch: Spaceballs: Belligerent Forces II: Schwartz Warrior for JK or MOTS
2013-06-10, 11:52 PM #41
Originally posted by Goit:
That's exactly why Magrucko 3 is taking ages. Even though what I've done so far (I think) is pretty good, knowing only a handful of people will play it really puts me off asking people for voices etc... because I feel guilty. And I think I could be doing better things with my time!


Besides, there has already been released the JK project to end all JK projects. I would add "or prove me wrong", but that's shown to be impossible to do (a).
Looks like we're not going down after all, so nevermind.
2013-06-11, 12:16 AM #42
/me slow claps @ krok

Just outstanding.
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2013-06-11, 1:08 AM #43
:(
Magrucko Daines and the Crypt of Crola (2007)
Magrucko Daines and the Dark Youth (2010)
Magrucko Daines and the Vertical City (2016)
2013-06-11, 2:05 AM #44
But seriously, Goit, get that thing finished ASAP because otherwise it will keep on lingering in your mind and being (at least) subconsciously detrimental to everything else you want to do. Or at least, that was my case with TODOA and DXN.

(Of course, in the latter's case I just hope by the time I'm about to release the hopefully final patch for it (1.2), all the truly annoying bugs have finally been discovered and fixed/bypassed so I can finally move on with everything. Returning to the work which I love-hate should also help!)
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2013-06-12, 6:28 AM #45
Originally posted by Jon`C:
I did remake cog. That's how I know how dire the situation is.


Admittedly this wouldn't fix aspects like the templates where it isn't known what the values mean, but how feasible would you judge it to be to take the approach of a tool that could translate the assets automatically? Given all the special cases and implementation accidents you've found, could they be automatically fixed with some code analysis, or is it too dire for that to work?

I don't see anything in the examples you've posted that immediately leap out as making such a thing totally unviable, although I wonder whether it's particularly worth the effort aside from allowing import of a reasonable amount of ready made content - although again you'd have to mimic exactly things like jumping heights and distances for certain gameplay aspects to still hold (like that jump across the cliffs in Battleground Jedi as an immediate example that springs to mind)
2013-06-12, 9:38 AM #46
Originally posted by Giraffe:
Admittedly this wouldn't fix aspects like the templates where it isn't known what the values mean, but how feasible would you judge it to be to take the approach of a tool that could translate the assets automatically? Given all the special cases and implementation accidents you've found, could they be automatically fixed with some code analysis, or is it too dire for that to work?
Too dire.

For cogs, most of the "major" defects - found in 21% of them - are things like argument count mismatches. Sometimes too many, sometimes too few. If it's too few you're in a good place, because the extra arguments are filled with defaults. If it's too many you're in trouble, because JK takes the last 'n' arguments. Then you have to decide whether the developer meant to pass the first 'n' and you're fixing a bug, or to take the last 'n' because it works okay as far as you can tell. You might as well just rewrite these cogs by hand, but this is at least an option.

The worst problem with JK is the number soup.

(If you had asked me a while ago, I'd have said the worst problem in JK is overlapping sectors. I have a working prototype with Bullet, though, so that problem's solvable.)

Quote:
I don't see anything in the examples you've posted that immediately leap out as making such a thing totally unviable, although I wonder whether it's particularly worth the effort aside from allowing import of a reasonable amount of ready made content - although again you'd have to mimic exactly things like jumping heights and distances for certain gameplay aspects to still hold (like that jump across the cliffs in Battleground Jedi as an immediate example that springs to mind)
Well, the entire point of an engine recreation as far as I'm concerned is to be able to play The Force Within. If you can't do that, you might as well play JO or UT3. I'd gladly trade some accuracy to be able to play JK SP in 10 years.
2013-06-12, 7:42 PM #47
I love this place.
ORJ / My Level: ORJ Temple Tournament I
2013-06-13, 12:54 PM #48
You know, I would settle for a mod that just lets you play as Dark Helmet and replaces all Kyle/Mara's dialogue with clips from the movie.
2013-06-15, 2:20 AM #49
I agree with the overall sentiment of this thread :)

Originally posted by Michael MacFarlane:
It's not something only 5 people will play. It's something only 5 people will play the hell out of.


THIS! Make me #6.
Lyrics are highly overrated.
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