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.

ForumsShowcase → One of a series of teeth, as on the rim of a wheel or gear
One of a series of teeth, as on the rim of a wheel or gear
2005-06-27, 6:53 AM #1
....whose engagement transmits successive motive force to a corresponding wheel or gear.

More info here.
Attachment: 5675/cogvm.jpg (49,651 bytes)
2005-06-27, 7:10 AM #2
Yay! :) Sith2!

2005-06-27, 7:12 AM #3
So does this mean we can set char strings as flex's and it will print in JK or what? :confused:
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2005-06-27, 7:18 AM #4
Quote:
Originally posted by Descent_pilot
So does this mean we can set char strings as flex's and it will print in JK or what? :confused:
Flexes are the Babylonian whores of the COG symbol world. In my implementation you can assign virtually anything to them; no type checking is done for assignment, however types are checked for other operations if the flex is an L-value and has an internal type.

JK Datamaster implies that you can already assign string literals to flexes, although you might not be able to do them in the symbols section.
2005-06-27, 8:27 AM #5
Hay, compile a Win32 version (or let someone else). >_>

2005-06-27, 12:07 PM #6
Huh?
You will die alone.
Snail Racing: 500 Posts Per Line
@%
guys I think my snail is stuck
2005-06-27, 6:36 PM #7
UPDATE: A Win32 version of the COG VM is available now. See this thread for more details.
2005-06-28, 5:41 AM #8
Please excuse my ignorance when I ask, can you give an example of what we can use this for in JK? I gather something about adding new verbs, but can you give an example? Thank you.
"The solution is simple."
2005-06-28, 7:41 AM #9
Sigh

[http://jkhub.massassi.net/project/screens/project-63-E3qg6btZSP.jpg]
2005-06-28, 8:20 AM #10
Sorry, I still don't get it. By example, I meant pratical use in JK that expands on a pre-existing system or feature of the game. I can't determine this from looking at lines of code. I'm a graphics junky, not a code junky. The example you gave looks no different to me then any other cog I've seen written in the cog forum.

I guess I could boil it down to one example question for you.

Will this allow JK editors to add, say, the new verbs introduced in MotS or some of the vehicle cog verbs introduced in that Indiana Jones games?
"The solution is simple."
2005-06-28, 8:54 AM #11
No, this will not allow you to add new verbs to the existing JK engine.

This is a brand new COG Virtual Machine. It allows you to execute COG scripts - in fact, this is one of 3 programs in the entire universe that can execute them. The other 2 were made by LEC, one of which we will never have access to. This doesn't mean a whole lot now, but it opens up the serious possibility of creating a brand new engine that can play JK levels.
2005-06-28, 8:55 AM #12
Jon`C has written the framework for a cog parser and interpreter, like JK uses. It is intended to be used in, for example, Jon`C's Sith engine (read: JK) clone, which will need support for cog.

It cannot be used in the existing JK or MotS engines.

[Edit: Bah, he hadn't posted when I was typing this. :(]

2005-06-28, 9:01 AM #13
Quote:
Originally posted by The_Mega_ZZTer
Jon`C has written the framework for a cog parser and interpreter, like JK uses.

And a minor correction: It isn't an interpreter, it's an honest-to-god compiler and virtual machine. If I wanted to I could make the compile target x86 (although that would be disgusting overkill).
2005-06-28, 9:02 AM #14
I have no idea what's goin' on...

/Towlie voice

So.... then coggers will now have ULTIMATE POWER and be able to bend the restrictive laws of the JK MATRIX??!
We are the music makers... and we are the dreamers of dreams...
Neurotic||Mobius Grith||The Atrium
2005-06-28, 11:00 AM #15
Quote:
Originally posted by Jon`C
And a minor correction: It isn't an interpreter, it's an honest-to-god compiler and virtual machine. If I wanted to I could make the compile target x86 (although that would be disgusting overkill).


:O ooooh right

2005-06-28, 12:02 PM #16
Ah, okay, that makes a lot more sense now. Basically, this is a setup for when the "JK clone" is completed, we can easily port all of the existing JK levels and mods into the clone without worrying about silly covertions that end up screwing the file up....cool. Good job! :cool:
"The solution is simple."
2005-06-28, 1:36 PM #17
Someone told me you were working on a JK clone - I think it was in the JKhub IRC room - but I didn't expect you to work on cog first! I've been fiddling with a sith clone, though I certainly had no plans to write my own compiler and VM. I was going to use AngelScript for that ([url]www.angelcode.com[/url]) Maybe it's time we collaborated?
2005-06-29, 2:21 PM #18
Nice work Jon`C!
"Nulla tenaci invia est via"
2005-06-29, 3:34 PM #19
Quote:
Originally posted by JM
Maybe it's time we collaborated?

Dear god. I cannot imagine the amount of energy that would be released in such a cosmic collision of egos. It would be like two galaxies combining then all the stars going supernova at the same time.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2005-06-29, 4:21 PM #20
Quote:
cosmic collision of egos


Eh, not really. I'm not as much of an ******* once you prove you are worthy of my attention, and Jon'C has done that and more. He's certainly a competent programmer, and I'm sure we'd discover we have different areas of speciality.
On the other hand, I really don't like the idea of just cloning the sith engine straight out. Here are some reasons why.
-The engine would be limited by JED. Naturally, JED would be the editor at first, but it would have to be replaced if we ever wanted to do anything with the engine besides JK. First, you need JK to run JED. Second, JED is limited to working with JK resources. We do not have access to the JED source, and if we did, I doubt making any substantial change would be trivial.
-The cog file layout is hideous. I'd want to leave that behind, and use a real functional language instead.
-Mat files suck. I'd want support for, atleast, tga; but JED can't load them.
-Legal issues. Yes; if our engine actually could load a JK gob and play the level it would be illegal. The JK liscense says that any levels created for JK become the property of LEC. Therefore, we would have to do something like JED does, and only run if the JK cd is in.

↑ Up to the top!