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Thread: Gorc

  1. #1
    Admiral of Awesome
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    Gorc


  2. #2
    Woo!

    (Then again, now I really wonder if that CD track is supposed to start from that point on or from the very beginning of the level, since with my JK CD it used to start at the very beginning but these days it starts from that point or so! Kuh-razy!)

  3. #3

  4. #4
    Cool story, bro.

    I like the dynamic music.
    formerly [D6]Koobie
    the one and only

  5. #5
    Imon, umon...everymon!
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    Here we go again!

    What's given you motivation this time?
    Bassoon, n. A brazen instrument into which a fool blows out his brains.

  6. #6
    Let's not divert from the topic at hand.

    EDIT: Or are you asking Jon`C?
    Last edited by Koobie; 07-10-2013 at 04:39 PM. Reason: FINITO LA EDITO
    formerly [D6]Koobie
    the one and only

  7. #7
    Admiral of Awesome
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    Quote Originally Posted by FastGamerr View Post
    (Then again, now I really wonder if that CD track is supposed to start from that point on or from the very beginning of the level, since with my JK CD it used to start at the very beginning but these days it starts from that point or so! Kuh-razy!)
    It really is. There's a cog in the level which slowly fades the soundtrack in using timers, but I guess the verb that controls music volume didn't work in the build that shipped. I was surprised too.

  8. #8
    I don't think it's possible to be more aroused than I am right now.
    And when the moment is right, I'm gonna fly a kite.

  9. #9
    Likes Kittens. Eats Fluffies
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    Hey Jon, what exactly is this? I never edited JK or knew anything about Sith 2 or whatever, so I'm not sure what I'm seeing/hearing.

  10. #10
    Not the senator.r
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    yeah idk what i'm looking at either, is this a better structured/written version of the sith engine or what?
    DO NOT WANT.

  11. #11
    AFAIK it's essentially an improved version of Sith 2 and this time the major physics issue that halted development all those years ago can be fixed - or has been already.

    Either way, it's looking very nice! (And on yet another off-topic note, I still find it funny how SotE is more of a sequel to DF engine-wise than JK)

  12. #12
    Child's Play CharityGoY's Pessimistic Soy Boy Toy
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    This makes me happy.
    ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
    ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ

  13. #13
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    I would like to hear more about what's going on! As much as I appreciate the sly nature of the OP.

  14. #14
    Very nice!

    Really intrigued about the music cues. Do they feature anywhere else?

  15. #15
    Human Computer
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    Quote Originally Posted by saberopus View Post
    I would like to hear more about what's going on! As much as I appreciate the sly nature of the OP.
    Given the title of the video, I think it's safe to assume that functional buttons, doors & elevators are now possible with the Sith2 engine/project, where they may not have been before.
    ? :)

  16. #16
    About to lose his freedom
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    Holy smokes! This is really neat!
    Welcome to the douchebag club. We'd give you some cookies, but some douche ate all of them. -Rob

  17. #17
    Awesome!
    Cordially,
    Lord Tiberius Grismath
    1473 for '1337' posts.

  18. #18

  19. #19
    Needs better textures.
    TAKES HINTS JUST FINE, STILL DOESN'T CARE

  20. #20
    Admiral of Awesome
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    Added skies, emissive textures, hidden surface removal, model hierarchies, and the start of a real player controller.

    Level 1 with improvements:


    Level 5, by Zully's request:


    Level 15, by CoolMatty's request:


    Project lives here: https://github.com/jdmclark

  21. #21
    Human Computer
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    We'll finally be able to play JKDF2 natively (without the use of VMs) in Linux.

    ...& maybe we'll have a more powerful console that doesn't severely limit us (e.g. "endlevel" vs. "map jkdm3/.gob")?

    Anyways, I realize that the likelihood of this ever being completed is low, but I hope that you find the project rewarding enough & that the remaining community is appreciative enough to inspire you, to keep going.
    Last edited by Mentat; 07-23-2013 at 06:13 AM.
    ? :)

  22. #22
    About to lose his freedom
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    This is so cool! Will the emissive textures cast light on surrounding geometry?
    Welcome to the douchebag club. We'd give you some cookies, but some douche ate all of them. -Rob

  23. #23
    Awesome. Awesome to the max.

  24. #24
    Really good work! Glad to see I'm not the only one creating new JK stuff

  25. #25
    Boneless Chicken Wings
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    You didn't kill the gonk. I am saddened.
    error; function{getsig} returns 'null'

  26. #26
    Child's Play CharityBlockyness Rocks!
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    Jon, just letting you know that myself and several others that have not yet posted on this thread are greatly interested in the work you're doing. I remember the old Sith2 threads showing progress updates and always eagerly waiting to see more content. Keep it up, Massassi may appear dead at times, but there are still many lost souls lurking in the shadows.
    Author of the JK levels:
    Sand Trap & Sand Trap (Night)


  27. #27
    Likes Kittens. Eats Fluffies
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    Jon, care to share what your intentions or goals are with this? Was it isolated fiddling, or are you planning to do more?

  28. #28
    "UHHhuhhh" -Gran Enemy, Jedi Knight (1997)

  29. #29
    I also want to second Dark__Knight; this looks cool as h*ck and I am really psyched by these videos.

  30. #30
    Quote Originally Posted by Thrawn[numbarz] View Post
    "UHHhuhhh" -Gran Enemy, Jedi Knight (1997)
    HIS NAME IS REE YEES YOU SON OF A *****
    COUCHMAN IS BACK BABY

  31. #31
    Quote Originally Posted by Tracer View Post
    HIS NAME IS REE YEES YOU SON OF A *****
    they cant all be ree yees u bum sniffer

  32. #32
    Yeah, I'm thinking Ree-Noo.

  33. #33
    Admiral of Awesome
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  34. #34
    And when the moment is right, I'm gonna fly a kite.

  35. #35
    About to lose his freedom
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    this is looking great!
    Welcome to the douchebag club. We'd give you some cookies, but some douche ate all of them. -Rob

  36. #36
    Imon, umon...everymon!
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    How much easier do you think this is to develop, given the benefit of modern tools?

    I wonder how many features got cut just because LEC was slow and awful at development.
    Bassoon, n. A brazen instrument into which a fool blows out his brains.

  37. #37
    Admiral of Awesome
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    Quote Originally Posted by Emon View Post
    How much easier do you think this is to develop, given the benefit of modern tools?
    Not much. The challenge always has been understanding the assets to a level nobody else has managed before. With modern tools and middleware, you could hammer out a greenfield Jedi Knight clone in a couple of weeks (not including content), but this isn't greenfield.

    For example, keys encode mesh rotations as pitch-yaw-roll and with derivatives. iow, JK animations use Euler angles and mandate linear interpolation tweening. Spherical linear interpolation between keyframes does not work, I tried, and frankly I expect there to be at least one animation in JK that depends upon gimbal lock anyway. There is no modern animation package or technique which can be meaningfully applied to what JK is doing.

    I wonder how many features got cut just because LEC was slow and awful at development.
    A lot. It was supposed to have drivable vehicles, at least. There were at least two levels cut late in development: level 5 (which was supposed to have a swoop gang), and level 13. Robert Huebner's GDmag post-mortem talked about how 04escapehouse's water tower puzzle was hacked together, and they were all impressed and surprised at how creative the level artists got with COG. I guess it was a different time, but it seems like the developers spent most of their time dicking around instead of working toward a real design.

  38. #38
    Imon, umon...everymon!
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    I'm just thinking that it seems like you're developing at a rate that would be breakneck by comparison. Even just modern C++ is going to be more productive. But I suppose the modern GPU makes a hell of a difference... to be fair you aren't writing a software rasterizer that has to run on 1996 hardware.

  39. #39
    You have brought an astounding nostalgic happiness to an otherwise bleak and pointless life. Thank you for this.
    you can get more with a kind word and a 2x4 than you can with just a kind word

  40. #40
    Admiral of Awesome
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    Note to self: cog/14_forcefield.cog is broken and will need to be patched.

    04:53 <nullptr> a jk dev accidentally typed 0,0 instead of 0.0 in a cog.
    04:53 <nullptr> so instead of stopsound(dummy0, 0.0) it became
    stopsound(dummy0, 0,0)
    04:54 <nullptr> which of course means it's stopping whatever sound has the
    integer id 0 instead of dummy0
    04:54 <nullptr> WELP
    Edit: JK is also missing a sound file, df_machine2.wav.
    Last edited by Jon`C; 08-08-2013 at 06:18 AM.

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