Page 3 of 6 FirstFirst 12345 ... LastLast
Results 81 to 120 of 223

Thread: Gorc

  1. #81
    Admiral of Awesome
    Posts
    18,567


    Those bryar bolts were a lot more work than it looks.

  2. #82
    Imon, umon...everymon!
    Posts
    19,021
    What was difficult about it?
    Bassoon, n. A brazen instrument into which a fool blows out his brains.

  3. #83
    Admiral of Awesome
    Posts
    18,567
    Modern physics packages aren't designed for firing physical projectiles through space like that. Basically, they detect potential collisions by allowing objects to interpenetrate, and then correct the simulation by rewinding. Small, fast-moving objects can pass completely through level geometry.

    Bullet has optional continuous collision detection, but unfortunately the implementation ignores the callback I was using to handle overlapping sectors and thing flags. I had to rewrite that component. I also had to scale up the entire game world, because Bullet has a hard-coded threshold under which nearby contacts are treated as a single contact.

  4. #84
    Imon, umon...everymon!
    Posts
    19,021
    Does that mean you could use a regular hitscan for projectiles with absurdly high velocities like used by mods? I recall many mods having odd collision behavior in attempting to emulate instant hit projectiles.
    Bassoon, n. A brazen instrument into which a fool blows out his brains.

  5. #85
    Admiral of Awesome
    Posts
    18,567
    It shouldn't be a problem anymore. That said, I'm not interested in making the emulation accurate enough for mods in general.

  6. #86
    Projectile speed in JK always drove me crazy. I mean you are literally firing lasers and bolts of energy yet ancient gunpowder weapons fire faster...

  7. #87
    Hooray for projectiles!

    (And on a mostly unrelated note, if you want JK to have some nicer muzzle flashes you should get the 2013 Patch and darthbabe96's muzzle flash mod. Link-tastic!)

  8. #88
    Admiral of Awesome
    Posts
    18,567
    Anybody know what controls the SPR framerate?

  9. #89
    Imon, umon...everymon!
    Posts
    19,021
    Does it ever vary?
    Bassoon, n. A brazen instrument into which a fool blows out his brains.

  10. #90
    Admiral of Awesome
    Posts
    18,567
    It seems to, yes.

  11. #91
    Imon, umon...everymon!
    Posts
    19,021
    Ugh. You might try ZeqMacaw, I see him on Steam frequently. But I don't know if he's interested in helping with anything JK related these days.

    Edit: Might it be related to the thing lifetime as specified in the template? Duration/number of frames? Maybe try adding or removing frames on an existing sprite in JK and see how the change is handled.
    Last edited by Emon; 08-19-2013 at 05:10 PM.
    Bassoon, n. A brazen instrument into which a fool blows out his brains.

  12. #92
    Admiral of Awesome
    Posts
    18,567
    Yes, that's how it works. It plays the entire animation over the course of the explosion lifetime.

    I don't have JK installed.

  13. #93
    Imon, umon...everymon!
    Posts
    19,021
    I'm impressed you're doing this from memory.
    Bassoon, n. A brazen instrument into which a fool blows out his brains.

  14. #94
    Quote Originally Posted by Jon`C View Post
    I don't have JK installed.
    LIKE A BOSS

  15. #95
    Admiral of Awesome
    Posts
    18,567
    So here's some bad news.

    The reason I had to write a new collision dispatcher is because Bullet was detecting collisions between projectiles and adjoins. I was previously filtering collisions using a broadphase filter callback, but Bullet continuous collision detection doesn't call it. In spite of this work, Bullet is still sometimes (non-deterministically?) detecting and responding to these collisions, which means Bullet ccd sometimes (non-deterministically?) handles its own dispatch. After reading the Bullet code it's still not obvious where and how ccd is implemented, just a few dozen references scattered throughout the codebase. A big ball of spaghetti heaped up right on top there. Unfortunately it won't work at all without ccd, so my options are to either keep excising chunks out of Bullet until it sorta works, or give up and write something that fits from the start.

    I think it's time to admit defeat here. Bullet is really only designed for things that are close to the human experience: physically accurate, roughly human-sized objects bumping into other roughly human-sized objects, moving at roughly human walking speeds. JK's physics needs are already so far outside of what these physics libraries are designed to provide, like space that folds in on itself, and angular velocity defined using Euler angles over time (what). The next step is to get rid of it.

  16. #96
    yeah, i like them computers
    COUCHMAN IS BACK BABY

  17. #97
    Imon, umon...everymon!
    Posts
    19,021
    Have you tried contacting the Bullet devs? Even if Bullet is unsuitable they may have general insight into the problem?
    Bassoon, n. A brazen instrument into which a fool blows out his brains.

  18. #98
    Admiral of Awesome
    Posts
    18,567
    I've read a lot of Erwin Coumans' posts on the physics simulation forum, and pretty much what I said. Honestly I was always going to have to replace it.

  19. #99
    ^^vv<><>BASTART
    Posts
    9,079
    Quote Originally Posted by Jon`C View Post
    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.

    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.
    I actually got an opportunity to chat with Ray Gresko, and I mentioned this site and how you had made several posts criticizing how poorly many of the cog verbs were implemented. He was visibly upset.

    Just thought you'd like to know this little fun fact.

  20. #100
    Admiral of Awesome
    Posts
    18,567
    I don't know why he'd be upset; the standard rule in software is that if you aren't embarrassed by code you wrote 6 months ago, you're doing something wrong.

    Cog is bad, and provably so. The decision to avoid even trivial semantic analysis introduced literally thousands of defects, all unfixed by time of release, and several operators were implemented incorrectly. (The verbs themselves are fine, the language is what's the problem.)

    I wish you'd spent the time asking him for details about JK physics and collision response instead.

  21. #101
    ^^vv<><>BASTART
    Posts
    9,079
    Probably because this was in 2009 and he was having a grand time talking about how great Diablo 3 was going to be, and I jammed a stick in his spokes with my autistic criticisms of his work from the 90's. But hey, the group was a size of about 8.

  22. #102
    amazing!

    if you still need that hosted mediawiki let me know. i could probably set it up tonight

  23. #103

  24. #104

  25. #105
    Are you my mother?
    Posts
    812
    I come back to visit Massassi after years and see this. I'm floored. I never thought the project would be continued/forked/whatever. Good to see you on it, Jon'C. I have an old original Xbox and JTAG 360 I could send you someday if you want to do eventual console ports. There are non-DX wrapper modules out there for the original Xbox if you're using something like OpenGL, but I have no idea about Bullet. I don't know if anyone has the library running on the old Xbox.

    Anyway, if either of those ever interest you let me know and I'll see what I can do about getting them up and running again/shipping them to you.
    -There are easier things in life than finding a good woman, like nailing Jello to a tree, for instance

    Tazz

  26. #106
    Admiral of Awesome
    Posts
    18,567
    For some reason, mingw-make doesn't seem to support partial builds. This is amazingly time-consuming.

  27. #107
    Admiral of Awesome
    Posts
    18,567
    Special treat! Windows build for all you uncool non-Linux/OSX users who can't try it yourself with one terminal command.

    Works for me. Dunno if it'll work for you.

    Plz don't report bugs. But tell me if it doesn't work at all and I can try to fix it.

    Installation:

    • Put your episode and resource folders in the game sub-directory. Inside it. Not in the same directory as game.exe, in the sub-directory named game which is included in the zip.
    • (Optional) Rip CD 1 audio to game\restricted\music\1, name the tracks 1.ogg up to 7.ogg. Must be ogg format.
    • (Optional) Rip CD 2 audio to game\restricted\music\2, name the tracks 1.ogg up to 11.ogg. Must be ogg format.
    • (Optional) Copy the ripped CD audio somewhere safe, because you'll need it again for later builds.

    When you're done, it should look like this:
    Code:
    - gorc
        - game.exe
        - *.dll
        - game
            - episode
                - jk1.gob
                - jk1mp.gob
                - jk1ctf.gob
            - resource
                - res1hi.gob
                - res2.gob
            - restricted
                - music
                    - 1
                        - *.ogg
                    - 2
                        - *.ogg
                - misc
                    - glsl
                        - *.glsl
    Usage:
    run game.exe with the episode name and the name of the JKL file you want to play.

    Examples:

    • game "The Force Within" 06abarons.jkl
    • game "Jedi Training" m10.jkl



    Controls:

    • W,A,S,D - movement
    • Space - jump
    • Left mouse - shoot bryarbolt.
    • E - activate thing/surface
    • G - give all inventory bins
    • F1 - activate field light (if you have batteries)
    • R - teleport to next walkplayer (if you get stuck or fall down somewhere)
    • Esc - quit



    Oh also contains a bunch of compiled GPL software. For licensing purposes: ask me here for the source code and I'll be glad to link you, or just Google the libraries because I didn't change them.
    Last edited by Jon`C; 11-10-2013 at 10:08 PM.

  28. #108
    Admiral of Awesome
    Posts
    18,567
    And, of course, what I've spent the last ~3 months doing:

    Procrastinating Bullet is completely gone now, replaced with a bespoke artisanal hand-crafted physics simulation that's (probably?) more accurate to JK. Picked up path movetype blocking and the blocked message along the way, which would have been very difficult to get working with Bullet (getting a door slammed on you tended to eject you from the level before). New physics still needs a lot of tweaking, and there are a bunch of magic values I'm missing somewhere in this vast ocean of templates, but it's good enough for now. I can finally get back to more interesting things.

  29. #109


    Mind uploading the copy of libstdc++-6.dll you used?
    And when the moment is right, I'm gonna fly a kite.

  30. #110
    WOW!!!! One of the lost shadow lurking souls checking in!! this is crazy cool!! good work Jon'C
    Dbug454 Of tHE JK.....

  31. #111
    Admiral of Awesome
    Posts
    18,567
    Updated with new zip.

    confirmed working by gbk.
    Last edited by Jon`C; 11-10-2013 at 02:30 PM.

  32. #112
    Admiral of Awesome
    Posts
    18,567
    Apparently there are still a bunch of DLLs missing that nobody told me about.

    EDIT: The last missing DLLs are in this download: http://sourceforge.net/projects/ming....lzma/download

    I think. Someone let me know if there's still something missing.

    (install ubuntu)
    Last edited by Jon`C; 11-10-2013 at 03:32 PM.

  33. #113
    Quote Originally Posted by Jon`C View Post
    Apparently there are still a bunch of DLLs missing that nobody told me about.

    EDIT: The last missing DLLs are in this download: http://sourceforge.net/projects/ming....lzma/download

    I think. Someone let me know if there's still something missing.

    (install ubuntu)
    Crashes on Win7 x64. Tried on two different systems.

    Problem signature:
    Problem Event Name: APPCRASH
    Application Name: game.exe
    Application Version: 0.0.0.0
    Application Timestamp: 527ef932
    Fault Module Name: libstdc++-6.dll
    Fault Module Version: 0.0.0.0
    Fault Module Timestamp: 525049a5
    Exception Code: 40000015
    Exception Offset: 000159ff
    OS Version: 6.1.7601.2.1.0.256.48
    Locale ID: 1033
    Additional Information 1: cb9d
    Additional Information 2: cb9df02a872968e952cd9d58118b981d
    Additional Information 3: 274b
    Additional Information 4: 274b74b99511d7a85f8bc32881763048

  34. #114
    Admiral of Awesome
    Posts
    18,567
    Run it from a terminal (cmd.exe). It will tell you that it can't find files.

  35. #115
    Make sure your episode and resource folders are in the "game" subfolder. Also make sure you don't have any non-LEC episode gobs or resource overloads in there.
    And when the moment is right, I'm gonna fly a kite.

  36. #116
    I am running it from a terminal, using the same exact line you typed above;
    • game "The Force Within" 06abarons.jkl


    Here are the files I've got. I haven't had a JK CD in eons. Just a zipped backup I made a looooong time ago. So hopefully these are right. I removed what seemed like the add-on files.

  37. #117
    Admiral of Awesome
    Posts
    18,567
    drag Episode and Resource into the 'game' folder.

  38. #118
    That did the trick. Thanks!

    Wow! This is fantastic I don't suppose there is anyway to invert mouse yet is there?

  39. #119
    Admiral of Awesome
    Posts
    18,567
    Not yet. That sort of thing is polish.

  40. #120
    Admiral of Awesome
    Posts
    18,567
    Note to community: colormap headers contain three floating point values which are used to premultiply vertex colors in hardware mode. JK supports colored lighting.

    yw.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •