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Thread: Gorc

  1. #121
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    Click image for larger version. 

Name:	Screenshot from 2013-10-31 12:49:14.jpg 
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    It only seems to be used in two or three levels, but there we go folks. In grand JK tradition, a super-secret hidden redundant sector tint field in a file type that has **** all to do with anything.

    Also from what I can tell, CMP values from the palette are meant to be premultiplied by this tint field as they're loaded. So no JK tool has ever correctly loaded them. Welp.
    Last edited by Jon`C; 11-11-2013 at 05:06 AM.

  2. #122
    Human Computer
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    Quote Originally Posted by Jon`C View Post
    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.
    Yay!

    When I get a moment, I'll give this a go on all of my machines.
    ? :)

  3. #123
    [nevermind]
    And when the moment is right, I'm gonna fly a kite.

  4. #124
    Try looking between your legs. Kyle is now a amazing contortionist! Playing some of the level upside down was... unique.
    Last edited by MrRavenX; 11-11-2013 at 10:54 PM.

  5. #125
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    So, as best as I can tell, JK ignores the type and name fields in the hierarchydef, and simply draws the weaponmesh whenever it hits node #12.

    Can someone please confirm this?

    The Datamaster says that Dark Jedi also support weaponmeshes, but they have completely different hierarchies. In fact, I'm also not sure how the meshes are mapped to headpitch, or even the HI and LO puppet fields - I originally figured it used the type field, but as I said, that field seems to be ignored.

  6. #126
    Quote Originally Posted by MrRavenX View Post
    Try looking between your legs. Kyle is now a amazing contortionist! Playing some of the level upside down was... unique.
    I did. Didn't see Kyle, though. Now people on the bus are looking at me all weird!

    As for the k_rhand issue... well, I've still got no idea. At one point (in 2002 or so, hoof!) I got bored of trying to manually add k_rhand onto cutscene actor models and figure out how to do it via COG but... didn't succeed.

  7. #127
    Imon, umon...everymon!
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    Have you checked the wiki on jkhub? Datamaster is outdated in many places. Zeq made a lot of strides in documenting the details of JK's behavior.
    Bassoon, n. A brazen instrument into which a fool blows out his brains.

  8. #128
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    yup there's nothing.

  9. #129
    Quote Originally Posted by Emon View Post
    Zeq made a lot of strides in documenting the details of JK's behavior.
    Really? Because it looked to me like he just imported the DataMaster. Poorly.
    And when the moment is right, I'm gonna fly a kite.

  10. #130
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    Quote Originally Posted by gbk View Post
    Really? Because it looked to me like he just imported the DataMaster. Poorly.
    ^


    I'd believe that zeq figured something interesting out, but he was never really careful about documenting anything, iirc. Like whatever disassembly he and others did on jk.exe, all of that **** is lost to history.

  11. #131
    Imon, umon...everymon!
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    You might be able to catch him on steam and see if he still has any of it
    Bassoon, n. A brazen instrument into which a fool blows out his brains.

  12. #132
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    Click image for larger version. 

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    List of eliminated hypotheses: node type field, node name, children of hip dummy node, children of last node.

  13. #133
    Admiral of Awesome
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    False alarm folks, it's in the puppet file and I just forgot about it.

  14. #134

  15. #135
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  16. #136
    Child's Play CharityGoY's Pessimistic Soy Boy Toy
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    I actually never knew you could shoot the lights to make them fall.
    ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
    ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ

  17. #137

  18. #138
    Child's Play CharityBlockyness Rocks!
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    Quote Originally Posted by Jon`C View Post
    Level 3
    Hey Jon, it looks like you were having issues multiple times with the water sectors not acting as being underwater (ie trying to jump while underwater to reach the surface). Is that something you just haven't gotten to doing yet?

    Also, this may be related to the same issue, but I noticed in the big water area the large metal pieces in the water were being rendered below the surface texture of the water.

    Just curious how all of this is working. Great work though, keep it up!
    Last edited by Dark__Knight; 11-18-2013 at 01:02 PM.
    Author of the JK levels:
    Sand Trap & Sand Trap (Night)


  19. #139
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    Water isn't implemented. Those are just a couple of tricky jumps.

    There are renderer bugs, but you can generally see what's going on so it's good enough for now. JK allows potentially-translucent 3DOs to intersect translucent surfaces. Right now I'm doing back-to-front ordering of things and visible adjoins, so things are rendered as though they were clearly on one side of the adjoin. The way you fix it is by throwing enough render passes at the problem until it goes away (depth peeling). It's easy to implement but that would distract from the more interesting features.
    Last edited by Jon`C; 11-18-2013 at 05:39 PM.

  20. #140
    Wow, you've been busy. This is taking shape fast! Thank you for working on this.

  21. #141
    Child's Play CharityBlockyness Rocks!
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    Quote Originally Posted by Jon`C View Post
    It's easy to implement but that would distract from the more interesting features.
    Ah okay, makes sense. Then don't let me be the one to distract you.

    Is there anything that you need from people that would be willing to volunteer some time to help you with the project? Whether it be things that aren't necessarily difficult, but possibly time consuming for you to do yourself, or whether it's testing certain things, etc.

    Would love for you to let the community know what we can do to help you along wherever you see fit.
    Author of the JK levels:
    Sand Trap & Sand Trap (Night)


  22. #142
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    Reverse engineer all the things.

    On my personal todo list:


    • http://jkwiki.massassi.net/wiki/inde...y_marker_types <- Need this list fleshed out.
    • Need to get a better handle on how orient, rotatepivot, and angvel all work. Rotatepivot and angvel seem to be reoriented somehow depending on the thing's orientation, but I don't understand how this works. (It's possible that JK internally represents thing orientation using a pair of orthogonal vectors, but considering how bad everything else is I'd just as soon expect JK to do some magic Euler angle conversion to get the desired behavior.)
    • Weapon flag descriptions are vague and there are many unknowns. In part. what is the difference between 0x2000 and 0x10000?
    • What does "less affected by gravity" mean? Physics flag 0x40000.
    • AI mode flags 0x40, 0x80, and 0x100.



    But, really, documenting anything that's currently undocumented would be very helpful. I hate to be vague, but that's pretty much it. Reverse engineering is by far the largest part of the job.

  23. #143
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    Quote Originally Posted by Jon`C View Post
    Need to get a better handle on how orient, rotatepivot, and angvel all work. Rotatepivot and angvel seem to be reoriented somehow depending on the thing's orientation, but I don't understand how this works. (It's possible that JK internally represents thing orientation using a pair of orthogonal vectors, but considering how bad everything else is I'd just as soon expect JK to do some magic Euler angle conversion to get the desired behavior.)
    Switched to quaternions and tweaked it until it started to look right.

  24. #144
    Quote Originally Posted by Jon`C View Post
    Switched to quaternions and tweaked it until it started to look right.
    is that a kind of onion
    COUCHMAN IS BACK BABY

  25. #145
    hay guys im trying to get this working in windows7

    i also cant get it running in xp

    maybe i need to install some thing like some run-times? or some thing?

    this is what i get in win7 32bit

    edit: (this is the updated windows build)
    code:
    Code:
    c:\gorc>game "Jedi Training" m10.jkl
    "game/restricted\misc/glsl/screen.glsl"(0,0): error: ERROR: 1:15: 'texture' : no
     matching overloaded function found - implicit conversion not allowed
    ERROR: 1:15: 'assign' :  cannot convert from 'const float' to 'FragColor 4-compo
    nent vector of float'
     [ShaderLoader]
    critical error: file 'game/restricted/misc/glsl/screen.glsl' was not loaded [con
    tentmanager]
    terminate called after throwing an instance of 'gorc::io::file_corrupt_exception
    '
      what():  std::exception
    
    This application has requested the Runtime to terminate it in an unusual way.
    Please contact the application's support team for more information.
    Edit:
    here is it in xp almost the same
    Code:
    C:\gorc>game "Jedi Training" m10.jkl
    "game/restricted\misc/glsl/screen.glsl"(0,0): error: (16) : error C1008: undefin
    ed variable "texture"
    (16) : error C1105: cannot call a non-function
     [ShaderLoader]
    critical error: file 'game/restricted/misc/glsl/screen.glsl' was not loaded [con
    tentmanager]
    terminate called after throwing an instance of 'gorc::io::file_corrupt_exception
    '
      what():  std::exception
    
    
    This application has requested the Runtime to terminate it in an unusual way.
    Please contact the application's support team for more information.
    thanks
    Last edited by Dbug454; 12-18-2013 at 06:25 PM.
    Dbug454 Of tHE JK.....

  26. #146
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    Unfortunately each GPU vendor has a slightly different idea about what it means to support GLSL, so getting Gorc to work on every card is a matter of long-run tweaking.

    Try replacing the shaders with these:

    gui.hlsl:

    Code:
    #version 130
    
    #ifdef VERTEXPROGRAM
    
    
    uniform mat4 projection_matrix;
    uniform mat4 view_matrix;
    uniform mat4 model_matrix;
    
    
    void main() {
    	gl_Position = projection_matrix * view_matrix * model_matrix * gl_Vertex;
    	gl_FrontColor = gl_Color;
    	gl_TexCoord[0] = gl_MultiTexCoord0;
    }
    
    
    #endif
    
    
    #ifdef FRAGMENTPROGRAM
    
    
    uniform sampler2D diffuse;
    
    
    void main() {
    	gl_FragColor = texture2D(diffuse, gl_TexCoord[0].st) * gl_Color;
    	if(gl_FragColor.a < 0.5) {
    		discard;
    	}
    	gl_FragColor.a = 1.0;
    }
    
    
    #endif
    screen.glsl:

    Code:
    #ifdef VERTEXPROGRAM
    
    
    void main() {
    	gl_Position = gl_Vertex;
    	gl_TexCoord[0] = gl_MultiTexCoord0;
    }
    
    
    #endif
    
    
    #ifdef FRAGMENTPROGRAM
    
    
    uniform sampler2D diffuse;
    
    
    void main() {
    	gl_FragColor = texture2D(diffuse, gl_TexCoord[0].st);
    }
    
    
    #endif

  27. #147
    ok first thanks for replaying .. and it has no more errs in cmd any more.. it opens a window that's white inside and a dialog box opens and says "game.exe has encountered a problem......... bla bla bla u know the one"

    i have a dell inspiron 1545 with Intel GM45 Video card if it helps any
    Dbug454 Of tHE JK.....

  28. #148
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    Quote Originally Posted by Dbug454 View Post
    ok first thanks for replaying .. and it has no more errs in cmd any more.. it opens a window that's white inside and a dialog box opens and says "game.exe has encountered a problem......... bla bla bla u know the one"

    i have a dell inspiron 1545 with Intel GM45 Video card if it helps any
    Oh, Intel.

    You'd need to replace line 21 of src/framework/graphics/texture_render_target.cpp with glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_name, 0) and recompile.

    I'm way too sick to do it right now.

  29. #149
    its ok dude it can wait. or maybe i will see if i can find a link to the source code around here.. whats it made in?

    ya i feel ya, im starting to get sick my self no fun

    im wondering are u thinking of doing MP or SP or both? or u just seeing ware she go's?
    Dbug454 Of tHE JK.....

  30. #150
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    It's all C++11. The code is on http://github.com/jdmclark/gorc with the most recent changes on the multiplayer branch. But don't take that to mean anything, that's just the branch I'm using for restructuring that would be useful for MP in the distant future.

    With the huge caveat that I might never finish it: SP is definite, MP is a stretch goal.

  31. #151
    got ya that's what i was thinking.... thanks for the link
    Dbug454 Of tHE JK.....

  32. #152
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    So is this going to work with MOTS?

    or how does that exactly work?

  33. #153
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    Click image for larger version. 

Name:	gorc6.jpg 
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    Considering it's a game called Jedi Knight, why does it feel like a big warty afterthought?

  34. #154
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    Uploaded new Windows build: http://www.jkhub.net/project/get.php?id=2558

    What's new:
    - The resource and episodes directories aren't under game/ anymore. You can just drop gorc into a JK install now.
    - RotatePivot now works correctly.
    - Improved activate accuracy.
    - Lots of level COG fixes.
    - Most AI movement verbs.
    - Added BMs and SFTs but they aren't being used for anything really interesting yet.
    - Totally broken lightsaber. It renders in some levels, crashes most, and doesn't damage enemies yet. I recommend not switching to it.
    - Bunch of refactoring and back-end fixes that you can't see and therefore don't care about.

    Refresher on the controls:
    - Esc: Quit
    - Left mouse: Primary fire
    - Right mouse: Secondary fire
    - W/A/S/D: Move
    - F1: Toggle camera
    - F2: Toggle fieldlight
    - 1-0: Select weapon
    - E: Activate
    - R: Teleport to next walkplayer (danger: because it skips triggers, may break or crash certain levels!)
    - F: Moon jump
    - G: Give all weapons and ammo
    - Z: Deal lightsaber damage to thing/surface.
    Last edited by Jon`C; 12-23-2013 at 01:26 AM.

  35. #155
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    NOTE FOR THE AMBITIOUS:

    06bbarons, 09fuelstation, and 14tower are not completable in this version for the sole reason that original COGs contain unrecoverable errors (each a one-line fix). Gorc prints out extremely detailed errors and warnings along with the exact location in the file where they can be found, so fixing these mistakes is super easy if you know any COG. Just dump your fixes in restricted/cog and they will automatically override all other resources, even files in the episode.

  36. #156
    Quote Originally Posted by Trank View Post
    So is this going to work with MOTS?
    I think that's probably too early to say. Keep in mind that the adjoin limit in MotS was never removed/bypassed because apparently the code for MotS (for some odd reason) is just that different from JK's.

  37. #157
    ⌐_⌐
    ¬_¬

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    Hmm, tried the latest build, it crashes on launch after making its window. How do I get it to spit out debugging information? Nothing shows up in the console window.

    [Edit: Got it, for what good it'll do you:

    Unhandled exception at 0xBF055415 in gorc.exe: 0xC0000005: Access violation reading location 0xBF055415.


    > bf055415() Unknown
    [Frames below may be incorrect and/or missing]
    gorc.exe!004029b4() Unknown
    gorc.exe!004ab2b9() Unknown
    gorc.exe!00509cb5() Unknown
    [External Code]
    gorc.exe!00401585() Unknown
    [External Code]


    I guess it ends up jumping into unassigned memory?

    Edit2: I did a Process Monitor capture and the last thing I see it doing before spawning WerFault is read screen.glsl. I have an AMD card.]
    Last edited by The MAZZTer; 12-24-2013 at 12:38 AM.


  38. #158
    Admiral of Awesome
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    I'm guessing it's an AMD graphics driver bug, but I don't have access to an AMD card anymore.

  39. #159
    ..would like a shrubbery.
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    Woah... you've made incredible advances since last time I checked this thread!

    Incredibly impressive! I notice it lists GCC as a compiler, does that mean this will compile and run under linux?
    TheJkWhoSaysNiTheJkWhoSaysNiTheJkWhoSaysNiTheJkWho
    SaysNiTheJkWhoSaysNiTheJkWhoSaysNiTheJkWhoSaysNiTh
    eJkWhoSaysNiTheJkWhoSaysNiTheJkWhoSaysNiTheJkWhoSa
    ysNiTheJkWhoSaysNiTheJkWhoSaysNiTheJkWhoSaysNiTheJ
    k
    WhoSaysNiTheJkWhoSaysNiTheJkWhoSaysNiTheJkWhoSays
    N
    iTheJkWhoSaysNiTheJkWhoSaysNiTheJkWhoSaysNiTheJkW

  40. #160
    Admiral of Awesome
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    I do all Gorc development on Linux.

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