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Thread: Massassi Level Pack: The Epilogue?

  1. #81
    Quote Originally Posted by FastGamerr View Post
    I always knew you were a masochist, but this definitely slurps my noodle!

    Lurvin' it
    I second this!

    What are the limitations with this? Got any problems? You have six months to use this!

  2. #82

    NIKVMVS-REX-TODOA

    Posts
    16,977
    BTW Goit, how's the level?

  3. #83
    Releasing whatever I have on Christmas Eve. Making steady progress. Very slow compared to the old days when I worked part time haha

  4. #84
    @Goit : limitations include:
    - The camera "banks" when you use the left/right strafe keys to pan (any ideas from Massassians on how to prevent this would be appreciated)
    - When rotating the camera, the camera rotates based on its own position as opposed to pivoting around its focal point, as in XCOM Enemy Unknown and most other isometric games

    We are actually taking more of a "2.5 D" approach now, similar to Sam 'n Max and other point and click adventure games. But the banking is still a bit annoying. Still more work to do, and we'll have more to share eventually.

    Can't wait to play the next Magrucko game at last!
    Cordially,
    Lord Tiberius Grismath
    1473 for '1337' posts.

  5. #85
    Anyone have the JED-to-OBJ plugin that Bobo_Fett made 10 years ago? I haven't been able to find it anywhere

  6. #86

  7. #87
    Cordially,
    Lord Tiberius Grismath
    1473 for '1337' posts.

  8. #88
    You are a god among insects.
    And when the moment is right, I'm gonna fly a kite.

  9. #89
    Hahaha Grismath that's amazing. I really hope you can release a full blown level with this stuff!

  10. #90
    That's the plan!

    How is Magrucko coming along?

  11. #91
    Working on it this weekend - hoping to get a big chunk of level 3 done. If you have any zombies or monsters I can use please let me know!

  12. #92
    I sent you an email to your gmail account; not sure if I have the current address. Mine is my username at gmail.com.

    I have a veritable menagerie of monsters you could use.

    Also, I would be happy to beta test whatever you have and note bugs/give feedback.
    Cordially,
    Lord Tiberius Grismath
    1473 for '1337' posts.

  13. #93
    Grismath has supplied me with a few enemies that should make Magrucko 3 more fun

    Here's some of the weekend's work;


  14. #94
    Looks awesome!
    Cordially,
    Lord Tiberius Grismath
    1473 for '1337' posts.

  15. #95
    Well, friends, it was fun while it lasted... I have entered a bug zone worthy of the title "Curse of the Total Conversion"

    Fortunately, Emon helped me through some bizarre issues possibly related to defining too many variables in a single cog. Also messages like user0 don't get received by cogs "later on" in the JKL, e.g. cog 25 is unreachable by SendMessage(). Print() statements don't work if you have hundreds of them in a cog (fortunately, UNIStrings work).

    With some patience for the ancient and arcane, I will get through this!
    Last edited by Grismath; 08-11-2015 at 12:46 AM.

  16. #96
    Admiral of Awesome
    Posts
    17,826
    it's difficult to say what's going wrong based on what you've posted. There are a lot of things that be happening. JK is super janky especially once you start pushing the envelope, but cog itself is universally terrible because of its bad design. It's so easy to make terrible mistakes even on simple cogs, even LEC's original cogs are riddled with non-trivial errors. But the original implementation doesn't report most errors, so g.f.l. trying to debug anything.

    I barely have time to work on it anymore, but a while back I hit a point with Gorc where I needed to massively build out the semantic analyzer just so I could understand some of the bugs I was seeing. This wasn't for sophisticated cogs or anything, just the originals the game shipped with. It's a bad situation. If you can wait another few weeks, I'm working on a standalone cog analyzer that might be useful for debugging. Ofc you'd have to compile it for Windows yourself because I no longer have a Windows computer.
    Last edited by Jon`C; 08-11-2015 at 01:06 AM.

  17. #97
    Quote Originally Posted by Jon`C View Post
    it's difficult to say what's going wrong based on what you've posted. There are a lot of things that be happening. JK is super janky especially once you start pushing the envelope, but cog itself is universally terrible because of its bad design. It's so easy to make terrible mistakes even on simple cogs, even LEC's original cogs are riddled with non-trivial errors. But the original implementation doesn't report most errors, so g.f.l. trying to debug anything.

    I barely have time to work on it anymore, but a while back I hit a point with Gorc where I needed to massively build out the semantic analyzer just so I could understand some of the bugs I was seeing. This wasn't for sophisticated cogs or anything, just the originals the game shipped with. It's a bad situation. If you can wait another few weeks, I'm working on a standalone cog analyzer that might be useful for debugging. Ofc you'd have to compile it for Windows yourself because I no longer have a Windows computer.
    Thanks. I was hoping you would show up and, voila, here you are!

    The analyzer would be particularly helpful because ParSec doesn't work on any of my PCs, even my old Windows XP SP2 one from 2009. So debugging has been a very tedious process the few times I have had to do it in depth. I will definitely give your analyzer a try when it's ready.

    Any suggestions on an editor to use? I have been using Notepad++ because I couldn't find the EditPlus syntax highlighting files I used to use (the ones on Massassi by blujay are not great). I think I'll switch to Sublime.

  18. #98
    Another night, another challenge.

    I have a collection of 8-bit bitmaps that I created in Photoshop CC 2015 using 01narsh.cmp (converted to PAL, I believe).
    I have intermittently been able to use Mat Master to convert these images into .MAT. For example, I would try converting and fail, try again and fail, and suddenly it would work on the third try.
    I even tried running Mat Master on my old Windows XP machine and got the same error, so I think the issue is with Mat Master stumbling over some aspect of the files.
    The error message is "Stream read error."

    Any ideas? If someone DOES know how to get Mat Master to work, or has an idea on how to modify my BMPs, or just wants to give it a try, the files in question are here:
    http://grismath.com/archive/menuBMP.zip

    I want to create a bunch of 8-bit MATs with transparency so that I can render dialogue options like this:

  19. #99
    Have you tried JKPaint?
    And when the moment is right, I'm gonna fly a kite.

  20. #100
    It works! It's tedious, but it works! Thanks.
    Cordially,
    Lord Tiberius Grismath
    1473 for '1337' posts.

  21. #101
    I spoke too soon -- I got one MAT to work; now I'm getting Stream read error with JKPaint as well.

  22. #102
    For those of you following at home, it seems that using Gimp (http://www.gimp.org/) and exporting BMPs with the "Do not write color space information" compatibility box checked results in files that mat creation tools can open.
    Cordially,
    Lord Tiberius Grismath
    1473 for '1337' posts.

  23. #103

  24. #104
    The Fall of Juz-tynstein!

    just kidding; Wolfenstein!

  25. #105

  26. #106

    Video URL: http://www.youtube.com/v/SJ02yMbkzoE



    Party combat; I might make it turn-based and more RPG-like

  27. #107

  28. #108

    NIKVMVS-REX-TODOA

    Posts
    16,977
    Most gracious indeed.

    And, you know, why the hell not


  29. #109

  30. #110

    Video URL: http://www.youtube.com/v/nanKuWRyD3E



    Just mashing up a bunch of things into a 90s pastiche.
    Cordially,
    Lord Tiberius Grismath
    1473 for '1337' posts.

  31. #111
    No TC survives contact with the enemy.
    And when the moment is right, I'm gonna fly a kite.

  32. #112
    Click image for larger version. 

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    It turns out that after displaying a certain amount of text on the screen, text starts getting visual artifacts/messiness.

    I tried a bunch of different things to reliably repro the issue, and then realized that vanilla JK fonts (SFT files) have the same issue.

    The level has a lot of text for dialogue...
    Any ideas on how to work around this? I don't think it's feasible to get voice actors for every character at this point... so I might just have to live with this issue.
    Cordially,
    Lord Tiberius Grismath
    1473 for '1337' posts.

  33. #113

    NIKVMVS-REX-TODOA

    Posts
    16,977
    Yeah, sounds like something we'll just have to live with. :\

    Maybe add some kind of a red/yellow/purple/[color] glow or thickened edge into the new font so it'd be more discernible? Dunno.

  34. #114
    Whoah, some compelling (and even ground-breaking!) projects happening in 2015. I will definitely be reinstalling JK for this level pack!

  35. #115
    Administrator
    Posts
    7,432
    If anyone has any more submissions can you please submit them right away? http://www.massassi.net/submit/

    I'm talking to you Grismath and possibly Dash_Rendar.

  36. #116
    Yowzers! I'm glad I checked this! I will submit tonight.

  37. #117
    Administrator
    Posts
    7,432
    Awesome. I'm only rushing you because Nikumubeki won't stop pestering me!

  38. #118

    NIKVMVS-REX-TODOA

    Posts
    16,977
    .V.

  39. #119
    Administrator
    Posts
    7,432
    I HAVE ALL THE EXPECTED SUBMISSIONS. Not sure if I'll be able to complete posting them this evening though; I have to take my son to a basketball game and I have to work super early in the morning... argh. Next couple of days for sure, though.

  40. #120
    Administrator
    Posts
    7,432
    LEVEL PACK RELEASED: http://www.massassi.net/

    Now I can unsticky this thread.

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