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Messages - PNill

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1
Turok Evolution Modding / T4 Engine Research
« on: April 07, 2025, 02:14:16 PM »
As a project entirely separate from the Turok Evolution PC multiplayer online project I started a "T4_Research" project focused entirely on researching the engine, file formats its uses, and hopefully future documentation and building of tooling to deal with those file formats.

Maybe eventually the way hitscanning, or raycasting, works for projectile collision, or the ways collision and such is handled in general/further documentation on AI and the way it operates, level loading or the methodology they used to do specific things. Part of this is me learning more about game engines and documenting how they did things compared to other games or engines.

To begin with the engine documentation I'm planning to write on is going to be mostly code related to object definition related to player or AI interaction and document as much of how that works as I can or how the engine handles specific things at a high level, as well as how file formats work are defined, what they look like maybe some 010 editor templates for them.

This will eventually lead to the creation of an additional repo, likely named "T4_ModTools" or something along those lines where I want to create tools to deal with each file type, including "compiling" or "decompiling" actor files, plugins to load model files into Blender and allowing for the import and export of MTF possibly with bone, animation support unsure about that part, tooling to deal with TRE files decompressing, and recompressing them as well as dealing with the 'hashed' names that are contained within the TRE files.

Anyone interested can find a link to that here:
https://github.com/pnill/T4_Research


Ultimately the main reason this started was because I had a large focus on reverse engineering the engine after sort of taking a break from the original T4MP implementation due to a lack of understanding of things that were happening in the engine, I took a large step backwards and started focusing more and more on determining how the engine does or handles very specific things utilizing builds from other games to label as much as I could in the engine.

At this point I believe at least 50-60% of the engine is labeled in my IDA Pro databases, mostly anything non-game specific or Super Happy Fun Fun port specific should be labeled, and 95% of it should be accurate enough, you can mostly figure out how to hook/manipulate just about anything you want to in relation to a player. There's still a lot more research I've done that isn't uploaded or documented fully yet, but will get there eventually.

Understanding all of this will not only help with the T4MP project, but it will also assist in bug fixing, upgrades to the engine, and future modifications others want to do.

2
Ended up restarting the project and beginning to work on this again as a Version 2 iteration,
https://github.com/pnill/T4MP_V2/tree/master

3
Turok Evolution / Re: Display problems
« on: April 07, 2025, 01:48:18 PM »
If this is the "MYTH" copy, you need to run SetupReg.exe, if it's another copy and there was no installer (Repack or etc off a preservation site) they probably didn't install the appropriate registry entries necessary for the game to run.

4
I updated the main post to reflect current status of the project as well as a link to the "Pre-Alpha" release of the project,
If anyone has any questions, recommendations or would like to help out feel free to reach out here or on the discord or by email crich@thedefaced.org

5
There's now an pre-alpha version of the browser/launcher for the game which can be used to host/join multiplayer games and will automatically install the mod for you;
https://cdn.discordapp.com/attachments/364499772112896001/569032869729533978/SPOILER_T4Browser_-_Pre-Alpha_0.4.rar

This has not be tested much and you will encounter plenty of bugs.

If you have an issue while playing in the game itself report it on this github:
https://github.com/pnill/T4MP/issues

If you have an issue with the launcher/browser report it on this github:
https://github.com/pnill/T4Browser

Thanks and I hope everyone enjoys this, hopefully we can improve this and make things just like the other classics.

6
Turok Evolution Modding / Re: PC Version Multiplayer - Online Modification
« on: November 04, 2018, 03:48:07 PM »
For those of you not on the discord,
I started working on a server browser for this and it's coming along slowly:


7
I've got most of the networking working while it's not perfect it's out of sync currently, there's still a lot of crashes, and there's a few things I'd still like to fix...

There's still a lot to do in terms of forcing the engine to load levels directly, have lobbies, player join messages, chat, some kind of way to identify each player, the ability to choose who you want to be... Among other things.



8
Well I started testing out the current network code:


Things work fine on the host end, the host is able to see the player move everything is pretty real-time.

When the client sees the host move however it doesn't quite workout in real time it seems very delayed.

An example of that can be seen here:


UPDATE:
Thanks to edward and djduty I figured out what the issue was there and fixed it should be pretty smooth sailing and optimization from here out....

9
I've implemented very simplistic networking and committed the latest code to the github.

Currently I do not have any content or updates to provide sadly a lot of my time will now be spent solving these issues:
https://github.com/PermaNulled/T4MP/issues

10
Are you on the Turok discord?,
I'm always on Discord lol.


I've started working with the networking side of things and have very basic data going back and fourth currently.

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