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Messages - Smoke39

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101
Turok Dinosaur Hunter Modding/Mapping / Cutscene Help
« on: September 27, 2017, 03:56:16 AM »
I have a scope mostly working by using a cutscene to change the FOV, and making the camera move along with the player.  There are two technical problems, though:

1. Sector properties are not updated when moving from one sector to another (e.g., fog color and distance don't change when entering/exiting a cave).  This one's not so bad, since players are unlikely to move too far while scoped anyway.  I could also disable the scope if you move too far, if I really wanted to minimize the issue.

2. Level geometry occlusion doesn't always update.  So, for example, if you zoom in, then walk around a corner, any level geometry that was originally blocked will still not be rendered (screenshot).  I think I've only seen this happen on level 5 (even the corridors of level 8 seem fine), but it's a pretty big error to expect players to just re-scope and ignore.

Currently, as a workaround, I have it so you can't move while zoomed in.  If you try, it just deactivates the scope.  This isn't terrible, but it's kinda clunky and feels like a lame compromise.

Anyone have any idea if there's some "proper" way to update the camera so sector properties and level occlusion actually get updated?  Here's how I'm doing it currently:

when activating the scope:
Code: [Select]
Camera.StartCinematic( CMF_NO_LETTERBOX | CMF_SHOW_HIDDEN_OBJECTS | CMF_NO_INITIAL_FADEOUT );
// at least one of these allows camera position to be updated in OnTick() after key acquisition cutscene
Camera.ClearLookAtActor();
Camera.ClearFinalView();
Camera.ClearViewTracks();

in OnTick(), while scope is active:
Code: [Select]
kStr s;
if ( Sys.GetCvarValue("r_fov",s) )
Camera.fov = s.Atof() / ScopeMag;

kPuppet @owner = self.Owner().Actor();
// update camera orientation
Camera.origin    = EyePos();
Camera.pitch     = owner.Pitch();
Camera.roll      = owner.Roll();
Camera.yaw       = owner.Yaw();

I tried using Camera.SetEyeView() to see if it would more robustly update the camera's position, but it did nothing on its own, and fixed neither issue when used in conjunction with setting Camera.origin.  I've also messed with some other camera functions, but haven't been able to get them to even do anything. :/

102
Turok Dinosaur Hunter Modding/Mapping / Re: Smoke's Modding Guide
« on: September 25, 2017, 01:28:09 AM »
Wasted a bunch of time today trying to figure out what was wrong with my math, only to eventually figure out that the "kVec3 *= kQuat" operator is broken, so I added a big ol' warning to the kQuat page.

103
Turok Dinosaur Hunter / Re: Turok 1 maps (What map is it?)
« on: September 25, 2017, 12:40:36 AM »
I think I covered everything.  I didn't bother with the sub areas of level 4 because they're pretty straightforward.
level 4
level 5 (main)
level 5 (corridors)

104
Turok Dinosaur Hunter Modding/Mapping / Re: Smoke's Modding Guide
« on: September 24, 2017, 02:46:01 AM »
Added some info on player lock as it pertains to cutscenes and weapon state.

105
Turok Dinosaur Hunter Modding/Mapping / Re: Smoke's Modding Guide
« on: September 11, 2017, 07:21:05 PM »
Added info on actor initialization to ScriptObject, and info on the persistent bit (mostly in ScriptObject, plus some functions in kActor).

106
Turok 2 Seeds of Evil / Re: Turok 2 EX Turok 2 remaster 2017
« on: September 09, 2017, 02:27:34 PM »
Can confirm that the unmodded image is correct, at least on my cartridge. :P
In that case I don't expect Night Dive to change it.  Judging by the HUD icon and the color around the lens, I do believe this was the intention (plus I just think it looks better), but unmodded doesn't really scream "error" like the plasma rifle did.

There is no difference whatsoever.
Additional detail around the outside of the back of the scope.

107
Turok 2 Seeds of Evil / Re: Turok 2 EX Turok 2 remaster 2017
« on: September 08, 2017, 09:41:51 PM »
I think the tranquilizer has another mirrored texture wrapping error like the plasma rifle did.

Top is unmodded, bottom is with scope U coordinates doubled.

108
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v1.5
« on: August 14, 2017, 04:41:35 PM »
"Cancel" in the literal sense, not in the "skip to the end" sense.
1. Charge weapon
2. Whoops, I changed my mind
3. Press mode toggle
4. Can now release fire button without firing the weapon

edit: I wrote this thinking that you misconstrued my use of the word "cancel," but I just realized I myself said "skip" in my summary.  I was thinking of the update notes and change list, which use the more precise "cancel" wording.  Sorry if I came off as mildly condescending for my mistake. :b

109
Turok Dinosaur Hunter Modding/Mapping / Re: [Release] Turok+ v1.45
« on: August 14, 2017, 01:40:27 AM »
New version is up, mostly with fixes and bits of polish. The biggest new "features" are skippable boss cutscenes, and the ability to skip bow/shockwave weapon/chronoscepter charging with the mode toggle key.

The double-barrel shotgun's also been moved to an addon, so make sure you install that if you've grown attached to it.

110
Turok Dinosaur Hunter Modding/Mapping / Re: Smoke's Modding Guide
« on: June 23, 2017, 07:24:18 PM »
Finally added an explanation of native classes (kex-prefixed), and how they work with internal script classes (k-prefixed) and user scripts (the stuff we can change): https://smoke39.github.io/turok/scripts.html#ControlStructure.  It can be kinda confusing, so I hope I was able to make things a little clearer, rather than even more confusing.

Sometime I'd like to put together a proper reference on actor defs, with info on all the native classes.  Currently you can kinda get a feel for what's delegated to the scripts by looking at the callbacks in ScriptObject, ScriptObjectPlayer, and ScriptObjectWeapon, but I think it'll help people develop an intuition seeing examples of the other side of that -- what's handled natively.

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