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Messages - PNill

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31
I leave you with a demo of text rendering:

Awesome! Love the sight of progress.
I've actually been able to make slightly more progress then this now, Dinomite should be posting a video shortly sadly it's not exactly what I was aiming for but it's getting close.


UPDATE:

Disabling the second player!

^ That is major progress, and I'm researching the depth buffering issues right now.

Hopefully by tomorrow I'm able to spawn additional players which well I won't spoil the surprise, hopefully dinomite posts a video soon of the spawning of object fun he was having.

32
I've made minor progress recently...

I reverse engineered the engine object spawning system I still haven't gotten it spawning objects yet though I did get it to spawn them to memory (just not place them on the map) trying to figure that part out.

Though the good news is now that I've found the area that I have after some reversing, time and patience I should be able to effectively disable the second player which I'm hoping will also remove the 2nd screen and in doing so will remove the rendering issues due to there being no overlay.

After that I would simply spawn the players manually for additional players joining the game.

With reversing the object spawns I also managed to find the weapon errors, pickups, and etc rendering function so I was able to produce custom text rendering straight to the screen which I'm sure will be useful once I want to display "Player joined", "Player killed X" or etc.

I leave you with a demo of text rendering:

33
I apologize for not providing much info on this,

I've had a lot happen personally that made things kind of go on pause for awhile between being sick, having some infection issues, family issues and other things...

I hope you guys haven't lost interest and know that this is still coming and it will take some time,
I've also been working on my other project for Halo 2 Vista recently so that has been consuming a lot of my time but just tonight I've decided to look at Turok again and I think I've found some very interesting things that will help me in my travels I'll provide more info shortly.

34
Turok Evolution Modding / Re: PC Version Multiplayer - Online Modification
« on: February 20, 2016, 10:54:48 PM »
Anything new dudes?
I managed to get a hold of some of my old code, but for the past two months I had been in the process of moving and starting a new job so I'm not going to be able to put as much time into this as I would've liked but I will be working on it very slowly.

There's still the depth buffer issues I hope to fix and they're game breaking and I'm not sure if I'll be able to pull it off myself,
Sadly the old code from the previous time we did the modification pre-dates the fixes to that issue.

35
Turok Evolution Modding / Re: PC Version Multiplayer - Online Modification
« on: December 26, 2015, 09:37:17 PM »
I've been on vacation so I've had a lack of progress on this as well as other things I've been working on but it just so happens someone had the compiled version of our old code, I haven't had a chance to check exactly how old or new it is or what stage it was actually at when we sent it to this friend.

But....
It'll certainly integrate some of the fixes to graphics issues and crashes so that's awesome news here! less work less bugs always good.

Of course for some of the more advanced stuff I'll have to reverse engineer our old compiled binaries but that shouldn't be a huge issue at all.

Just thought I'd let you guys know there is some movement on this,
I've also managed to obtain a Beta of the Xbox Version so I'll be using that for reference to certain engine functions and stuff while reverse engineering.

36
Turok Dinosaur Hunter / Re: Turok EX
« on: December 15, 2015, 08:15:48 AM »
Not sure anyone noticed but at 9-11 seconds and 14-17 seconds in this video those areas were never in the game before do you recognize them? ;)

Hehe, this game is amazing...trust me on this.

I believe you Shadow heheh ;D

While I'm excited for this, I'm wondering why they didn't do a complete overhaul with the models and such as well.

37
Turok Evolution Modding / Re: PC Version Multiplayer - Online Modification
« on: December 14, 2015, 10:19:25 PM »
So while I sadly wasn't able to retrieve any information from my old forum I managed to nab a few screenshots out of a database it had at some point where my partner at the time we testing dynamically spawning objects in real time at the main menu screen.





For some reason I guess we had wiped our original data from the forum in 2007-2008 and re-created it in 2009 which really sucks because I'm sure I would've had things uploaded in the database of the forum in regards to my code which the Database I hadn't lost... but it seems that I had lost that data as well :(

38
Turok Evolution Modding / Re: PC Version Multiplayer - Online Modification
« on: December 13, 2015, 08:42:40 PM »
If you need any help, I know many programming languages and whatnot, I also know a lot about communication to the GPU.

If you know about D3D programming maybe you can give some insight as to why the players show as invisible some of the time and this changes once the kill camera is active (I.E. a player dies), I assume it has something to do with zbuffers but I truly lack knowledge on the matter.

Here's an example of the Player rendering issues (Ignore the song it was just what was playing on my pandora).

I truly believe this is in relation to depth buffering/zbuffer not being handled properly but I personally don't have enough knowledge on how rendering works to actually solve it maybe someone else with D3D/3D programming experience can offer advice on what to look for ;).

Notice how if the player isn't behind any other objects including the level itself and they're just in front of the skybox they're rendered perfectly fine.


39
Turok Evolution Modding / Re: Turok ATR viewer/exporter
« on: December 13, 2015, 08:34:25 PM »
A level editor and multiplayer could be pretty nice and co op mode if it was possible. I don't want to over reach but all of that would surely revive this game better then it was before.
I've seen various info about co-op in the engine, if it was in the actual game on other consoles (Xbox specifically) we could easily re-enable it and synchronize AI data over the network as well after completing the basic Multiplayer stuff.

Ah, okay. Sorry for the misunderstandings. My mind is in another place.
No problem.

How did you manage to enable online multiplayer? I assumed that support for that was basically nonexistent since they greyed out the menu option. Also, I am interested in the scripting data as having the ability to change the behaviors of things would be absolutely useful in the level editor.

There was no "Online" functionality previously, what I did was first enabled the split-screen multiplayer (This is a port of the Xbox Original version) so the code for the multiplayer split-screen is still there.

I reverse engineered the player structures, including the information needed to spawn the player's object using it's constructor which causes the player to actually be placed on the map then once you know the offsets of the flags that control things like jumping, animations, shooting etc you just synchronize it over the network and manipulate it using an injected dll.

Beyond that I disabled the split screen rendering (HUD elements, and separate view port), the camera was left in-tact due to the fact we were using the x/y of the camera to determine where the player should be shooting and just synchronizing the fire action, it was horribly synced and I need t come up with a better method to handle this in the future.

The only way anything was synchronized in the past was via constant while loops rather then hooks around things like damage functions which is when I should've synchronized the data but I'm starting to wonder if it'd be better to build a snapshot of information and send that.... I've got some obvious research to do there.

Right now the state I'm at is I'm attempting to track down the main rendering loop in the engine again so I can disable the split screen rendering stuff,
There are graphics issues that come along with enabling the split-screen multiplayer (all players are invisible, I have no idea why I wasn't the one who fixed it previously) though they're visible in the death camera so I'm not 100% sure what's changing but I think it's a rendering setting.

Here's the video I've posted in the other thread I created about the Multiplayer functionality.



There are tons of bug fixes I applied the first time I did this, like a fix for the pistol zoom crash which I've already re-done again, a fix for the spider mine crash, as well as the invisible players.
I just looked the file you posted, it could be very useful to me for decoding even more data more easily. I wish we had access to the files #included from it as well. It would be a GODsend.

Let me know if you'd like to see the source code I use for loading ATI/ATR/MTF files.

That'd be pretty cool, so far the way I handled it was just writing a 010 template and doing manual modifications I just started working on this all again last night and stumbled across this forum,
So far what I've modified is I've replaced the MainMenu's "Cheats" option with the Multiplayer screen atr and then modified MultiplayerJoin.ati to disable the 3rd and 4th player's input removed the "back" definition from player 2 as it technically has no ability to control the menu option then forced it to select a player to begin with as if a second player had already completed the join action once you've reached the menu and is ready to play.

Then there was some trickery with the player 1 that had to be done to allow them to select their player.


What tools do you use to do this? I have IDA Pro but I haven't learned how to use it effectively yet.

IDA Pro, OllyDBG, and memory tools like http://www.memoryhacking.com and Cheat Engine in order to find player objects faster in memory.

I.E. search player's health, break point on write access to the area of memory and then reverse engineer the offset to determine the base player object pointer
Which I've just done and it's allowed me to determine the x,y,z cords of the player position in real time as well as their camera position so far just by guessing information.

Not only that but watching the memory change in real time you can easily determine things like current weapon, ammo, scaling information, animation indexes, 'firing' and etc.

P.S.

I believe I've added you on Skype Stinkee.

Update
I also made a video demonstrating the rendering issues maybe with your knowledge of 3D/D3D/OpenGL programming you can provide some insight on possible theories of why this would happen and ways to fix it,
http://www.turokforums.com/turok-evolution/pc-version-multiplayer-online-modification/msg3140/#msg3140

EDIT:

I'm also curious if you've looked into the .tre files or their format at all I decided to grab the Game Cube and Xbox copies of the game and it seems they each pack all of the game's data into these archives, I could attempt to figure it out but don't want to re-invent the wheel if it's been done.

40
Turok Evolution Modding / Re: Turok ATR viewer/exporter
« on: December 13, 2015, 06:50:58 PM »
I think there's been a lot of mis-understanding when you were reading my post.. So I'll clarify.

What have you discovered about the formats? Right now I think I've got a problem with reading indices of animated actors. You may notice some stretched polygons between some of the actors.

(Note: I've fixed the bad rotations on the foliage since then)
I'm a bit intimidated by the task of writing a whole new engine just for Turok multiplayer, which is what I'm sure it would come down to, but with some help I think it would be very doable.
Also, Do you know anything about the way the game indexes sounds?

What I've discovered about the formats has more to do with the stuff you're not specifically interested in like scripted events and such due to the fact I needed some of it to create my Multiplayer Modification, but I'm willing to assist in figuring out the things you're lacking and the whole thing is pretty simple to reverse.

I was not talking about writing a whole new engine and I've made an entire multiplayer (Online) modification for Turok: Evolution before, I just lost the code and stopped working on it after 2012 and that was something I was working on, on and off since 2007.

I have no idea how the game indexes sounds I know how the menu systems work so far, but I can figure that out and get back to you as I'm not just opening the files in hex editors and guessing  but reverse engineering how the game actually loads the data in it's engine.

Assembler Games
The source was released for Quagmire engine it's just outdated in comparison to what Turok: Evolution is actually based on so a lot of the new implementations aren't there and the information like ATR loading or god files is very specific to Turok itself so you won't find anything about those file formats from what I've seen.

There's not even actor objects/classes in the released engine source.
Code: [Select]
https://ia802707.us.archive.org/23/items/acclaim_discs/Quagmire_PSX_DREAMCAST_N64_devtools.iso

At this point in time I'm sure you know more about the ATR/ATI file formats then I'm aware of, but with the reversing knowledge I've got I'm sure I could be of some assistance.

I'm also curious if you've checked this link out yet,
http://www.turokforums.com/turok-evolution/turok4-god-aka-gameobjectdata-txt/

That must have been very frustrating and disappointing. I'm sorry you got shut down.

I didn't get shut down, what I meant was I've been lacking motivation to work on it due to the fact I went on a binge programming and reversing knocked a crap ton of stuff out and the now I'm just at a standstill unsure if I even want to work on it any longer.

Part of that has to do with the fact I was doing the development alone no one else involved knew any C/C++ nor assembly so it was quite boring.

What I meant when I said Microsoft shut it down was that they disable the original multiplayer functionality and my modification/hack brought it back in a new way so players could continue to play the game together even after it was shut down.

I also hooked various engine functions in order to make new game variants/game types like GunGame which halo has never seen before.

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