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Messages - PNill

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31
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.

32
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.

33
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.

34
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.

35
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 :(

36
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.


37
Turok Evolution Modding / Re: PC Version Multiplayer - Online Modification
« on: December 13, 2015, 08:19:57 AM »
Than it probably has something to do with the screen resolution.
Well THAT, or the renderer is still used to the Xboxes unique GPU.

Not quite sure but I've followed D3DCreate9 to the DeviceCreate call and then followed the vtable from there to get where the game is calling BeginScene,EndScene,Present,and SetViewPort so I should be able to reverse how the the rendering is happening for the split-screen now as well as disable the second screen.

38
Turok Evolution Modding / Re: PC Version Multiplayer - Online Modification
« on: December 13, 2015, 07:51:03 AM »
Maybe it has something to do with reseting the player and by doing that, automatically refreshing the renderer.
I don't think that's it because if I die then respawn the issue is still persistent while I'm alive.

It only fixes while you're dead then goes back to the way it was while you're alive.

39
Turok Evolution Modding / Re: PC Version Multiplayer - Online Modification
« on: December 13, 2015, 07:32:37 AM »
It helps that I've done it before, and I've actually figured something interesting out there's something that changes once the player is dead that resolves the rendering issues but only for that specific player.

I.E. If player2 is dead player 2 can see player 1 perfectly fine (No invisible stuff, no invisible dinos or etc), if player 1 is dead they can see the dinos and other player as well (I'm talking about in the kill camera that waits till you respawn).

So that may be one route to go about fixing the rendering issues while still having split screen is checking what exactly is changing between when a player is dead and alive as far as camera and rendering flags.

40
Turok Evolution Modding / Re: PC Version Multiplayer - Online Modification
« on: December 13, 2015, 07:18:05 AM »
 

Indeed, the game has rendering issues in Multiplayer due to the fact that it was originally built for the xbox and never intended to render on multiple viewports for PC, It's possible by just disabling the extra view port the issue would be fixed.

The issue with the Tal'Set being all deformed I don't believe relates to rendering, I believe that has more to do with the fact there's no input assigned or something isn't happening.

The floating warclub is actually the 1st player (The one I'm playing as, you can see it in the youtube video I've showed), there's more invisible stuff like the dinos on the treehouse level tons of stuff we had issues with early on the first time I worked on this and I believe some of it may have been fixed by actually disabling the spit-screen while leaving the 2nd player spawned.

Essentially just disabling the rendering of the second screen and making the game believe it only has to render the first player's screen.

Currently I'm going to debug the pistol zoom crash and see if I can't fix it,

I'll provide the patched files here (if that's allowed) once I wake up today (haven't slept been working on this all night), and then everyone can screw around with the multiplayer functionality.

Also the ATR viewer does actually load some of the multiplayer maps as well I was experimenting with that a bit.

UPDATE:
Some real quick nops in relation to the area it's crashing and the pistol zoom now works :D, really dirty method I should probably figure out what it was trying to access and why it failed... but regardless it doesn't seem to have caused any additional problems performing the nops that I did.

I could now reverse engineer the viewport stuff.


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