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Messages - djdduty
31
« on: September 11, 2015, 06:04:21 PM »
Nope, it's the same build. And yes I can do that, good idea. The next revision is almost complete so I'll update the post probably later today with the new build and a change list.
I'm most likely going to break the repo later today / this weekend with all my changes to the UI Manager, so let me know if you want me to wait and create a build first. But if you've finished the new input code then I should be able to resolve the undoubtedly huge list of conflicts in a reasonable amount of time and rebuild with some ui stuff, I'm sure some ui statistics output would be useful to have and used for feedback. If you want I think we should just wait to make the build (to avoid updating constantly) for a little longer. We might even be able to eliminate the command line arguments / needing to place the atr file in the binary directory with the inclusion of a state that asks for the turok path and a level selection list, but again it would push a build back into the weekend, it's up to you if you want to wait.
32
« on: September 09, 2015, 01:15:34 PM »
The Quagmire engine was also the name of the engine Acclaim used for some of their sports titles, starting with NFL Quarterback Club '98, I believe.
EDIT: Was it Quagmire that was used for Evolution? I'd always assumed they'd heavily repurposed the Turok engine. Again.
Stinkee said he did some digging around in the binary and found a reference(s) to Quagmire, so I assume so. He would know more about this since he discovered it.
33
« on: September 09, 2015, 12:35:08 PM »
So other then just Turok Evolution, you are actually creating an entire engine but making it able to work with Evolution at the same time? Funny name for it to 
No, We're not coupling the engine with Turok specifically in any way. Basically a few months back Stinkee and I set out to create a renderer. We had made entire game engines before and we always get caught up in certain features so we set our goals a bit differently, this time we were going to make JUST the Renderer with all the abstraction, flexibility, and modern rendering features like physically based rendering that it would need to be easily plugged in to any project or engine down the road, for any programmers, not just us. So far it's going really well other than me slacking off. Long story short Stinkee decided to use it in this project because it would save a lot of time, which means we get to develop both of them alongside eachother but the Renderer itself doesn't actually have anything to do with Turok, that's just the code Stinkee wrote on top of it to parse all the game files. We can't really use the Renderer to it's full potential in this project because the basic rendering style of Turok Evolution so you can basically disregard the Renderer, but maybe we'll play around with something in the future. I don't think we've said the name of the Renderer anywhere. "Quagmire" engine was referring to the original Turok Evolution Engine. Our Renderer is called "Silk", a bit odd but we like it.
34
« on: September 08, 2015, 04:33:05 PM »
Hello djdduty, I see you've met my Turok friends. I'm glad you've taken a liking to this project. Plenty of fun to go around. Of course now that you're here I have to admit that in earlier posts I referred to the rendering engine as "mine" simply because it was easier than saying "the rendering engine my friend and I built". But in fact it was a joint effort, not just me.
In other news, I have made contact with one of the engine programmers from Acclaim during the Turok 4 days. I'll report back if I find out any new and useful information about the Turok 4 engine (Quagmire engine?) or the game files.
Just because I'm at work doesn't mean I'm not on skype, you can chat with me there as usual if you have messages directed at me. And don't worry, I understand / don't care about how you refer to the renderer, you've done most of the work anyway. If you've started documents / graphs on the headers and format of the file types, it'd be awesome if we can start some documentation on de-serializing their file types, and include any useful information from them there? I've seen you layout some things in a couple posts here but maybe we should gather that into a usable reference resource or something that any programmer can use.
35
« on: September 08, 2015, 01:52:39 PM »
Yes join in on Stinkee's fun, plus if you two worked together before then that is great Really though, the more help the better on this project. Its moving along in a lovely manner. If people are able to produce user maps for Turok it will be a first I believe, or am I wrong?
Either way I know some people of this forum and even outside of it will be grateful and it will help ensure eternity in Turok whether they release a new game or not. Good luck breaking the last bits of code that is needed!
I'll leave the file parsing to Stinkee, he's always been way better at serialization than I have and I would have a lot to catch up on the file formats with his current progress. I can expect to do interface work, object manipulation, rendering, optimization, that type of stuff. As an example currently there is a lot of optimization stuff that never got put into the renderer and so the viewer seems to be suffering from less than ideal frame rates despite the lack of any real dynamic shaders (if anyone has noticed this). I never got around to finishing the culling code, for example, but that would speed it up by an extremely significant amount. I won't go in to details now but once we get a repository set up specifically for this project I'll probably have a huge amount of tasks on there, having a plan keeps me organized. I am a pretty busy guy as far as schedule goes, so it might be a few days before I have anything to show, but I'll try to organize a plan with Stinkee later today.
36
« on: September 08, 2015, 12:26:46 PM »
Welcome! And hell yeah we are looking forward to this! Thanks for coming to help Stinkee. Even though he is moving really fast with this. The more help the better! And more interesting people is great.
Btw Stinkee really nice work so far damn dude that fast progress. I mean I didn't expect what you have so far un till a few months.
Well I mean, he doesn't really need my help as you can see so far. But I'm just offering to do so since it looks like a lot of fun to work on and he always gets to have all the fun!
37
« on: September 08, 2015, 03:38:06 AM »
Nice progress! Maybe you could make it into a whole game editor? If you need any help with anything, I'm up for it.
That's the plan, Stan.
It wouldn't hurt to have a second programmer, I'm using C++. You'd need to install cmake in order to generate the project files if you use one of the supported IDEs. Everything is already portable from OS X to Windows so that wouldn't be a problem. You also of course would need to have Turok: Evolution installed. The tool takes a .ATR file and the path of the Turok installation as arguments. The ATR file can be anywhere, it doesn't have to be loaded directly from the Turok data directory.
Another thing I could use more help with is figuring out what the majority of the data means. It's usually pretty easy to identify some kind of structure among the bytes of data using a hex editor, but once I figure a block of data out I still have no idea what most of the values mean.
So if you want to do either of those things then I'll send you a link to a github repository that contains all of the code.
Look I made an account! Since I hopped off skype I'll post here. I actually think I'll have to personally give read / edit access to the repo or make it public, since it's private at the moment. Maybe we should make a seperate repo with the renderer binaries pulled in and just the turok editor source code with some simple cmake config files and maybe even bat scripts to simplify the project generation process. Also I'm not sure if we're ready to unveil the renderer source code yet with no documentation and such, the build process and potential errors could be too obscure. Another reason would be to keep the renderer repo clean and populated only with tests and engine code, since the code might change and break old projects we only want working binaries in the viewer. For all those who don't know me and are probably wondering why I just popped into existence, hello I'm djdduty. I'm a long term professional and hobbyist programmer who has worked on some projects with Stinkee in the past, including our current renderer project (Even though he's done most of the work since I've been lazy as far as hobby coding has gone lately). Keep in mind the turok viewer / editor is ENTIRELY him, I dropped out of existence for a month or two and have no part in it. That said I would like to help on the project since you all have made me personally excited, seeing as how you all are looking forward to a potential modding tool so much, it seems like a big deal to you and I love being a part of things especially for a community like this. Hopefully this forum post ensures that I live up to my words and I remain motivated.
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