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Messages - djdduty

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1
Turok Evolution Modding / Re: Turok ATR viewer/exporter
« on: October 09, 2017, 04:40:35 PM »
I figure I better post here in case anyone here is not on the discord chat.

Michael (Stinkee) and I have both been in the discord a ton lately, and he especially has been working like a madman on this. We've made pretty significant progress and it has all the functionality it originally had (modifying actors and saving the map) now, but better than before by far. It still needs a lot of bug fixes and features added in but it is getting there.

In the image below the blue-hued object is the selected one.


2
I'm not in the turok discord, is there a link somewhere with the discord invite so that I may join?

3
You havent responded to me in ages either. Lol

Well now I feel bad, there was a period where I didn't have skype installed, but I've been using it again for a while now and haven't had any missed messages. I'm easier to contact on discord since I use it for other things probably.

4
Holy crap you're alive, you disappeared on Skype lol, as I'm sure you've seen I've made humongous amounts of progress lol.

Have you been messaging me there? I still get online on skype but I haven't seen any missed messages.

5
It's alive! Awesome that you're making some progress on this! I'll have to check things out again soon.

6
Turok Evolution Modding / Re: Turok ATR viewer/exporter
« on: September 13, 2017, 01:39:44 AM »
Nice video of the editor! Here's hoping that work will continue!
Please, when you have time, try to do some work on it with djdduty. Hes been MIA on forums and skype for quite a while. Busy life i suppose. He's had some personal issues and such which i wont get into out of respect and privacy but yeah hes just working really hard to earn his pay and has no time for himself.

It's not nearly so serious as all that! I've just busy with work like most people. We've been in crunch time for... basically a year now. We have 3 programmers working on the new projects (including Stinkee and I) at work now so things are a bit more easy. It's as simple as that I haven't found motivation to work on this project yet to jump back in to it all considering the overwhelming amount of work I predict every time I look in to it, been focusing on other hobbies more instead.

I promise you guys, this project is ever-present in my mind box with all my open projects! (Although this isn't technically my project :D)

7
Well I really hope someone will get this thing going :/

After I got in contact with Perma, it seems to have given him a push toward this project. I'm not making any promises toward the state of the project or anything but we have been chatting regularly about the ins and outs of the project and discussing certain goals that need to be set and achieved for the project to make any significant progress.

Again, I'm not making any promises for any time soon but I figured I'd at least keep you all updated after the huge amount of radio silence from us programmers :D .

8
As far as i know, no work has been done since Perma and i lost contact. If you'd read the post / description, you would know that it is indeed a vid from months ago. If anybody at all can help me contact permanull, it would be appreciated and maybe even rewarded.

I contacted PermaNull to see if the code in the repository is fully up to date as I may dive in and look at the code myself. He says when he left off with the mod he was attempting to fix a crash relating to spawning players due to the fact that the game is a 4 player maximum (Because of split screen multiplayer).

What happened is he had another mod for Halo 2 which restored multiplayer to the game over the internet since the official server got shut down. He didn't expect it but that mod took off majorly in popularity. He's been very busy working on that mod, which I completely understand and relate to given my current situation.

Is there anything specifically you wanted to discuss with him? I can ask him if he wouldn't mind me sharing how to contact him but I'd say by the looks of it, this mod might be on hiatus for the moment.

9
Turok Evolution Modding / Re: Turok ATR viewer/exporter
« on: March 26, 2017, 03:50:10 PM »
I'm trying not to call this quits, Stinkee and I are both swamped with work. At our company we are the only 2 programmers doing about 5 coder's worth of work right now. I honestly have not had time to work on this since I posted those last screenshots, it is entirely open source though so if any other coders want to hop in and start making improvements we're all for it! I can't say when I will be able to work on this again, sadly  :'(

10
Turok Evolution Modding / Re: Turok ATR viewer/exporter
« on: November 17, 2016, 12:55:52 PM »
Well buddy i still have a beta build of your windows UI version of the program! Does this version allow for adding new spawns?

At the moment, it's just back to "viewer" rather than "editor", meaning that unfortunately no. You currently cannot modify or create Actors it just renders what is known in the ATR file. This version will run on Windows and Mac OSX as well, I'm just developing from linux so that's why it's a linux window.

Scene modification will come when I implement a real scene graph, so that I can properly map actors into a tree, but Stinkee's saving code is still there so it shouldn't be difficult to pull that over when the time comes to save modifications.

Since you have that older version still, you'll be able to compare the speeds of each!

Oh, and I completely forgot, if anyone wants to see / modify the source code, it's located here: https://github.com/djdduty/opent4

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