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Messages - PNill

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21
That is good progress indeed. I actually wouldn't even care if it has split screen at least till the solution came up for it which I hope would eventually come. But I wouldn't mind it personally. If the co op mode worked 2 player split screen co op would be bad ass though. That is awesome there can the players hurt each other already to? xD

Yeah players could hurt each other and stuff, but the way I was syncing things was super ghetto just to mess around.

A real implementation would be to hook the areas where it updates positions and such and then use those as events to send data over the network, except the idea is that you want your packets to be as small as possible so you only send deltas rather then full data in every packet....

I need to consider how I'm going to do it..

22


Just some really ghetto syncing with me and Dinomite in-game together, basically I just update xyz cords from both sides as well as some minor input for re-spawn and weapon switch.

Obviously not the way the final version would be done but just wanted to screw around.

Also note worth is I haven't been able to spawn a second player without the game doing it itself my friend handled that back in 07 and he had it working I've also completely lost contact with him,
I can't seem to figure it out going to keep trying but we may end up beginning this project with 4 player split-screen matches sadly... Screen looking over the internet anyone? lol.

23
I don't have much experience with d3d either, but in opengl I use glClear, and with 3D games usually graphics programmers set it to also clear the depth buffer and stencil buffer. Sometimes those two buffers are even combined. I doubt this game does anything with the stencil buffer though.

This is the kind of thing I've missed in the past, even when I've written it myself. Then worn myself out for a week trying to figure out why something isn't rendering properly. It's kind of interesting to me that that's a problem that exists in the PC version at all. That's the kind of thing I'd think they'd notice and fix early on in the development of the multiplayer.

To clarify I don't have experience with OpenGL or d3d I've never really done 3D programming I know enough to rip functions and hook areas to do basic rendering of text and menus which other people wrote handlers for but not enough to write my own stuff from scratch.

Well I'm thinking that it got screwed up some how when they were porting to PC because the entire rendering loop for the multiplayer mode is different from the single player,
Multiplayer was never even intended to be functional on PC in-fact there's literally no way to bind controls to the 2nd player.

In theory I could make it happen and add split-screen support by basically updating the memory of the player but that's besides what we're talking about..

So yeah, I had to use PIX to find it and I watched the depth buffer get cleared out here's an example

- depth buffer before clear.
- depth buffer after clear.

24
Turok Evolution Modding / Re: Turok ATR viewer/exporter
« on: April 26, 2016, 07:00:14 AM »
I can understand being worn out man it happens to the best of us I myself was inactive for some time around here and was working on other mods which I'm now taking a break from doing to work on this, besides that I had a lot of personal shit going on and I also was working a 9-5 when I started this (now I'm contracting).

It also doesn't help when there's no actual team working on something luckily you've got djduty haha I'm sure it helps sometimes to have someone else to talk to who fully understands the stuff you're doing.

25
It warms my heart to see T:E multiplayer on a PC. I'm excited to be able to play with you all in the future, if possible. Thank you Permanull for all of your work.
You'll laugh at me if I tell you what the rendering issue is but I don't do d3d stuff much.

So I wasn't aware Clear() could affect the depth buffer and the game has a sub routine to render the weapon when it does this in MP it seems to clear the depth buffer before drawing the weapon well when you switch weapons the rendering loop draws the player then draws the weapon causing the player's depth data to be wiped.

26
Info/Help / Forum kind of small?
« on: April 25, 2016, 02:14:50 AM »
Just a random question the forum seems quite small / inactive for the amount of players there actually are of the Turok games is this due to lack of advertising it?

I've just noticed there's quite a few people on steam groups / communities and stuff since the remaster came out but there's not quite as many people hanging around here.

27
I bring you some of the most important progress of all...

I've completely disabled the 2nd player via an actual DLL now.
And... I've overcome the biggest hurdle which would've held me back with this project....

I FIXED THE RENDERING ISSUE!

28
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.

29
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:

30
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.

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