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Messages - Snake Plissken

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51
Anything Else / Snake Plissken's psp, ps3, and ps4 development
« on: May 02, 2017, 08:28:10 AM »
The quake engine has been ported to the psp

https://youtu.be/PLK8COByHiI

The quake 2 engine has also been released for the psp system.
I'm pretty sure this video demonstrates it:


I have both package install files downloaded and installed within all three psp inviroments I have.

These engine's were released in a nature of porting the source code to a open development read/Wright psp platform meaning the ability to run unsigned code and this ability can be obtained by haveing a cfw, devkit, or open homebrew loader enabled psp.

I have 2 psp models with these abilitys within them  and any of us can play these homebrew ported software engine's quake 1 and 2  by loading there executables in ppsspp for windows.

A homebrew game named KuroK was released for the psp, developed on the quake 1 platform. This Kurok homebrew game ettempts to copy the turok dinosaur hunter video game.
https://youtu.be/5-l3WT-AxN4

It's of a intrest to me to develop with both turok assets and kurok assets, a kurokish game on the quake 2 engine for psp, supscseeding kurok quake 1 in that it will be the same experince, but made 2.0 where possible do to the change of engine from one to a more capable quake 2.

When I update this post I will go on about ps3 production and ps4 hombrew and how a psp homebrew can be converted to run on a ps3, essentially allowing us to develop for ps3 useing psp tools, further more I'll go on about how a homebrew can then be converted from ps3, to work on ps4, potentially even retail nativly, thus accomplishing a turokish game for both psp, ps3, and ps4, and perhaps even for all to enjoy.

When I update this post I'll also go on about a diffrent video game development platform known as udk, and it's relation with ps3 and ps4 apps, games, and homebrew production, potentially on retail ofw systems

52
Turok Rage Wars / Turok Rage wars assets based mod
« on: April 29, 2017, 10:19:22 AM »
Here are some videos of the assets...



This is a work in progress

Download:

https://turoksanctum.com/turok-2-rage-wars-alpha/

53
the diffrence between the two games is the files version checksum byte and a few other ( few ) in the header otherwise, once its completed it will also enable pulling models out of kex turok 1, runing them through the add on, basicly changing the version flag, excludeing unspported param bytes all done automaticly or with a " change version " button in the gui, and then export to turok 2 kex format but i am working on this however and as a shame as it would sound i must say " dont count on me " otherwise someone who can pull it off may read this and think, oh he gots it under control and is doing it " when in reality its not to snake like to not prepare for every contiguous situation.
i have taken this as a chance to learn python. i belive since it all continues to line up as  i study and continue to learn and put to, that- making a blender add-on or plugin is the way to go and .obj format is pretty straight forward, i found a tamplete that will import the .obj model and has features to allow for the user to customly define further header information from within a interface in blender and its quite articulate and indepth about it. but it seems operators need to be ajusted, the tamplete needs to be conformed to the latest version of blender, and i wish to edit the plugin to add and restrict the custom header features to acompany kex's model format that is pretty much the binary with a few custom bytes in this "header" that define params specific to thew model in the engine and engine runing the model. its a tuff road however and i prob wasnt the one to pick it up but hell i had to start sometime and... oh yeah no better time then with this here and now. its slow however, and just in case someone else is alive on this earth who can do it with such a quickness since there a pro and thus pull it off before i can; just in case of this i made a post on the blender forums under some request thread, as a back up plan, since we need this quick. i have no other goals at the momment in life other then pulling of some things i inivisioned and pulling them off in kex, and the support the creation of such a thing would lead to would enable it, there for i have nothing better to do, then try to see to its construction. btw smoke your a smart guy and your understanding of the code sheds light through the point of view it was written. perhaps if your intrested, i can show you my tamplete becuse, this work is straight forward and i know you could accomplish it, no worrys however we are all bizzy guys and gals so i can understand and hope others do when they sense me away for some time off the radar when really im working towards this 24/7 in that: all i do i see to my abilitys to do what im planing in kex ( through pulling this off to ) and when i get burnt out i run a video game, then back and forth. hang in there you guys will have the crazyest epic stuff happening in kex before you know it, or a bit after when you would of liked to have known of such a thing


54
i have taken this as a chance to learn python. i belive since it all continues to line up as  i study and continue to learn and put to, that- making a blender add-on or plugin is the way to go and .obj format is pretty straight forward, i found a tamplete that will import the .obj model and has features to allow for the user to customly define further header information from within a interface in blender and its quite articulate and indepth about it. but it seems operators need to be ajusted, the tamplete needs to be conformed to the latest version of blender, and i wish to edit the plugin to add and restrict the custom header features to acompany kex's model format that is pretty much the binary with a few custom bytes in this "header" that define params specific to thew model in the engine and engine runing the model. its a tuff road however and i prob wasnt the one to pick it up but hell i had to start sometime and... oh yeah no better time then with this here and now. its slow however, and just in case someone else is alive on this earth who can do it with such a quickness since there a pro and thus pull it off before i can; just in case of this i made a post on the blender forums under some request thread, as a back up plan, since we need this quick. i have no other goals at the momment in life other then pulling of some things i inivisioned and pulling them off in kex, and the support the creation of such a thing would lead to would enable it, there for i have nothing better to do, then try to see to its construction. btw smoke your a smart guy and your understanding of the code sheds light through the point of view it was written. perhaps if your intrested, i can show you my tamplete becuse, this work is straight forward and i know you could accomplish it, no worrys however we are all bizzy guys and gals so i can understand and hope others do when they sense me away for some time off the radar when really im working towards this 24/7 in that: all i do i see to my abilitys to do what im planing in kex ( through pulling this off to ) and when i get burnt out i run a video game, then back and forth. hang in there you guys will have the crazyest epic stuff happening in kex before you know it, or a bit after when you would of liked to have known of such a thing

55
in order to import at the very least, a custom model we must follow what we know from turok 1 when it comes to most everything other then whats in the pipeline, creating and formatting the 3d models and groups in a model, how the .obj's usemtl param needs to line up with the .mtl's newmtl and the materials and how the params are declared by name will instate and present input for the name of the kmat materials file path. this is not working here.


convertobj can not reach a .kmat file
this all may just be a product of creating a testmodelA.objtestmodelB.mtl, or a mis-understanding becuse this is how it has had to of been done for wile now in turok 1. i noticed doing the same here allows for the scanning of the .obj to happen.... perhaps modelname.mtlmodelname.obj trick is a reflection of a core issue at hand, idk. question is how to get pass the issue


the "convertobj" command is unable to match the mtlib with the material path.

exsample:
inside testmodelA.obj:
usemtl materials/mat_testmodel/surf_01
inside testmodelA.mtl
newmtl materials/mat_testmodel/surf_01
map_Kd textures/turoktest_1/6a94e5e4.png
and inside materials/mat_modeltest.kmat:
material surftest_01

as you can tell i didnt include all the code from each file just what highlights the issue at hand.

56
Turok 2 Seeds of Evil Modding/Mapping / Re: Scripting Guide
« on: April 06, 2017, 01:11:21 PM »
im so sorry for flooding i just noticed i did that here ill fix it. i also added scriptClass   "BrutalEnemy" to the def index for the raptoid actor, its the first one in the text document def file, not sure why i said that. i added #include "scripts/BrutalTestHook.txt" to main.txt . i created a BrutalTestHook.txt and added what you said but i named the class BrutalEnemy in BrutalTestHook.txt so it would line up with scriptClass. this is what you have said or am i incorrect? sorry thnx for the help im sure you know what im trying to do. lol your the man thnx.
anyways i do all of this and. the game loads but nothing prints to screen or to the hub/cmd/ anywhere. im going to do some further testing. i know scriptclass is a param in this version of the engine for a def file but i also know what className dose. however i fear that without proper hooking i would have to rebuild more then what im out to do. im going to read over your posts again and do some more testing. thnx.


EDITED a hour or so later:
  oh wow ok I got it thanks. hey pretty cool when it phrazes the defs it stores the information to some extent, allowing for us to redfine another's that we can then add to the collection that is a single actor with a bunch of cool stuff now thanks, I have my understanding on how to hook to instances of actors, or an understanding, you helped and that's cool. im gonna get back to work on things, if I have a issue applying using this method under a certain circumstances ill make sure to throw my treble's past you in a post. behemoth your great thanks. ill try to get my api list compared to this one soon I feel I was incorrect about a past one I mentioned however I still see a few missing from whats been collected in this post. but back on topic: thanks again pale for the trobleshooting. even if I did flood this with comments it still really helped. I can delete some of my posts I made a bunch but idk maby someone else will see it from the way I came at it and idk maby something can help.


57
Turok 2 Seeds of Evil Modding/Mapping / Re: Scripting Guide
« on: April 06, 2017, 12:58:25 PM »
After you unzip the "game.kpf" file use this to view and copy files to your Turok 2 directory. In your Turok 2 directory create a "scripts" folder and a "defs/actors" folder.

If we wanted to display the damage done to an enemy on the screen, the first thing we need to do is create a script for enemies.
So first create a new file and call it "Enemy.txt" and place it in the scripts folder. Edit the file and create a class named Enemy and add the OnDamage callback function like so:

Code: [Select]
class Enemy : ScriptObject
{
kActor@ self;
Enemy(kActor@ actor)
{
@self = actor;
}
void OnDamage(kDamageInfo& in dmgInfo)
{
Hud.AddMessage("Enemy took " + dmgInfo.hits + " damage");
}
}

Now we just have to hook this script up to all the enemies in the game, but for testing let's just hook it up to the Raptoid enemy.
All the definitions of everything in the game is in the folder "defs". enemies are in "defs/actors/enemies.txt"

So first let's copy the "defs/actors/enemies.txt" file that was in the game.kpf that you unzipped before, and paste that into "Turok 2 - Seeds of Evil/defs/actors/enemies.txt"
Edit the file and the first entry is the Raptoid enemy. It's already defined all the properties and components needed by enemies in the game so we are going to add our custom script component class to the enemy by adding:

Code: [Select]
Begin_Component "kexScriptComponent"
scriptClass "Enemy"
End_Component
   
That's all you need to do. Run the game - make sure you're in developer mode by opening the console and typing "developer 1" if you weren't you need to close and reopen the game after setting it. When a Raptoid is damaged it should display that damage text.

im still reading the posts so ill delete this if you touched on it after you stated it but in my opnion, it would be a proper way if we were to hook into the script class and not declare a new one? do we then not need to script much more stuff inorder to make things work and this stuff would have nothing to do with are orignal goal, other then it needed to be done inorder to pull it off from this prospective. anyways this is how i looked at it so i been going down this road when tryin to pull it off. testing now

58
Hi Snake Plissken, I watched you on TV last night Hero's and Icons TV.

Hey I could probably give you some help on your projects. I have posted a map that I made for T1 and I have some work on kexstudio also.  I can't commit to making your work my top priority.

So I have a question for you. About the lights. How do I change the shape of a light. There are X,Y,Z co-ordinate info boxes in the "kexLightComponent" tab of the light actor properties window, with title min_bounds max_bounds - but they do not seem to work. I understand about the buildlightmap command and I cannot get the shape of a light to change. Do you have a workaround to change the shape of a "light" actor?

Thanks yeah that was a long night, I hope you liked what you watched.
Place a light actor on the map, highlight it, and then go to the right side of the screen where the pick a actor or mesh tabs are, but wile you have the light actor selected click on the translation tab that's also over there next to the mesh and actor selection tabs. Scale is the option you want. This is our means of transforming based on size untill the developers implement the GUI scaling as found in Turok 1 editors viewport window.
Thanks - Gazer

59
Turok 2 Seeds of Evil Modding/Mapping / Re: Scripting Guide
« on: April 06, 2017, 08:57:57 AM »
https://www.dropbox.com/sh/yj01yv4rsl4u6xd/AABbxi7fznHiAB0C-zzHWxlfa?dl=0

This ScriptAPI.txt file contains all the exposed functions to the scripting engine in Turok 2 as of the 2017-03-22 update.

Some small explanations on whatever I know and the rest is question marks or the same as Turok 1. Hope this helps someone. If you want to help fill out the missing parts of these please post here so I can update it. Thanks!

Also since I went and found the enemy actor types that were not defined in the scripts for some reason, heres the remaining defs:
#define kActor_AI_Fireborn 203
#define kActor_AI_FleshSentinel 400
#define kActor_AI_DeathGuard 401
#define kActor_AI_LordoftheFlesh 402
#define kActor_AI_CaveSpider 503
#define kActor_AI_Nala 507
#define kActor_AI_WarClub 600
#define kActor_AI_HiveSoldier 710
#define kActor_AI_LordoftheDead 803
#define kActor_AI_SisterofDespair 804
#define kActor_AI_PrimagenTrooper 900
#define kActor_AI_BioBot 901
#define kActor_AI_PrimagenGuard 902

the Compsognathus is the same as the Leaper with different properties.

And zPlaceholder_67.particle is the annoying Deadman seeking blood projectile.

I extracted all usable functions from the compiled .exe including everything and anything that can be used in the scripts, Defs, and particle files. A few are not used in game yet. I'm going to reply with a epic thank you on this when I get home, I'll also compare it. I'm glad to see this released becuse, I know how much work it takes to a obtain the info and b organize it for placeing on display to others.

Also dang saved me a few by pointing out the particle name for the dead mans blood toss.

Off topic: at the moment I'm looking into hooking into all instances of the kexenemi ai component.
Class kexenemyai :kexenemyai
Selfy@ kexenemiai
~kexenemiai( kenemyai @selfy )
{
}
Void onDamage(void)
{
}
And included at main

 Something or another... not at my computer at the moment.

60
Yep you skipped level 10 in hubinfo which breaks the flow change it to level 10 and 11 instead of 11 and 12. And you're good to go. Btw Duke64 helped me to understand all so I thank him myself.

Hub     kHub_Multiplayer
{
    title           ""
   multiplayer      "1"
   
    level_1        klevel_MP_City4
    level_2        kLevel_MP_City5
    level_3        kLevel_MP_Marshes5
    level_4        kLevel_MP_Harbor9
    level_5        kLevel_MP_Mosh_crypt
    level_6        kLevel_MP_Vulcans_Forge
    level_7        kLevel_MP_H_2_Whoa
    level_8        kLevel_MP_Cavern1
    level_9        kLevel_MP_OblivionDM
    level_10      kLevel_MP_gaz01
    level_11      kLevel_MP_GazCity
}

Well I got it in there finally, but only by cheating and swapping my map into another maps hub definition. Jay wtf? did you get it in there? I see your picture but the file I sent you is not named Gazers City?

the comment about the cerebral bore was just to be sarcastic, or ironic. I figure some people will use the editor for that right off.




Yeah I made it myself since yours was not working but yeah its just the level numbers in hubinfo :)

I'm dying to remove the cerebral bore from all maps.

Why don't you just stub out the weapon's pickup actor definition?  Or change its max ammo to 1?

They really need to edit this weapon its completely op and spam. Man give the thing 2-3 shots I'm tired of it. You know there is trolls trolling the servers they really rush to the cerebral bores and troll the fouck out of noobs. If the devs dont care about troll spammers chasing away general users then IDK. but seriously the bore is fucked up but the people who do it are idiots they even send little troll text's after bore kills and winning. They won't beat me though I will shove my shotgun so far up there ass they will wish I used a bore.

There's a trick, works each time if other things worked, but it's all jacked ATM, but I know they'll have it sorted out soon. For exsample:
If the networking is allowing for a stable game, if players pings are good. IF the conditions are how they are Kent to be then....

 You can spin your player around the heat seeking bore bullet untill it's gone, but the networking and changes and pings, will call it bad connection for the sake of me not going deeper into it'll.

The bad connection always seems to it the bore gets the player, at least in most cases.

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