Posted by: The_EyeofTurok
« on: February 12, 2016, 04:01:43 PM »Anything new dudes?
Posted by: The_EyeofTurok« on: February 12, 2016, 04:01:43 PM »Anything new dudes?
Posted by: Rok« on: December 29, 2015, 09:52:49 AM »Well keep it up guys I would love to play this still. Cheers to hopes and dreams
![]() Posted by: Froglegs« on: December 27, 2015, 02:59:55 AM »But....Oh man, this is all great news! Thank you for keeping us up to date, PermaNull. ![]() That's pretty awesome that you got hold of a beta Xbox version as well. I am sure many fans would love to see some footage of it if is playable! Posted by: PNill« 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. Posted by: Froglegs« on: December 15, 2015, 07:49:26 PM »I am going to keep close watch on this thread along with the Level Editor thread. Awesome work that you have got going on here so far, I can't wait to play Evolution multiplayer again, let alone on the PC!
UPDATE Speaking of these problems you have managed to fix, I noticed that in single player, the pistol's scope is incorrectly sighted which makes it impossible to land a shot on any target when you are aiming right at them. The spider mine also has incorrect camera positioning in single player as well. Do you think these two problems would be an easy fix? Posted by: Duke64« on: December 15, 2015, 10:58:52 AM »I would surely play this if I could! Very interesting please keep it up
![]() Posted by: PNill« 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 ![]() Posted by: Dinomite« on: December 14, 2015, 09:11:06 AM »So i played around in the multiplayer and ive noticed almost all, if not, all of the shaders were missing but that kind of stuff is accepted and expected.
Another intresting thing is that when you touch the second player, he turns to a non-deformed version of himself, albeit in a falling pose and starts to slide away. This is most likely because the second player does not have any inputs set up and the game doesnt know what to do. I ment to post it yesterday but couldnt because of time constraints and because it uploaded so slowly, i had to let my PC on for some hours while i went to sleep. EDIT: Here is another video showing off the Flight game mode. Posted by: PNill« 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. Posted by: Drahsid« on: December 13, 2015, 04:11:06 PM »If you need any help, I know many programming languages and whatnot, I also know a lot about communication to the GPU.
Posted by: PNill« on: December 13, 2015, 08:19:57 AM »Than it probably has something to do with the screen resolution. 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. Posted by: PNill« 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. Posted by: PNill« 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. Posted by: PNill« 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 ![]() I could now reverse engineer the viewport stuff. ![]() Posted by: PNill« on: December 13, 2015, 07:11:04 AM »DAMN DUDE! Thats AWESOME! I knew multiplayer was still in there! I have a feeling you and i will become great friends. Turok Evolutions multiplayer is one of, if not the best Turok Multiplayer out there. There are alot of talented people on the forum here so they might help you if you want. So with the object data I have online should be entirely possible and I've made advancements in my skills since the first time I attempted it, The first time I was using TCP which was already a no no, as well as a remote server relaying all the packets (Written in BASIC don't ask lol). Long story short the original implementation that was buggy as all hell was before I knew a lot about game programming and the proper way to handle a lot of the stuff. It's just I don't really recall how we fixed most of these bugs like the rendering issues and stuff, reverse engineering the rendering loop should be simple enough so disabling the 2nd player's screen shouldn't be a huge issue, I've already found structures in relation to the player's health, spawning and etc so actually spawning players via external code also shouldn't be very tough. But fixing these graphic bugs are where I'm going to have problems to be honest which I think is where people on the forums will come in handy especially the guy developing the level editor as it's safe to assume he knows a ton more then me about 3D programming in general. As far as actual split screen on PC there's still issues like the one shown in the image below that need to be overcome, but I'm pretty sure controller mapping wouldn't be too difficult from what I've seen looking at the files. The only other thing I would have to determine is if the MutliplayerJoin.ati patches would still be required if a controller was properly assigned to the 2nd player, if it wasn't possible without the patch I would have to implement some strange hack to allow the 2nd player to switch weapons or fix the really screwed issues it has where it will knock you out of multiplayer or spam accept buttons and stuff. But yeah when I first started working on this project in 2007 there seemed to be no one really interested in the development of it so we went quite our domain expired and we stopped development then in 2012 I lost my drives which had the original code and research/fixes on it. ![]() |