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Topic Summary

Posted by: Duke64
« on: April 27, 2016, 07:14:29 PM »

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
Posted by: PNill
« on: April 26, 2016, 04:32:22 PM »



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.
Posted by: PNill
« on: April 26, 2016, 09:25:54 AM »

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.
Posted by: Stinkee2
« on: April 26, 2016, 09:17:18 AM »

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.
Posted by: PNill
« on: April 26, 2016, 06:56:43 AM »

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.
Posted by: Stinkee2
« on: April 25, 2016, 07:23:22 PM »

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 and Dinomite for all of your work.
Posted by: PNill
« on: April 23, 2016, 11:07:21 PM »

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!
Posted by: Jay Doomed
« on: April 23, 2016, 09:48:50 PM »

Holy shit was not expecting this but great to see permanull im definetly still interested in this and the video is bad ass Dino. Wow! Really Lost Land or bust dude.
Posted by: Froglegs
« on: April 23, 2016, 09:23:34 PM »

The time for news about the progress of this modification to be announced was definitely worth the wait. Keep at it! :D
Posted by: Dinomite
« on: April 22, 2016, 06:11:04 PM »

Edit: The video is uploaded. Enjoy!

Q & A:
Q: Are the Kronosaurus, Mammoth etc. in the game?
A: Yes but we havent found a way to spawn them without crashing the game yet.
Q: Is this the definitive way to spawn?
A: No, its for development only.
Q: Will there be a video showcasing non-beta things being spawned too?
A: Probably. I'll get around to making it in a while.
Q: When will the multiplayer be released?
A: Noone knows to be honest. Theres still alot to do before its in top working order.
Posted by: PNill
« on: April 22, 2016, 02:20:00 PM »

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.
Posted by: Rok
« on: April 22, 2016, 01:58:53 PM »

I leave you with a demo of text rendering:

Awesome! Love the sight of progress.
Posted by: Duke64
« on: April 21, 2016, 10:39:34 PM »

Hope things clear up personally for you with family and health. Of course, I would still be interested in this. Nice to hear some updates on it thanks for sharing that. I do like seeing Hello World!- Turok Forums written in the game though haha :P Anyways, I could see myself having this game as one of the games I play regularly in MP with. Its better then most of the games out there in mp also. Keep up the great work.
Posted by: PNill
« on: April 21, 2016, 09:22:54 AM »

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:
Posted by: PNill
« on: April 20, 2016, 09:17:04 AM »

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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