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ILR
03-16-2003, 08:58 PM
I was lookin into making an SP mod, but my plite was quickly defeated as I realized the tools released by raven only includes the MP source code. Am I not seeing something here? Or do we just have to work with MP source the best we can?

(When I mention the SP source, I'm preferably interested in the saber collision system used in SP. And directions as to what headers or source files I need to stare at for this?)

Scarlett
03-17-2003, 11:02 AM
Yeah, we only have multiplayer to work with. We're basicly limited to just maps and replacing resources for single player. The code was all compiled into the .exe and since the Quake III source hasn't been released yet, they're not allowed to release it.

So we may, eventually, when id decides to release that...

Single player is really what i wanted to work with at first too, since everything was done so much better.

ILR
03-17-2003, 02:58 PM
Originally posted by Scarlett
Yeah, we only have multiplayer to work with. We're basicly limited to just maps and replacing resources for single player. The code was all compiled into the .exe and since the Quake III source hasn't been released yet, they're not allowed to release it.

So we may, eventually, when id decides to release that...

Single player is really what i wanted to work with at first too, since everything was done so much better.

come to think of it.. I doubt the Q3 source will just be handed out, because Id is liscencing it to other companies. If they just put it up on the internet, why spend the money buying the rights to use it? Maybe if Q3 gets old enough and Id discontinues it we'll be able to tinker around with it. Until then I think we're really screwed.

Scarlett
03-17-2003, 08:04 PM
Well when you license an engine you're dong more than "buying" the source code, you're getting the rights to use it and make a profit from whatever you do with it. Though i think the reasons for not releasing it are still along the same lines - it could hurt their potential profit from it. The original Quake and Quake II source has been released, so i image they'll finally release it some time after Doom III. So yeah, we're pretty much screwed until then...

But then there is an expansion comming out soon, so hopefully they'll be doing a lot of work on the multiplayer version. Hopefully we'll get the VM source for that too.

Right now i'd really just like to get the single player source for reference for what i've done thus far with multiplayer. There's so many things that were done in SP i have no idea how to accomplish...

razorace
03-18-2003, 02:22 AM
I've figured out a way to do a SP level of (and possibly better) saber blade collision accuracy in MP. I'm posting some demos of a very early prototype of it in the Showcase Forum soon.

Scarlett
03-18-2003, 11:35 AM
i just read your thread, it's very nice to see someone working on that. It's one of the biggest problems with the multiplayer version.

If you still need someone to do the saber blade mesh for the collision detection i'd be happy to do one for you. You are going to release the source for it too, right?

Wudan
03-18-2003, 01:24 PM
Do a source trade - I'd gladly share anything I might have with you.

razorace
03-18-2003, 06:10 PM
Originally posted by Scarlett
i just read your thread, it's very nice to see someone working on that. It's one of the biggest problems with the multiplayer version.

If you still need someone to do the saber blade mesh for the collision detection i'd be happy to do one for you. You are going to release the source for it too, right?

Sure, the current blade needs some additional work to make it better.

Requirements:

1. In size relation to the standard Hilt (Kyle's)

2. Rectangular box for the blade ONLY. The more polygons in the model, the slower the ghoul2 trace works. A rectangular blade will keep the time cost down.

3. No attached saber hilt

4. Two Versions:
A. One along the Z axis with the blade starting point in relation to the saber hilt. (currently used format)
B. One starting on the origin that goes along the Z- (Y- in 3dsm) Axis (The format I want to use. The saber hilt bolt has weird axis so the blade has to be on that weird axis to have the damn thing work correctly.)

5. The straight the blade the better.

6. Two tag surfaces:
A. "*start" for the very dead center of the starting end of the blade.
B. "*end" for the very dead center of the ending end of the blade.

razorace
03-18-2003, 06:23 PM
As for a source release, not now, unless you got something totally kick ass (like new animations).

No offense, but this is like the Manhattan Project of JK2 modding. I'm the first to get "the bomb" and need to use it for all it's worth before everyone else gets it. :D

Sides, MotF hasn't been getting very much community support. Hopefully that will change soon. :)

ILR
03-18-2003, 08:28 PM
Originally posted by razorace
Sides, MotF hasn't been getting very much community support. Hopefully that will change soon. :)

You release MP code that uses saber collision like SP and I'll give you my first born.

razorace
03-18-2003, 08:56 PM
To set the record straight, this isn't how SP handles the saber combat. I'm not sure how exactly SP does it but I assume it's different becuase I don't see a ghoul2 model for the blade in the asset.pk3s. My system is designed to give you a equal or greater level of accuracy.

As for the first born offer, I'll pass. I love childs, but I'm not ready for children. :D

--Razor Ace

ILR
03-18-2003, 09:34 PM
Hmmm... ya know in my random skimming of global definitions I noticed alot of saber animation defs where comments with notes like "last such and such frames of slash played backwards". When I jumped into SP I took a good look at the 'saber-rebounds' when a jedi opponent deflected my swings. Sure enough it seemed as though at the point of detected colision the same saber animation I was currently in was halted played backwards. You must have noticed the same definitions I'm talking about... but.. i know so little all this is really just hopeful speculations..

In anycase think toying around with timescale and taking a good LOOONG (0.2) look at what exactly is happening with SP collision system would help shed some light on the subject.

razorace
03-18-2003, 10:03 PM
That's really interesting. I'll check it out. I didn't think it was possible to play animations backwards....If we can, that gives us a lot more possibilities with the system.

razorace
03-18-2003, 10:20 PM
I've been thinking on the best way to do for defections in the newer system. I'm thinknig either a interpolation back to teh desired saber position and/or backwards running animations back to the position.

Thanks for checking it out. It's helping. :)

Psyk0Sith
03-19-2003, 12:53 AM
Razor, since i was lagged to death on mirc...just let me know if the new blade needs to be fixed. Im still keeping my fingers crossed ;).

razorace
03-19-2003, 01:17 AM
np. It happens.

It works but my simple test line isn't lined up 100% with the in game model. I'm whiping up a better tester function and will try again. I'm pretty sure it's on my end cause your model looked dead on.

razorace
03-19-2003, 10:17 AM
I'm transfering my ghoul2 blade collision commentary to the MotF Forum....Here's a direct link:

http://www.lucasforums.com/showthread.php?s=&threadid=95096