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Messages - PNill

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1
I updated the main post to reflect current status of the project as well as a link to the "Pre-Alpha" release of the project,
If anyone has any questions, recommendations or would like to help out feel free to reach out here or on the discord or by email crich@thedefaced.org

2
There's now an pre-alpha version of the browser/launcher for the game which can be used to host/join multiplayer games and will automatically install the mod for you;
https://cdn.discordapp.com/attachments/364499772112896001/569032869729533978/SPOILER_T4Browser_-_Pre-Alpha_0.4.rar

This has not be tested much and you will encounter plenty of bugs.

If you have an issue while playing in the game itself report it on this github:
https://github.com/pnill/T4MP/issues

If you have an issue with the launcher/browser report it on this github:
https://github.com/pnill/T4Browser

Thanks and I hope everyone enjoys this, hopefully we can improve this and make things just like the other classics.

3
Turok Evolution Modding / Re: PC Version Multiplayer - Online Modification
« on: November 04, 2018, 03:48:07 PM »
For those of you not on the discord,
I started working on a server browser for this and it's coming along slowly:


4
I've got most of the networking working while it's not perfect it's out of sync currently, there's still a lot of crashes, and there's a few things I'd still like to fix...

There's still a lot to do in terms of forcing the engine to load levels directly, have lobbies, player join messages, chat, some kind of way to identify each player, the ability to choose who you want to be... Among other things.



5
Well I started testing out the current network code:


Things work fine on the host end, the host is able to see the player move everything is pretty real-time.

When the client sees the host move however it doesn't quite workout in real time it seems very delayed.

An example of that can be seen here:


UPDATE:
Thanks to edward and djduty I figured out what the issue was there and fixed it should be pretty smooth sailing and optimization from here out....

6
I've implemented very simplistic networking and committed the latest code to the github.

Currently I do not have any content or updates to provide sadly a lot of my time will now be spent solving these issues:
https://github.com/PermaNulled/T4MP/issues

7
Are you on the Turok discord?,
I'm always on Discord lol.


I've started working with the networking side of things and have very basic data going back and fourth currently.

8
It's alive! Awesome that you're making some progress on this! I'll have to check things out again soon.
Holy crap you're alive, you disappeared on Skype lol, as I'm sure you've seen I've made humongous amounts of progress lol.

9
Turok Evolution Modding / Re: PC Version Multiplayer - Online Modification
« on: September 30, 2017, 05:44:32 AM »
 :you're kidding, right:

Progress is starting to slow down but still making my way through it.

I've managed to fix crashes related to damaging the other player or the other player dying/the other player damaging me.

https://gyazo.com/5f49f51effe24e340895de706c4ec659
https://gyazo.com/ca7195ef6809065998b222acabc617c8

I'm able to make the other player fire/shoot as seen above via code with any weapon this was what a majority of the work today went into as well as finding a way to make the player uncrouch after crouching, and I can successfully make the player respawn.

So we're getting close to having everything we need to start synchronizing the data over the network and doing some testing with people online playing vs just controlling the player via local code.

There are still minor issues I want to fix before getting to that point such as:

  • I've noticed slowdown when switching to the rocket launcher while the second player was holding it, like actual frame lag/game freeze for a half a second or so... need to determine if this is related to the second player in any way... it's possible there's some game lag in relation to secondary rendering occurring.
  • Player death messages and other hud elements such as health and ammo for the other player still appear on the first screen, I have an idea of where to look to resolve this but have not done it yet.
  • Player hud elements such as health, and pickups are still appearing currently but will be fixed.
  • Powerups (Damage increase, power boots, speed increase, health regen, etc) is still not something I've been able to synchronize or determine how they work, there will be de-sync issues with this.
  • When the 1st player dies they control every player in the game. I have an idea on why this is happening and just haven't really decided on how to go about fixing it yet.
    Example: https://gyazo.com/839ad45aa3a64bd9a922144bcc233f72

    If I can think of anything else I need to add to this list before I think this is ready for any kind of testing I'll be sure to do so, these things are not major issues so hopefully I'm able to fix them within a few hours tomorrow and start working on networking side of things.

    EDIT:
    Discovered a new bug...
  • When there's more than 2 additional players spawned into the game when a player is re-spawned their 'first person' weapon spawns/is visible for some reason.


Now working towards integrating networking and coming back to the rest of the bugs over time.

10
Turok Evolution Modding / Re: PC Version Multiplayer - Online Modification
« on: September 28, 2017, 05:54:42 AM »
More progress...
I've reverse engineered a majority of the player classes/structures in order to find ways to use the animations, force the player to fire, move (actually walk not slide like seen in previous videos).

And I'm happy to say it's all working out quite nicely...

Enemy I first gave a flame thrower, then forced their weapon switch entire from code.


I've also actually generated headers for the C side of things so I can no control players in a pretty simple manner,

Here's an example of giving the enemy a flame thrower and making him walk forward/then stopping him.

Code: [Select]

if (count == 3)
{
DMPlayer* pPlayer2 = TurokEngine->pT4Game->pEngineObjects->pCameraArray[1]->pActor->pDMPlayer;
pPlayer2->pWeaponWheel->FlameThrowerAmmo = 500;
pPlayer2->pWeaponWheel->bFlameThrower1 = 1;
pPlayer2->pWeaponWheel->bFlameThrower2 = 1;
pPlayer2->pWeaponWheel->bFlameThrow3 = 1;

//pPlayer1->pos.y = 30;

pPlayer2->WeaponSwitch = -1;
pPlayer2->TimeTillSwitch = 0.1f;
}

if (count == 4)
{
DMPlayer* pPlayer2 = TurokEngine->pT4Game->pEngineObjects->pCameraArray[1]->pActor->pDMPlayer;
pPlayer2->WalkForward = 1.0f;
}

if (count == 5)
{
DMPlayer* pPlayer2 = TurokEngine->pT4Game->pEngineObjects->pCameraArray[1]->pActor->pDMPlayer;
pPlayer2->WalkForward = 0.0f;
}

I should start syncing things over network in no time.

Things left to do outside of just syncing to the network/over the network.

  • There's still ammo and health huds being rendered by the enemy players on the screen, this should be resolved. - Weapon pickup notifications or such are also displayed it seems.
  • I have no way to detect, sync, or control crouching or jumping (yet).
  • There are various crashes in relation to damaging the enemy, opening the pause menu while in-game, and picking up power-ups these all need to be resolved before this is remotely playable.
[**] With this one I don't know if the frag count will actually update after my fixes so I may have to write something custom to handle the frag counts.

  • I have currently not found any information related to power-ups such as (speed increase, jump boots, or etc) meaning these do not properly sync over multiplayer (mostly just visual stuff would be missing as the players would still be able to perform the actions.)
  • I currently have no idea how the joining of games will work and have no way to automatically force the game into a world/level in order to 'start' the game without going through the menus, that being said I know it should be entirely possible to do with some tweaking.
  • Currently when I spawn players I do not use the traditional spawn points, I plan to look into this though.
  • Fly modes absolutely will not work...
  • No co-op (yet).
  • AI does not sync on the tree house map.
  • There may be issues with those turret guns on the d-day style map, as well as the nukes that get fired due to the fact I'm not currently planning on syncing their projectiles.


All of the above being said I'm hoping to take care of a small portion of this by this weekend, and I will be going with Google Protobuf in order to serialize data for sending, and I'll probably write a hook inside one of the main game loops in order to handle the network traffic.


Edit:

Some short gifs demonstrating spawning, weapon switching and player walking...
https://gyazo.com/28b68ff2e24228d4cb322f053d1da0d5
https://gyazo.com/a0d188e044c72031d9ee2f9a0158c42d
https://gyazo.com/00035ba9fc739111a62b563a5e3599fb

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