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Topics - Drahsid

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1
Turok 3 Shadow of Oblivion / Turok 3 60fps, mouselook, writeup
« on: November 19, 2021, 12:01:16 AM »
Hey all, this is just a writeup about a modification that I put together ages ago but never got to releasing due to some unfortunate bugs. This supersedes the mod in this thread, as it is made for a much more accessible platform, with much more complicated code.
In any case...

What is this?
This is a mod for ModLoader64 that supports the US release of Turok 3 which allows you to use a couple tools and features:
  • 60* fps (dynamic and static)
  • 60** hz engine tickrate
  • mouselook
  • high level profiling
  • game object debugger

* = when using the static option, the game targets 60 fps, and will run in slow motion of you do not hit this target; when using the dynamic option, the game will run relative to your performance.
** = options are available to dynamically scale the engine tickrate, as well as normalize it to have the same ratio as it (1/2 framerate) does normally.

Where can I get it?
You can download the mod here
To use this mod, you must have ModLoader64 installed, simply put the mod in the mods folder and enable it on the launcher before you boot into Turok 3 US.

Feature Rundown
When you boot into the game, you will see 2 UI with various options on them. In this section I will go into detail about the options.

Controls
Mostly everything is controllable through the options menu, however, there are some functions that I mapped to the keyboard:

/: When pressing / you will toggle mouselook. When mouselook is toggled, the mod automagically binds these keys:
  • Left Mouse = Z
  • Space = R
  • A = CLeft
  • W = CUp
  • D = CRight
  • S = CDown
  • Q = A
  • Right Mouse = B
  • Middle Mouse = L
  • Return = Start
  • Z = DLeft
  • X = DUp
  • C = DRight
  • LCtrl = DDown
  • LShift = Toggle 60fps mode

Additionally, when you have the weapon wheel open, the your mouse can be used to select an item on the wheel.
Another thing that happens when mouselook is toggled is that the mod disables Auto Aim and Lookspring for all players.

Options Menu

60fps
The first option on this menu is pretty self-explanatory. Toggling this enables 60fps mode. If this option is enabled without the following option ("Dynamic Scaling"), then the game will statically target 60fps. This means that if you are not getting 60fps, the game will appear to run in slow-motion. This is extraordinarily likely, and because of this, I highly suggest toggling the Dynamic Scaling option.

Dynamic Scaling
When toggled alongside the 60fps option, the mod will evaluate your performance and using this information, attempt to scale the game to run at the correct speed. I developed this option because the game, even on emulator, unfortunately runs terribly. A quirk of this is that if you make the emulator try to run faster than full speed, it will actually scale the game correctly to any framerate (200+!)

60hz Gametick (!!)
When toggled, the mod will modify the game engine's tickrate to 60 (from the default of 15,) which may improve the smoothness of things that happen in the update loop (as the antitheses of the draw loop). Just like the 60fps option, you need to be running this fast for this option to appear to work at full speed, and as such, if you are using this option, I highly suggest enabling the following "Gametick Scaling (!!)" option, or the "Normalized Gametick" option.

Gametick Scaling (!!)
When toggled alongside the 60hz Gametick option, the mod will attempt to scale the engine's tickrate to match your current performance. This is probably the most dangerous option available.

Normalized Gamrtick
When toggled alongside the 60hz Gametick option, the target engine tickrate that the mod applies will be halved. This means with only 60hz gametick toggled, the engine tickrate will instead be 30, and with the dynamic option toggled, it will be half of your current framerate. This option is here to allow the user to preserve the original ratio of engine tickrate to target fps (which is originally 15 / 30.)

Average Length
This value represents the number of samples that are used to determine your average frametime. The higher this value, the smoother the game will react to performance hitches, however it will adversely react to these hitches less sharply. I suggest keeping this value low, since that keeps the game running at the correct speed most of the time.

Following this is a display of two histograms which detail your frametime history, and the values that are currently being used to average your frametime. These are essentially used for profiling.

Pitch Coef
This value represents the amount of rotation (in radians,) that a single unit of movement from your mouse will move your character's view vertically.

Yaw Coef
This value represents the amount of rotation (in radians,) that a single unit of movement from your mouse will move your character's view horizontally.

(!!) = dangerous

Bugs
There has been a small amount of testing a long while ago from our good friend Badger (Thanks,) so this list may grow:
  • Doors do not work when 60fps mode is enabled. Use the LShift keybind, or the UI to disable it before interacting with doors that are relevant to progression
  • Hit detection was not originally designed for 60fps, and for some reason some of it happens during draw, so in some cases the windows for hit detection may be too short, or may trigger more than normal

Bugfixes
  • The train works correctly. This thing is a piece of garbage

Not sure if this will get updated in any fashion, since I am recently busy with other things, but I've been hoarding this code for over a year, and it's much better than my old mod, so I hope you guys enjoy the ease of use of this in comparison.

2
Turok Rage Wars / Turok RW Mouse Input
« on: February 15, 2020, 07:25:00 PM »
What is this?
Knockoff Turok RW EX?
This is NOT a PC port. This is merely a collection of memory hacks that have sprung from my reverse engineering utilizing my fork of Mupen64Plus

What does this give you?
  • Mouse input with customizable look-sensitivity

What problem does this solve?
This completely bypasses the joystick, so you are not limited to the game's interpretation of the stick input. You are not limited to the -128-127 range on either axis.

Cool. How do I get it?
Download any version of Mupen64Plus that is not Mupen64Plus-nx!!
Download and extract this into the root directory of Mupen64. This should replace "mupen64plus.dll", and you should see a new folder called "scripts."
That's it, run Turok RW in Mupen!

Note that for proper keyboard controls, you will have to configure the input of Mupen to use your desired buttons. I will not go over how to do that but do highly suggest sharing your configurations when you get something that you like.

How do I configure the options?
In the Mupen64Plus directory, navigate to ./scripts/Turok - Rage Wars (U) (V1.0) [!]/ and edit MouseInput.wren with your text editor of choice. The options have comments describing their relevance.

Bugs
  • If you get an issue related to the input plugin, replace it with this

Other notes
You can press  HOME to lock/unlock the mouse
If you fancy learning a high level scripting language, you can use what I have already set up to make more memory hacks that may do a plethora of things.

Special thanks to Kaiser

3
Turok 3 Shadow of Oblivion / Turok 3 Mouse Input and other goodies
« on: February 07, 2020, 04:10:23 PM »
This has been superseded by the mod in this thread

What is this?
Knockoff Turok 3 EX?
This is NOT a PC port. This is merely a collection of memory hacks that have sprung from my reverse engineering utilizing my fork of Mupen64Plus

What does this give you?
  • Mouse input with customizable look-sensitivity
  • 60 FPS mode
  • Custom FOV

What problem does this solve?
This completely bypasses the joystick, so you are not limited to the game's interpretation of the stick input. You are not limited to the -128-127 range on either axis.
Furthermore, who doesn't want to play at 60 FPS?

Cool. How do I get it?
Download any version of Mupen64Plus that is not Mupen64Plus-nx!!
Download and extract this into the root directory of Mupen64. This should replace "mupen64plus.dll", and you should see a new folder called "scripts."
That's it, run Turok 3 in Mupen!

Note that for proper keyboard controls, you will have to configure the input of Mupen to use your desired buttons. I will not go over how to do that but do highly suggest sharing your configurations when you get something that you like.

How do I configure the options?
In the Mupen64Plus directory, navigate to ./scripts/Turok 3 - Shadow of Oblivion (U) [!]/ and edit MouseInput.wren with your text editor of choice. The options have comments describing their relevance.

Bugs
  • If you get an issue related to the input plugin, replace it with this
  • When playing at 60 fps, some levels cannot be completed due to some scaling issues.
  • Climbing ladders is inconsistent and sometimes buggy.
  • You cannot modify the FOV when running in dynarec mode

Other notes
You can press  HOME to lock/unlock the mouse
If you fancy learning a high level scripting language, you can use what I have already set up to make more memory hacks that may do a plethora of things.

Special thanks to Kaiser

4
Good day fellas. I've been spending some time looking into upscaling algorithms and have been using the textures in Turok 2 to mess around with.
Inevitably, I have scaled the textures up by 6 whole. These textures are absolutely lore friendly. The source of these textures are the original textures, so there will be no negative effect on the atmosphere. What can you expect from this?

-Textures that generally look better
-Masked and transparent textures have no aliasing, there are no longer any jagged edges
-The lot of the grass textures have been completely replaced with a set of color (palette) matched grass textures
-The blood splatter textures are now color matched to the blood and are thereby now lore friendly
-An attempt to emulate texture density (detail) with noise and some other tricks (This works particularly well on things like Joshua's textures)
-Longer loading times
-Greater performance impact
-The effect of the algorithm can be seen on some textures


Upscaled Textures Example
Original


HD


HD Icons Example
Original

HD



Great! Where can I get it?

Textures 1.4GB OR 1GB
Version 1 (Less appealing) 1.4GB
Mediafire
Version 2 (Better alpha and masking, better textures) 1GB
Upload coming soon...
Mediafire Turok Sanctum

HD Original Icons 20MB
Based off of Raffine52's Original Icons mod
Mediafire Turok Sanctum

5
Turok 2 Seeds of Evil Modding/Mapping / Fun Sway 1.1.2.0
« on: June 30, 2018, 05:39:20 PM »
Hello, forums and welcome to the Fun Sway mod!
Have you ever played Turok 2: Seeds of Evil and said to yourself "Wow! This sway is boring!"
Of course not! So I resolved the problem anyway.
Want some samples? Here they are:

[spoiler]
Flare: https://gyazo.com/41ac500291409136da74360bb4d4bffc
Talon: https://gyazo.com/2b7c0d882f9b01459359bec9d7fd3b8d
War Blade: https://gyazo.com/2a0ceea346db7c165cee92373d6a0bc0
Bow: https://gyazo.com/5844a14792dba63846d286bd4c45690b
Tek Bow: https://gyazo.com/e56b3d7b4ff4d65617d6ae5529934dc8
Pistol: https://gyazo.com/c66185746b509c6c8eaf74658f48f094
Mag60: https://gyazo.com/222b3072de2e07b904ac6fa83796b640
Tranq: https://gyazo.com/9f631e53000d528ac5b21958d9d40a8a
Charge Dart: https://gyazo.com/4e10aeba020bda3bae0a9cb005946284
Shotgun: https://gyazo.com/43750457a6fcd2f36f2b5d326545b977
Shredder: https://gyazo.com/411a7115d49739ac37787f42030907c3
Plasma Rifle: https://gyazo.com/071f99e0efd6d8dd42d053ceb98b00e9
Fire Storm Cannon: https://gyazo.com/e00588596c08bc3fce3d18ca495a3f18
Sunfire Pod: https://gyazo.com/13e67e0d07a95f4426b07152af9b71a3
Bore: https://gyazo.com/95e89cf43b682a0820f053d3fced18c9
PFM: https://gyazo.com/8abf6bdaff8a78ca84a1aad05d7aff76
Grenade Launcher: https://gyazo.com/2d35ebd36972871719aeb877ff20ec46
Scoirpion Launcher: https://gyazo.com/b5df16b00ecd9e5dd949dc7def0430fc
Flame Thrower: https://gyazo.com/121fe69546486c3f27ca839f09a6f28f
Razor Wind: https://gyazo.com/d1d76ac1e416ad239e88ae86998fea57
Nuke: https://gyazo.com/4c3b0cb0e5369da7298e8d84c2c838e3
[/spoiler]

What's new in 1.1.2.0?

Removed infinite HP
Removed infinite Shotgun ammo

Weapons now fire with the direction of the rotation offset in mind. Results with hitscan weapons is not fully as expected. Expect improvements.


Where to download?
Mediafire
Turok Sanctum OUT OF DATE!

Got Bugs?
DM me on Discord. My discord is Drahsid#5152

What's coming?
The ability to more easily edit the stiffness and damper of each individual spring component.

Special Thanks
BehemothProgrammer
Kaiser

6
Turok 2 Seeds of Evil / Turok 2 in VR playthrough
« on: June 12, 2017, 02:52:24 PM »
Hey guys. I started a Turok 2 playthrough in VR and thought you'd be interested in it. Check it out:


EDIT: Sorry Drahsid, your other link didnt work so i fixed it.

7
Turok 2 Seeds of Evil / Turok 2 physics latency
« on: December 14, 2016, 01:45:46 PM »
So, I'm supposed to be taking my English midterm, but already finished it. I began playing T2 on the school computer.
Full framerate- nice!
Wait- physics lag?!
No, really. I began playing and the game's animations were running, but the player position was teleporting as if I were online with 1k ping and the client had no interpolation. Has anybody else experienced this?
My face:

I looked into it and this PC has a Pentium G3240 CPU (Aka trash)

8
Turok 2 Seeds of Evil / Turok logo vector art
« on: November 13, 2016, 07:58:24 PM »
So I'm working on a program (which you fellas will love (If you might be interested and can make models or very high resolution textures, send me an email here)) and I was like "I'll need the logo but it's resolution is way low! I'll just render a new one." So I made a vector image and rastered it in 12k, here it is:

http://image.prntscr.com/image/1684969d735547e3bfbbf575bf2c7f61.png
(I couldn't use the /img switch because it's resolution is too high for the forums)

And, for the nerds of you out there, I will provide some specs:

Vector Image Type: .lw; .vec; raw
Vector Image Size (MB): 672
Vector Image Layers (Most important to least): K; K_DETAIL; K_COLOR; R; R_DETAIL; R_COLOR; U; U_DETAIL; U_COLOR; T; T_DETAIL; T_COLOR; O; O_DETAIL; O_COLOR; O_BACK_COLOR; O_BACK_BACK; O_BACK; DARK
RAM usage (Raw load): 3789.2 MB
RAM usage (Raster load): 524.6 MB
Rastered Resolution: 10000x5625
Rastered Size (MB): 2.99 MB
Rastered format: PNG RGBA32

Also, if you're wondering why this is in the Turok 2 section, I based this off of the T2 logo.
Also, it was super hard to draw the O in vector format.

9
Anything Else / Programming example thing
« on: June 29, 2016, 02:51:07 PM »
Hey there guys. Sorry I'm not super active, I've been working on something I think you guys might like (It's not this.)
But I put this together in a few hours and thought you guys might like it:
Check it out here.

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