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Messages - Drahsid

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11
I don't have any extraordinary progress on reverse engineering Turok 3 beyond the CGameObjectInstance structure and some options/scene/camera stuff. I don't foresee myself making a Turok 3 port in the context of the work I'm doing now.

12
Turok 3 Shadow of Oblivion / Re: Turok 3 Mouse Input and other goodies
« on: April 13, 2020, 10:32:30 AM »
Secondly, i'm having issues. The camera is always jiggling. Its almost as if the camera is fighting back against the mouse or perhaps its not super smooth.
I can't reproduce this myself. It is possibly related to the QT launcher, or perhaps you have the joystick set to the mouse in Mupens config (DONT DO THIS, the mouse input is not linked to the joystick)

Furthermore, unrelated to this mouse script, my sound is always out of sync.
That's a Mupen issue, I think changing the sound-sync type might have better potential results.

Another thing. Is there anywhere to unbind the number keys from choosing save states. I like to use 1 and 2 as my change weapon buttons.
afaik these are near the top of Mupen64plus.cfg

Here's some gameplay: https://youtu.be/a__BK2yWF5k
I believe this project deserves so much more attention. Its unlikely that we will get a port for T3 and I can imagine that this project must of took alot of time and effort.
Thanks for the support. I dunno if I'll update this in particular, but I am doing a lot of reverse engineering on Turok 3 itself. In the future, I'm sure an official Turok 3 port is possible.

13
Yes I'm talking about the CEngine, not KEX

Turok 2 uses CEngine. Turok 3 uses CEngine. There are big updates to it from 2->3, but I don't see  why you would backport it? The levels would be incompatible.

And, the thing is night dev will not hire me.
facts are facts.

Provide evidence for your claim?
They hired Kaiser because he was doing the same with his EX games. If you have results, I am sure that ND would be excited to have you on their team.

14
2nd would need to make an engine or use the Turok 2s engine to load and read and write from the game's data.
which would take oneself over 6 months to do if its a custom engine any decent coder would fall in this category.
using Turok 2 engine time to port the game data for about 2 months.

I don't quite follow this. Are you talking about CEngine or Kex?
If you get your hands on Kex that means I can probably get Kex, in which case I would probably port Turok 3 or RW to it.  :turok:

I really want to do this port so bad but I can't see myself doing this port
when night dev will make one or might make one and see all my hard work go down the drain.

Solution: Get hired by Night Dive to work on their potential port of Turok 3. Show them your work and convince them that you are the guy to hire for that project.

15
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

16
Turok 3 Shadow of Oblivion / Re: Turok 3 Mouse Input and other goodies
« on: February 12, 2020, 08:09:29 PM »
Editing the "mupen64plus.cfg" here is necessary.
I also used this site as a reference:
http://en.qi-hardware.com/wiki/Key_codes

So far i got "Escape" To Menu, the usual WASD to the C Buttons, Q and E are B and E, Space is "Jump".
Now here is what i don´t get.
Other keys such as "Left Ctrl" for "Control Pad Down" isn´t working.
I´m not really sure what is causing this. Left Ctrl should be "305". Yet it still wouldn´t work for that key. It just baffles me that i "somehow" got the other Keys working so far. I have no clue what is preventing this now. Other sites claim it should be "17" and not "305". Still wouldn´t work either.
Edit:
I got it to Shift (304) instead of Ctrl, which isn´t the way i want but at least it´s working.
Still doesn´t explain why Ctrl isn´t working.
Now does anybody have an idea how the Mouse Buttons are called?
It seems to be the only thing left and i could share my config for the controls.
Yes, I highly suggest everyone to share their input configs because it's not entirely seamless.
Not sure what does and doesn't work, but you might want to consider using device = -2 and name = "Keyboard"

17
Turok 3 Shadow of Oblivion / Re: Turok 3 Mouse Input and other goodies
« on: February 12, 2020, 12:47:02 AM »
@Drahsid Some advice if you do some coding in not just the "dll" project but also the modifying of the application project then you need to release the new build.
You, can't expect someone to use an outdated Mupen64Plus with your "dll" because it shares as a reference and called from the application project no matter if you just did code from one project alone.

This is absolute nonsense, you don't understand how Mupen64Plus is structured. Go ahead, compile my fork. You'll realize that the output is just the dll. Most front ends are garbage, but should still work if their executable is from the latest version of Mupen64Plus. All you need to run this is the dll and the script, exactly what I provided. There is no mistake in what I released.

The only issues that is related to Mupen is with the input plugin, which seems to be an SDL problem. Nothing to do with having a more up to date library.

@Drahsid compile your fork and update your post with new links to the new fork build project so people will not have issues with your mouse input goodie ;)
He should have known that prior before he released this @Drahsid. But a simple mistake I'm sure.
You should try it. It might clear up your confusion.

18
Turok 3 Shadow of Oblivion / Re: Turok 3 Mouse Input and other goodies
« on: February 10, 2020, 03:49:03 PM »
You cannot modify the FOV when running in dynarec mode. Possibly similar issues with fps.
Quite frankly, you shouldn't use a frontend, they all suck.

19
Turok 3 Shadow of Oblivion / Re: Turok 3 Mouse Input and other goodies
« on: February 08, 2020, 08:52:43 PM »
Let me know when he's live, I'd love to watch!

20
Turok 3 Shadow of Oblivion / Turok 3 Mouse Input and other goodies
« on: February 07, 2020, 04:10:23 PM »
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

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