Author Topic: PC Version Multiplayer - Online Modification  (Read 36039 times)

Offline Dinomite

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Re: PC Version Multiplayer - Online Modification
« Reply #10 on: December 13, 2015, 07:55:41 AM »
Than it probably has something to do with the screen resolution.
Well THAT, or the renderer is still used to the Xboxes unique GPU.
« Last Edit: December 13, 2015, 07:59:25 AM by Dinomite »

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Offline PermaNull

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Re: PC Version Multiplayer - Online Modification
« Reply #11 on: December 13, 2015, 08:19:57 AM »
Than it probably has something to do with the screen resolution.
Well THAT, or the renderer is still used to the Xboxes unique GPU.

Not quite sure but I've followed D3DCreate9 to the DeviceCreate call and then followed the vtable from there to get where the game is calling BeginScene,EndScene,Present,and SetViewPort so I should be able to reverse how the the rendering is happening for the split-screen now as well as disable the second screen.

Offline Dinomite

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Re: PC Version Multiplayer - Online Modification
« Reply #12 on: December 13, 2015, 08:28:23 AM »
Than it probably has something to do with the screen resolution.
Well THAT, or the renderer is still used to the Xboxes unique GPU.

Not quite sure but I've followed D3DCreate9 to the DeviceCreate call and then followed the vtable from there to get where the game is calling BeginScene,EndScene,Present,and SetViewPort so I should be able to reverse how the the rendering is happening for the split-screen now as well as disable the second screen.
Thats great!
Send a picture when you get it to disable the second screen.
« Last Edit: December 13, 2015, 08:29:54 AM by Dinomite »

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Offline Drahsid

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Re: PC Version Multiplayer - Online Modification
« Reply #13 on: December 13, 2015, 04:11:06 PM »
If you need any help, I know many programming languages and whatnot, I also know a lot about communication to the GPU.
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Offline PermaNull

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Re: PC Version Multiplayer - Online Modification
« Reply #14 on: December 13, 2015, 08:42:40 PM »
If you need any help, I know many programming languages and whatnot, I also know a lot about communication to the GPU.

If you know about D3D programming maybe you can give some insight as to why the players show as invisible some of the time and this changes once the kill camera is active (I.E. a player dies), I assume it has something to do with zbuffers but I truly lack knowledge on the matter.

Here's an example of the Player rendering issues (Ignore the song it was just what was playing on my pandora).

I truly believe this is in relation to depth buffering/zbuffer not being handled properly but I personally don't have enough knowledge on how rendering works to actually solve it maybe someone else with D3D/3D programming experience can offer advice on what to look for ;).

Notice how if the player isn't behind any other objects including the level itself and they're just in front of the skybox they're rendered perfectly fine.

« Last Edit: December 13, 2015, 09:53:34 PM by PermaNull »

Offline Dinomite

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Re: PC Version Multiplayer - Online Modification
« Reply #15 on: December 14, 2015, 09:11:06 AM »
So i played around in the multiplayer and ive noticed almost all, if not, all of the shaders were missing but that kind of stuff is accepted and expected.
Another intresting thing is that when you touch the second player, he turns to a non-deformed version of himself, albeit in a falling pose and starts to slide away.
This is most likely because the second player does not have any inputs set up and the game doesnt know what to do.

I ment to post it yesterday but couldnt because of time constraints and because it uploaded so slowly, i had to let my PC on for some hours while i went to sleep.
EDIT: Here is another video showing off the Flight game mode.
« Last Edit: December 14, 2015, 03:09:29 PM by Dinomite »

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Offline PermaNull

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Re: PC Version Multiplayer - Online Modification
« Reply #16 on: December 14, 2015, 10:19:25 PM »
So while I sadly wasn't able to retrieve any information from my old forum I managed to nab a few screenshots out of a database it had at some point where my partner at the time we testing dynamically spawning objects in real time at the main menu screen.





For some reason I guess we had wiped our original data from the forum in 2007-2008 and re-created it in 2009 which really sucks because I'm sure I would've had things uploaded in the database of the forum in regards to my code which the Database I hadn't lost... but it seems that I had lost that data as well :(

Offline Duke64

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Re: PC Version Multiplayer - Online Modification
« Reply #17 on: December 15, 2015, 10:58:52 AM »
I would surely play this if I could! Very interesting please keep it up :)
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Offline Froglegs

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Re: PC Version Multiplayer - Online Modification
« Reply #18 on: December 15, 2015, 07:49:26 PM »
I am going to keep close watch on this thread along with the Level Editor thread. Awesome work that you have got going on here so far, I can't wait to play Evolution multiplayer again, let alone on the PC!

UPDATE
I remember the spider control thing we had to fix a crash there, there's a crash with the scope on the pistol.

Speaking of these problems you have managed to fix, I noticed that in single player, the pistol's scope is incorrectly sighted which makes it impossible to land a shot on any target when you are aiming right at them. The spider mine also has incorrect camera positioning in single player as well. Do you think these two problems would be an easy fix?

Offline PermaNull

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Re: PC Version Multiplayer - Online Modification
« Reply #19 on: December 26, 2015, 09:37:17 PM »
I've been on vacation so I've had a lack of progress on this as well as other things I've been working on but it just so happens someone had the compiled version of our old code, I haven't had a chance to check exactly how old or new it is or what stage it was actually at when we sent it to this friend.

But....
It'll certainly integrate some of the fixes to graphics issues and crashes so that's awesome news here! less work less bugs always good.

Of course for some of the more advanced stuff I'll have to reverse engineer our old compiled binaries but that shouldn't be a huge issue at all.

Just thought I'd let you guys know there is some movement on this,
I've also managed to obtain a Beta of the Xbox Version so I'll be using that for reference to certain engine functions and stuff while reverse engineering.