afi Posted April 23, 2013 Posted April 23, 2013 Allow non-hardcoded HUD elements to be drawn from .menu files Is this only for MP or also for SP?
Setlec Posted April 23, 2013 Posted April 23, 2013 nice updates! i need to get llvm + clang compiled on windows so i can enjoy a bit OpenJK.
Raz0r Posted April 23, 2013 Posted April 23, 2013 Is this only for MP or also for SP?Only for MP, but should be the same method to make it work for SP afi and therfiles like this
Teancum Posted April 23, 2013 Posted April 23, 2013 @@Teancum, it's not a bug at all if you think about it, JK2 had a different skeleton than JA, it had more bones and the bolt for the left hand had a different name since JK2 didn't support 2 handed weapons. I'm speaking from more of a SWBF-solution type of thinking, but couldn't a bone have been dynamically created via executable code? I.E. If the game didn't find the bone it needs, then create it and attach it to the left hand bone? I dunno, I have to create workarounds like this all the time at my job, and I feel like ages ago when I worked on adding menu options to OJP there was a dev that came along and said they had solutioned a workaround that was never put into place.
Circa Posted April 23, 2013 Posted April 23, 2013 The ability to force the lightsaber to be on the player's (and NPC's) belt when not in use should be implemented in this somehow kinda like how it is in other MP mods, but also in SP and have the saber facing the right direction. Even the old Episode I game that came out in '99 had this feature.
eezstreet Posted April 23, 2013 Author Posted April 23, 2013 The problem lies in the actual move itself. The move involves twirling a saber around and becoming disconnected from the hand. It's hard to get the fixed position of the tag for that instance.
Teancum Posted April 23, 2013 Posted April 23, 2013 *EDIT* Now after some research I remember the issue. The left-hand JO bone was renamed from lhand_tag_bone to lhang_tag_bone in JA. It's referenced in tr_ghoul2.cpp (at least in the Xbox source code, which is presumably identical here). It seems a semi-simple If statement could handle this, but then again it may not be as simple as a one-time rename.
minilogoguy18 Posted April 23, 2013 Posted April 23, 2013 Well it's not the same as swbf2, I know in that you can say attach a hardpoint for a effect to the dummy root and just type in a offset which usually equaled out to XSI global coordinates and it would place the effect where you wanted it. I'll break it down to you why it doesn't work, the tag that the weapon bolts to IS there on JO models, the problem is that the bone name is different and the bone is what the tag is enveloped to, so the game essentially sees it as a tag with no envelope information, hence why the left saber doesn't animate. May be possible to hex edit the .glm file to reference the JA bone which is lhang_tag_bone but unlikely since the glm stores no real bone data as far as I'm aware of, just geometry, UV and envelope weights and since it's enveloped to a bone with a different name, i.e. doesn't exist, I don't think it's possible to fix this way. Easiest solution is to recompile the models, some people think it's a huge deal but if you know how to copy weight maps from one model to another the tweaking to make it perfect is minimal. Real problem is people were always using 3ds max which has terrible envelope weights tools out of the box without a 3rd party plugin so no one wanted to reweigh a model to the JA skeleton.
Teancum Posted April 23, 2013 Posted April 23, 2013 Yeah, I had edited my post while you were replying. The bones are only referenced directly by name in one place in the code (as mentioned in my previous post), but they may be referenced by ID elsewhere. Hence why I see this as a code-based fix versus re-rigging mulitple models.
minilogoguy18 Posted April 23, 2013 Posted April 23, 2013 Coding wont "fix" it since the _humanoid.gla is where all the bone and animation info is stored. Nothings broken, you're just tring to use models from one game to another, the skeletons between the 2 games are MUCH more different than just that 1 bone, theres somewhere close to 30 MORE bones in the JK2 skeleton.
Teancum Posted April 24, 2013 Posted April 24, 2013 I absolutely get what you're saying. I still think there's a potenial code workaround. It's a matter of searching for a JK2 bone and replacing it in memory with the JK3 name. My realm is outside of C++, so I can't sit and write out the code, but that's how I see it. Aren't all the extraneous JK2 bones ignored in JA anyway? What's left isn't an extra bone, but a misnamed one -- or am I wrong?
minilogoguy18 Posted April 24, 2013 Posted April 24, 2013 Not sure exactly how the game treats the extra bones, I just know modview wont load the model using the JA assets, you'd have to set it up for JK2. I don't think the game ignores those bones, the models probably only work becuase of the way carcass rearranges bones (see my tutorial on youtube for some insight) and the bones that are omitted are at the ends of the chains and have no child objects, otherwise the models either wouldn't load at all or would be seriously skewed due to local transforms not matching. Like I said, the tag for left handed weapons IS there, its just that the bone it's weighed to has no animations, not only that the envelope weight information for the object bolt_lhand has envelope data for a bone that doesn't exist in the JA skeleton. I think even if you did do something to make the game see that bone as l_hang_tag_bone the bolt_lhand would still have envelope data to l_hand_tag_bone.
eezstreet Posted April 24, 2013 Author Posted April 24, 2013 Here's what's new on the repo... SingleplayerSP code now compiles and works (for the most part) under Linux and Mac.Fixed an issue wherein, after using /playermodel or SET_PLAYER_MODEL in ICARUS and loading the game afterwards, the skin or the model would be incorrect (This fixes several bugs with a few mods, such as Escape: Yavin 4 but doesn't affect the base game very much)Fixed an issue where an enemy Jedi knocking over your sentry gun while you yourself were notargetted would cause a game crash.Fixed an issue where using /playermodel rockettrooper2 and taking off using the jetpack would cause the game to crashSharedNightly builds are being compiled by a bot, and their links will be made available soon-ishFixed the opening logos and fade-ins [sP only] not playing correctly on non 4:3 resolutions (showed up as white instead) Kessno, katanamaru, Garyn Dakari and 3 others like this
katanamaru Posted April 24, 2013 Posted April 24, 2013 Great work guys! All your efforts into this are super-ultra appreciated!
Xycaleth Posted April 24, 2013 Posted April 24, 2013 Regarding the jk2 models in Jka, there's already some hacky workaround code in the game engine to reassign jk2 bone names to Jka bone names and it isn't pretty. It's a bad idea to fix these type of things in code anyway.
AshuraDX Posted April 25, 2013 Posted April 25, 2013 @@Teancum I guess you could try to rename the bone via hex-editingmaybe it'll do the trick or maybe it'll ruin that model
redsaurus Posted April 25, 2013 Posted April 25, 2013 I think that wudan had a python script that fixed JK2 models for JA years back. (aha!; probably dependent on some of the other scripts in that folder) Setlec and eezstreet like this
Szico VII Posted April 26, 2013 Posted April 26, 2013 Aside from the VIS, can we expect a max vehicles fix included ?
eezstreet Posted April 26, 2013 Author Posted April 26, 2013 Max vehicles as in VEH extensions are too large? If so, yes.
Szico VII Posted April 27, 2013 Posted April 27, 2013 Yer that! Oh, and incidentally, if anyone can get a MP widescreen patch out separately now, that'd be REALLY nice of them
Circa Posted April 27, 2013 Posted April 27, 2013 Yer that! Oh, and incidentally, if anyone can get a MP widescreen patch out separately now, that'd be REALLY nice of them I totally forgot the rest of you don't have widescreen. Aspyr added that option with their new Mac version. That would be a much desired patch.
Raz0r Posted April 27, 2013 Posted April 27, 2013 You mean like r_mode -1 r_customWidth 1920 r_customHeight 1080 like we've been using for years =p? Or r_mode -2 where it uses your desktop resolution? Or automatically adjusting cg_fov based on aspect ratio? (mod change) Or stopping the HUD from scaling badly with widescreen aspect ratios? (mod change)
minilogoguy18 Posted April 27, 2013 Posted April 27, 2013 Yes, not sure about r_mode -2 but I know r_mode -1 can cause crashing when using the /map or /devmap command in MP, possibly SP as well but haven't ran SP in ever. I'm sure there are other bugs to r_mode negative values to be fixed.
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