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Releases: jaMME 1.4


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Hi.

 

Let it be one topic with releases, right? And topic title will contain the latest release.

 

Soooo, jaMME 1.0.3 is here with some fixes and new features: http://jkhub.org/files/file/1712-jamme/

 

Changelog:

- added an opportunity to wind demo until death event: command "find death"

- added "Following:" for demos that recorded by spectators

- added an opportunity to auto-disconnect when demo ends

- deleted os homepath feature which was a vestigium for jamme from openjk

- fixed s_volumeVoice which did not work at all

- fixed an issue when some character sounds did not play

 

New cvars:

- mme_demoAutoQuit

 

New commands:

- find

 

Set mme_demoAutoQuit to 1 if you want demo disconnects automatically at the end.

Use "find death" to find a moment when someone died. Maybe you want "find" searches something else? Then feel free to suggest what event you'd like it finds and I'll probably add it next time.

 

Also I forgot to tell about a command that came in 1.0 version. It was "musicPlay". Having your demo paused, do "musicPlay 5" in the console to play loaded music for 5 seconds to listen and find a moment in music that you'd like to synchronize with current editing in game. If it's not what you were seeking then offset music in seconds by using "mov_musicStart" cvar and do "musicPlay" again.

Also I found out that using MP3 music is better than WAV because WAV sound is stretched in time and plays a bit slower though it's hard to notice. So use MP3s for background.

 

I think that's all I wanted to tell.

 

Make cool movies and amaze us. tumblr_lfhua3UHGR1qzvcyt.gif

Ping likes this
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Wow another release? Awesome. Too bad my Jamme doesn't work now because of the black screen issue with jka. But I've always had that, and somehow fixed it, but anything that uses openJK causes it again xD.

 

Anyway, NICE! 

 

UNLIMITED MACHINIMA!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!11

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  • 4 weeks later...

Sup.

 

It took so long time to update this, but here it is - jaMME 1.1: http://jkhub.org/files/file/1712-jamme/

 

Changelog:

- added "fs_extraGames" which allows to load files from other mods (see cvars.txt)
- added an opportunity to stop looping sounds with "stopLoop" (see cmds.txt)
- added "direct" option for command "find" to find kills with direct shots (see cmds.txt)
- not predicted client have more information on screen: enabled force powers, duel opponent
- fixed an issue when shot sounds sounded wrong after capturing on low frame update
- guns have correct animation of shots for not predicted clients in first person view
- fixed a bug when trueview for predicted client did reset to thirdperson if the client knockdown
- game shows flag capture time in the console and left top corner
- added an opportunity to override player shader with distortion cloak effect (clientOverride <client> shader 2)
- not predicted clients with force seeing enabled can see other players shells too as predicted client
- correct time offset in stereo3D capture
- added an opportunity to change sound attenuation range with "s_attenuate" (see cvars.txt)
 
New cvars:
- fs_extraGames
- s_attenuate
 
New commands:
- stopLoop
- find direct
 
If you'd like to lower range of hearable sound then up "s_attenuate" value.
 
I also fixed that annoying issue when shot sounds are captured with odd sounds like here: https://db.tt/4MV9oQZg. This happen with effects that uses .efx files which contain sound effect. If you find more such bugs then, please, tell me.
 
"clientOverride" command and its subcommand "shader" can now use hardcoded distortion shader which makes cool cloaked effect:
 
ijQ4raTD8123t.png
 
Use "clientOverride <clientnum> shader 2" to make such effect.
 
Not sure what else you need to know, that's it. x)
 
Produce good movies @_@.
tumblr_lfhua3UHGR1qzvcyt.gif
 
UPD:
I forgot to tell about fs_extraGames. If your mod folders have some needed pk3s with maps and models for your needs then instead of copying everything to your "base" folder you can tell your jamme what folders to seek files in. You can add several mod folders: fs_extraGames "japlus" or fs_extraGames "japlus lugormod makermod". Modify launch_jaMME.cmd in notepad because this cvar is for startup.
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Each time I make big release I notice little bugs. :C

 

New jaMME 1.1.1 comes: http://jkhub.org/files/file/1712-jamme/

 

Changelog:

- fixed stereo 3d capture which used to work 3x faster so the final video was 3x shorter
- fixed a bug when trip mine beam or disruptor ray disappear if their start point was behind camera
- fixed capture time which worked correctly if only one team got and capture
- fixed old issue with odd sounds capture for disintegration and lightning force effects
 
This time I only fixed bugs.
Capture time showed wrong time if between for example red getting and capturing, blue flag was got and it reset the red flag getting.
That issue with odd sounds (https://db.tt/4MV9oQZg) appears on some rare sounds, so if you notice that on something, then, please, tell me. This time I noticed that on dead body disintegration and when someone is using force lightning and it hits someone.
 
I don't know how to entertain you else in my boring forum, so catch this:
ibpBSjp993wpvO.png
 
George Lucas is waiting your movies. tumblr_lfhua3UHGR1qzvcyt.gif
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Hi... *dodging to left* hey, stop throwing tomatos.

 

Just found a serious bug in a key feature in jaMME, so it had to be fixed and updated asap. It did not let to save project, well it did but demo stopped with an error, and it is not cool.

Here is jaMME 1.1.2: http://jkhub.org/files/file/1712-jamme/

 

Changelog:

- fixed saving project which stopped demo and did not save cvars
- fixed capture time which could be reset by picking dropped flag
 
I know you like cool pictures, look at this:
iKSRFqnxQQIqJ.png
 
Try to focus your sight at your nose to make left and right parts merge into one and you will see stereoscopic 3D.
 
tumblr_lfhua3UHGR1qzvcyt.gif
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  • 1 month later...

Hello everyone.

 

ibbaQ07yuKgFGg.png

 

It took so long time but I finally did everything I wanted and here is jaMME 1.2: http://jkhub.org/files/file/1712-jamme/ !

 

Changelog:

- announcer sounds are now hearable in free camera and on switched clients too
- not predicted clients have even more information on screen including called vote, picked flags, picked items
- fixed and improved capture timer which now has MM:SS.MSEC format
- changed vibration view coefficients
- charging sounds could be interrupted same as in regular gameplay
- friend floaring sprites above heads are visible for not predicted clients and have proper team colour
- fixed an issue when ambient sounds could have doppler effect
- fixed and improved lips animation
- you can now create a local server to record needed content
- improved center print message
- not predicted clients can be in disruptor scope view
- fixed some effects which were called a lot times in low framerate
- added mov_ratioFix cvar which lets to switch between stretched and normal 2d images (see cvars.txt)
- fixed and improved falling to death vector
- increased camera origin precision
- smooth interpolation for the following things: entities positions/angles, ghoul2 animation (thanks to Xycaleth), effects positions/fading/scaling, wave transformations for shaders (thanks to Xycaleth), camera vibration, saber blade length
- fixed and improved fx system (.efx)
- fixed disruptor ray which drew wrong lines
- increased default allocated memory for sounds from 12 to 64 MB because 12 isn't enough, adjust with "com_soundMegs" (see cvars.txt)
- increased amount of refEnts and therefore increased amount of possible drawn effects (.efx) at the same time from 1800 to 8192 (thanks to Xycaleth and Scooper)
- all effects now actually freeze in pause or speed 0 (timeline animation)
- fixed overrided shader which did not be applied to speed trail ghost models
- fixed speed trail ghost models positions which were laggy on low framerate
 
New cvar:
- mov_ratioFix
 
General improvement is smooth interpolation for different objects. What does it mean? It means if you want to capture with slowmo then animation of anything will be still smooth. Also this means you can capture with any fps (yeah, you can capture with 1000 fps and more if you want) and your things will never freeze on some frames.
 
Second general improvement is fx system, which uses .efx files. Some of you probably know if you make your effects with big amount of particles then some of them can disappear. It happened because amount of refresh entities were limited to 2048 and amount of possible effects were even less - 1800. I increased that number to 8192 which I suppose is enough: http://www.speedyshare.com/RtfKU/download/particles.mp4 Could be higher if necessary.
 
Also I got back lip animation (hi SiLink) which I forgot to add after remaking sound system: https://db.tt/Dt7vRxbT
 
You can now create local server. If you wanted something and forgot to record and it requires one person (hi lip anim again), then instead of closing the game then running jamp, you can now record your stuff directly in the mod. Commands are still same /devmap mapname (or /map).
 
Some another fancy stuff:
Videos:
Images:
https://jkhub.org/images/6LOYYTD.jpg (development bug, impossible in jamme)
https://jkhub.org/images/i5wDVEk.jpg (development bug, impossible in jamme)
https://jkhub.org/images/dxsmjet.jpg (development bug, impossible in jamme)
https://jkhub.org/images/1mGfZaP.jpg (development bug, impossible in jamme)
 
tumblr_lfhua3UHGR1qzvcyt.gif
Link and Raz0r like this
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I'd just like to say, this is the first time I've heard of this mod and it's something I've been hoping to come along for a good 5-6 years now at least... this will make filming JKA videos a breeze @_@

 

I just looked at some of your images, can you modify a players appearance like you seem to be suggesting? (You've probably written that somewhere, so sorry for asking :P)

 

The blur on that video... good lord @_@

 

5txuLVP.jpg

 

I plan on making Kyle Katarns Alternate Dimension Part 3 pretty soon and would love to use your mod. Is it currently all cvar based or will you have fancy menus in the future for some of this stuff?

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What do you mean by players appearance?

There are a lot of new cvars, you can find them all in mme folder in the mod in cvars.txt file. And I also don't get about fancy menus question. Explain, please. s:

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For example:

6LOYYTD.jpg

 

Is this done similarly to how GMod changes the appearance of a player model ingame?

 

And in regards to the menus, I meant.. for example the speed cvar could have a slider that the player can move when they hit the esc key. Would be a lot more user friendly than console commands/cvars :)

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Oh that. Unfortunately, it's just a bug which happened when I was experimenting at smoothing ghoul2 animation. It's impossible to make that with current version (maybe someday someone will tell me a solution).

 

Most of things are bound to keys and it's enough to control everything, but you also call command "hudToggle" (or bind it to something) which lets you to control demo hud: http://jkhub.org/index.php?app=downloads&module=display&section=screenshot&record=22024&id=1712&full=1. You can type own values or text.

 

Check http://jkhub.org/forum/76-tutorials/, I don't think it's very hard to use bound keys.

 

And sorry, I am not good at ui/menu, so I doupt I gonna make ui for this.

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Oh dear god that is SO good. It almost makes me want to give this fragmovie making another go. Especially the splinecam in pugmod was such a ridiculously time consuming thing to use that I am not at all surprised that people doing sabering fragmovies after rev4 never even bothered with it (even though the effects are really impressive to look at). I've already mentioned it in the other thread, but @@ent is hero2me.

Link likes this
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Oh dear god that is SO good. It almost makes me want to give this fragmovie making another go. Especially the splinecam in pugmod was such a ridiculously time consuming thing to use that I am not at all surprised that people doing sabering fragmovies after rev4 never even bothered with it (even though the effects are really impressive to look at). I've already mentioned it in the other thread, but @@ent is hero2me.

 

Actually I did bother with it :P But you're right, it was a pain in the ass...

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Oh dear god that is SO good. It almost makes me want to give this fragmovie making another go. Especially the splinecam in pugmod was such a ridiculously time consuming thing to use that I am not at all surprised that people doing sabering fragmovies after rev4 never even bothered with it (even though the effects are really impressive to look at). I've already mentioned it in the other thread, but @@ent is hero2me.

 

 

Actually I did bother with it :P But you're right, it was a pain in the ass...

 

:< sorry to hear it is too hard.  this mod looks pretty nice though, good job.  what algo are you using for the splines?

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Oh, good question, @{JAWA}teh_1337.

 

There are 3 types of interpolation in camera mode: linear, basis spline and cat-mull rom.

Linear makes camera go directly from point to point:

iZG2aEMmO0iMy.png

 

Basis spline aka b-spline (type by default), which is called "bezier" in the mod (I don't know why CaNaBiS called it so but I left it as it is) is computed as inner curve inside points perimeter. Similary to bezier interpolation which I showed you a year ago but each new control point does not affect the whole trajectory. It uses 4 control points to compute a trajectory and so each new control point won't affect the trajectory since 3 or more prev points. You can see how it works in a mini-prog which I wrote on delphi a year ago: https://db.tt/eGlcjGQY. Just click on any place to create a point.

i3d9yycTrpfK9.png

 

Cat-mull rom is similar to b-spline but it makes outer curve outside points perimeter which "touches" every control point. This interpolation type is similar to pugmod one. But pugmod uses derivatives for both trajectory and camera speed afaik, and here is no derivatives, only matrixes (though those matrix coefficients are found with derivates I suppose).

Here is the math: https://github.com/entdark/jaMME/blob/master/codemp/cgame/cg_demos_math.h#L118

iOY8OwKQxquvL.png

 

There is one interpolation type in chase mode, and unfortunately I did not get how it works. But it also uses 4 control points. Here is its math: https://github.com/entdark/jaMME/blob/master/codemp/cgame/cg_demos_math.c#L371

 

I was even remaking pugmod with those features so learnt that math a bit (yeah my latest video was made with modified pugmod), but when the JA source came out, I decided to just port q3mme and not to reinvent the wheel.

 

I hope it was useful info.

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  • 1 month later...

After releasing 1.3 which is almost ready I will start working on it, but some key people (@Scooper) who are helping me on a new feature are not available right now, so I cannot say when I even gonna start.

Plus I need fully compiling jk2mp, and as one guy said I can find such version on https://github.com/ioquake/jedi-outcast/, but I didn't test it yet. If you or your jk2 mates can test it or just give me another compiling one then it could help.

 

I think making raw version will take at least one week because there are a lot of injections into the code such as: enhanced demo player, enhanced audio player, client game rewriting for compatibility, a lot of additions into renderer etc. It's not hard, just a lot of routine to do.

You could also prepare some different demos from different gametypes and different game versions, so I can test and debug every major and minor mistakes. I prefer demos from actual gameplays than just recorded for me.

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Made some gameplay footage today.

 

1.02 FF: https://dl.dropboxusercontent.com/u/58757568/23.dm_15

1.02 CTF (I'm not a master of CTF...): https://dl.dropboxusercontent.com/u/58757568/ctf1.dm_15

 

1.04 spectating 1/2 servers with human players I found: https://dl.dropboxusercontent.com/u/58757568/104_1.dm_16

1.04 spectating the only other server with human players I found: https://dl.dropboxusercontent.com/u/58757568/104_2.dm_16

 

1.04 seems a bit dead when peeking at it. There were quite some servers but they were all inhabited by bots and an occasional player among the bots in some servers. I don't know about 1.03. 1.02 is quite well and alive.

 

I tried to compile it, but got a Cmake error stating project files may be invalid. My expertise kind of ends there, on that area unfortunately. That's the source code for 1.04 only though.

 

I think I tried to compile the 1.02 code from here some time and got errors after the compile. But people have modded the source code for some time, so there's gotta be a compilable version.

ent likes this
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  • 1 month later...

basketball.png

 

Sup. It's been a long time... oh yeah, download link: http://jkhub.org/files/file/1712-jamme/

w00t, jaMME 1.4 is here with a big bunch of changes, fixes and additions.

 

 

Changelog:

- fixed linear-clamp and similar shader animations in fx system
- fixed 2 assertion errors in ui due to implementing smooth ghoul2 animation
- fixed ghoul2 animation
- added new feature: creating custom animations (doesn't work properly yet)
- fixed clearing decals when game speed is over 2
- added "mov_smoothQuat" to have smoother angles interpolation in camera action, requires high computer performance (see cvars.txt)
- projects now save demo speed
- fixed rocket locking sounds
- fixed rocket locking image ratio
- non-predicted clients can now see "stars" around tricked client's head or don't see the tricker
- fixed endless drawing effects: atst's rocket, jetpack, force push blur, froce grip, electrocution, weapon shots, pickable item cone, glowing hand that's thrown saber
- fixed capture flag timer
- fixed not interrupting voice after spawn after falling to death
- added effect override feature (see cmds.txt)
- fixed game crash due to invalid active local entities and mark polys
- fixed saber trail being clipped on low frame update
- added "mov_absorbVisibility" to switch absorb visibility depending on pov (see cvars.txt)
- different minor fixes for non-predicted clients support
- fixed time and frag limit warning announcer sounds after demo rewind
- fixed announcer sounds to be always local
- fixed skybox portal when clients are in zoom mode
- increased limit of fx system elements from 8192 to 32768
- fixed hacky way to draw colours of version in the console
- fixed leaking memory in audio which could stop playing new sounds at all
- fixed lips animation which worked wrong with loud sounds
- fixed dof mask capture
- added "fx_forcePhysics" to force fx system use enhanced physics for particles (see cvars.txt)
- added underwater sound effect that's controlled by "s_effects" (see cvars.txt) (thanks to Pande for underwater loop sound)
- fixed underwater visual effect for camera mode
- added "mov_rageColour", "mov_absorbColour" and "mov_protectColour" to replace colour of rage, absorb and protect force powers (see cvars.txt)
- avi can now save audio (mme_saveWav 2)
- added "mov_spLightning" to use force lightning looping sound from SP (see cvars.txt)
- replaced "cl_numcores" with "com_affinity" which lets to set certain cpu cores (see cvars.txt)
- added q3-style thirdperson view adoptation for ja (cg_thirdPerson 2)
- made seeker drone, flying around body holocrons and personal assault sentry rotate smoothly
- fixed aspect ratio on some 2d elements: using holocrons, selecting items
- fixed missing NPCs if they were spawned before demo start
- fixed missing subBSPs
- updated list of container sizes for NPCs
 
New cvars:
- fx_forcePhysics
- mov_smoothQuat
- mov_absorbVisibility
- mov_rageColour
- mov_absorbColour
- mov_protectColour
- mov_spLightning
- s_effects
- com_affinity
 
New commands:
- clientOverride <> effect <>
 
Information about all commands and cvars could be found in cmds.txt and cvars.txt as usually.
 
 
I think one of the main features is a capture to AVI that saves audio too. To have that feature working set "mme_saveWav" to 2. By default it's 1 and saves audio to WAV.
 
Another big feature is underwater audio effect: https://db.tt/4pVUwe1F [VIDEO]. Switch different methods with "s_effects" (in my opinion they all sound same).
 
You can attach an effect (.efx) to player and it will like that: https://db.tt/9JfR7IZ4 [VIDEO]. Here I used "clientOverride all effect flechette/alt_shot". It loads effects from "effects" folder, so actual path to the effect is "effects/flechette/alt_shot.efx". You can create your own ones and attach to anyone.
 
You can now make the mod use physics for particles in the fx system: https://db.tt/oTpjalBV [VIDEO]. Play with "fx_forcePhysics" around. It's an old feature in JA, but most of the effects don't use it, and if you want to make them use physics you need to edit .efx files... But now you can enable it for all particles just with a single cvar.
 
One else big feature is creating custom animation. (Thanks to @SiLink for the idea.) Unfortunally the feature isn't working properly yet, and it's hidden. But if you find it then lucky you. :) It looks like that: https://db.tt/42ebPrjM [VIDEO]. Also attention picture in this post is taken by Scooper with using that animation feature too. But it's only a teaser, because, as I told, it's buggy and has to be fixed.
 
Another fancy stuff:
Videos:
Before: https://db.tt/vdb2Odqn After: https://db.tt/jHqlvhDL (with "mov_smoothQuat 10000" I think)
Image:
http://yourscr.com/468b1ef7cbd99e494cb0c03cec315220.jpg - increased limit of polys and polyverts, it used to highlight first line of guys only.
 
 
EXTRA:
I also ported q3mme to Jedi Outcast, so there is joMME: http://jkhub.org/files/file/1861-jomme/
It has most of fixes and features that jaMME does.
 
Fancy vid by @Boothand that demonstrates MME power in Jedi Outcast (nothing edited in the video):
 
Images:
 
Make cool vids @_@
Bye.
 
 
tumblr_lfhua3UHGR1qzvcyt.gif
Boothand and Onysfx like this
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The animation feature sounds really cool! That would probably be invaluable to the movie makers.

Could it eventually be used to for example write custom saber animations and saving them?

 

You can create ANY animation. But the feature isn't working properly yet as I wrote. I would suggest to just wait until good times.

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