Archangel35757 Posted January 15, 2017 Posted January 15, 2017 Unfortunately yes, I've completely removed the SP component from the project. It's just not worth it having to maintain two entirely independent codebases.If it's any consolation, NAB622 wants to restore a lot of the SP functionality into MP so that the campaign is playable in MP. (Synergy/Sven Co-op style) https://www.youtube.com/watch?v=8WO6_IiZ_WI Oh, I do hope that you, @@eezstreet and/or others will bring this back to single player JKE, etc.
Tempust85 Posted January 15, 2017 Posted January 15, 2017 Damn, this sure would've been sweet in DF2 Mod. Anyhow, great work! Archangel35757, Jolly, dg1995 and 1 other like this
UniqueOne Posted January 16, 2017 Posted January 16, 2017 Finally someone else trying to move the engine into this century! I salute you. Awesome work! Did you by any chance also replace the horribly slow/wasteful Q3/BSP collision code with the bullet additions? I want to replace BSP with a real map format in order to properly do an open world using procedural geometry additions, but I suck at this collision stuff. DarthDementous, Stoiss, Archangel35757 and 1 other like this
Tempust85 Posted January 16, 2017 Posted January 16, 2017 @@Cagelight would you mind if I had a go at trying to port what you've done to my DF2 mod for SP? You will be credited of course, with a link to your project. Stoiss and Archangel35757 like this
Cagelight Posted January 16, 2017 Posted January 16, 2017 @@Cagelight would you mind if I had a go at trying to port what you've done to my DF2 mod for SP? You will be credited of course, with a link to your project. Don't mind at all. The project is being kept here: https://github.com/cagelight/jaowntIf you want to talk to me about it in greater detail, I can chat on steam or discord. Tempust85 likes this
Stoiss Posted January 16, 2017 Posted January 16, 2017 @@Cagelight will you add some mechanic to effect particles and destruction in later on also ?
Cagelight Posted January 16, 2017 Posted January 16, 2017 @@Cagelight will you add some mechanic to effect particles and destruction in later on also ? I'm not sure what you mean, could you elaborate?
Stoiss Posted January 16, 2017 Posted January 16, 2017 would the bullet physic engine be able to do particle physic like snow and rain or any other stort of effect there use tiny small physic particles, like fill up a empty hold with water with tiny rain particles, and also destroying walls and what else there could be a option for it to be used hope that was a bit more clear
Cagelight Posted January 16, 2017 Posted January 16, 2017 would the bullet physic engine be able to do particle physic like snow and rain or any other stort of effect there use tiny small physic particles and also destroying walls and what else there could be a option for it to be used hope that was a bit more clear I don't think bullet would be very useful for a particle system, simply the wrong tool for the job. I would like to see the particle system improved though it's not very high on my list to be honest. As for destruction, better breakables is something I want to tackle at some point. It should be fairly easy to procedurally generate chunks by adding disecting planes to the brushes.
Stoiss Posted January 16, 2017 Posted January 16, 2017 cool at least it can be use for some of it keep up the good work
NAB622 Posted January 17, 2017 Author Posted January 17, 2017 Unfortunately yes, I've completely removed the SP component from the project. It's just not worth it having to maintain two entirely independent codebases.If it's any consolation, NAB622 wants to restore a lot of the SP functionality into MP so that the campaign is playable in MP. (Synergy/Sven Co-op style) Not only that, Siege has been removed as well. A long time ago, we had wanted to do a Left 4 Dead style game with JA, where a group of players would be attacked by waves of NPCs with slightly random boss encounters. But I ran into so many bugs that we had to stop. Now, with the source code available, we might be able to give this a new approach. However, there is still much to be done on the back end, and we must wait until it is complete before continuing.
eezstreet Posted January 17, 2017 Posted January 17, 2017 Not only that, Siege has been removed as well. A long time ago, we had wanted to do a Left 4 Dead style game with JA, where a group of players would be attacked by waves of NPCs with slightly random boss encounters. But I ran into so many bugs that we had to stop. Now, with the source code available, we might be able to give this a new approach. However, there is still much to be done on the back end, and we must wait until it is complete before continuing.(sounds like something @@Raz0r wanted to do too)
NAB622 Posted January 17, 2017 Author Posted January 17, 2017 (sounds like something @@Raz0r wanted to do too) Oh really? Good, at least I'm not the only one. One of the big things I wanted to do with it is to have the level randomize itself. The idea I started with is that the players are prisoners being transported on an Imperial Dreadnaught, and the Dreadnaught becomes disabled and the prisoners have to escape. I intend to map out as much of the ship as I possibly can. Randomizing the level would be as easy as disabling random turbolifts and locking random doors. Could be a lot of fun. And then having waves of stormtroopers and other NPCs that grow or shrink based on the number of players would make it more challenging. Add in NPC squad behavior and the physics engine, and everything gets awesome. I also wanted to have multiplayer "cutscenes" of sorts.EDIT: I'm hoping to also make music for this, although it'd likely be techno-oriented. Once the back end of the engine is ready, I guess the most reasonable thing to do would be to release an updated mp_entities.def file and some kind of updated shader editor so people can join in....but that's down the road. And I have to bite my lip and stop there. therfiles and Tempust85 like this
RAILBACK Posted January 18, 2017 Posted January 18, 2017 I have seen JA physics before. But not like this.
Lancelot Posted January 18, 2017 Posted January 18, 2017 I have seen JA physics before. But not like this.Yes, that't right. It has been attempted with a LUA based Multiplayer mod called Stalax.But apart from some development videos that showed how the physics worked, nothing has been officially released. Stalax was discontinued after one or two years. Since then, I wonder sometimes if LUA would be appropiate for both Singleplayer and Multiplayer, because Stalax offered many scripting possibilities.
NAB622 Posted January 18, 2017 Author Posted January 18, 2017 So, I am wondering. Cagelight and myself are already swimming in work to be done. Is there any interest in this community in making an HD texture pack, that scales all the base textures up by 4 times the original resolution? One of the big reasons I ask is, if/when this mod is released, I'm hoping to have a community content pack to go with it, with authors' permission (Kind of like how JA+ included a bunch of hilts and swords). I can't say the other big reason yet - all I can do is promise that the end result will be very much worth the effort. It has been attempted with a LUA based Multiplayer mod called Stalax.But apart from some development videos that showed how the physics worked, nothing has been officially released.Ah yes, Stalax. I couldn't remember the name of the mod, thanks. If I recall the old demo video correctly, the game ran super super slow with only a few objects. The physics in Cagelight's videos are implemented from an outside library (Bullet), and will be far smoother. But physics aren't even the half of it. There is much more on the way. As far as scripting, that has already been taken care of and the language choice was made. I will remain silent on this as well, if only because we have not gone anywhere with it at this time, but it is implemented and working. Tempust85 and Archangel35757 like this
AshuraDX Posted January 18, 2017 Posted January 18, 2017 So, I am wondering. Cagelight and myself are already swimming in work to be done. Is there any interest in this community in making an HD texture pack, that scales all the base textures up by 4 times the original resolution? One of the big reasons I ask is, if/when this mod is released, I'm hoping to have a community content pack to go with it, with authors' permission (Kind of like how JA+ included a bunch of hilts and swords). I can't say the other big reason yet - all I can do is promise that the end result will be very much worth the effort. Wh not merge efforts with JK: Enhanced? @@redsaurus @@NAB622 Archangel35757 likes this
Tempust85 Posted January 19, 2017 Posted January 19, 2017 So, I am wondering. Cagelight and myself are already swimming in work to be done. Is there any interest in this community in making an HD texture pack, that scales all the base textures up by 4 times the original resolution? One of the big reasons I ask is, if/when this mod is released, I'm hoping to have a community content pack to go with it, with authors' permission (Kind of like how JA+ included a bunch of hilts and swords). I can't say the other big reason yet - all I can do is promise that the end result will be very much worth the effort. Ah yes, Stalax. I couldn't remember the name of the mod, thanks. If I recall the old demo video correctly, the game ran super super slow with only a few objects. The physics in Cagelight's videos are implemented from an outside library (Bullet), and will be far smoother. But physics aren't even the half of it. There is much more on the way. As far as scripting, that has already been taken care of and the language choice was made. I will remain silent on this as well, if only because we have not gone anywhere with it at this time, but it is implemented and working. There's a few artists here - Psyk0sith, AshuraDX and myself (to name a few) that can do what you're asking in terms of a HD pack. Not sure about Psyk0sith, but AshuraDX does PBR texturing. I'm quite interested in having DF2 Mod use your features, but I have to either work out how to move it to SP myself (looks harder than rend2 was to port) or try and beg someone on JKHub. Archangel35757 likes this
RAILBACK Posted January 19, 2017 Posted January 19, 2017 This interests me. I also have interest in Langerds S/P Bespin project. I would love to see a NEW S/P mod with physics. And not just one you complete in 1 hour. Archangel35757 likes this
Psyk0Sith Posted January 19, 2017 Posted January 19, 2017 There's a few artists here - Psyk0sith, AshuraDX and myself (to name a few) that can do what you're asking in terms of a HD pack. Not sure about Psyk0sith, but AshuraDX does PBR texturing. Sure, if i can hand paint, i can click boxes and get PBR Tempust85 and AshuraDX like this
AshuraDX Posted January 20, 2017 Posted January 20, 2017 Sure, if i can hand paint, i can click boxes and get PBR Psst! Don't tell anyone, but you can also handpaint PBR maps Unless you use DDO or limit yourself to using premade materials in substance you won't be clicking a lot of boxes. Just instead of painting a diffuse, specular and gloss map, you'd paint a albedo,metal- and roughness map. Albedo is pretty much your Diffuse without light information, Metalness is a metallic mask (white=metal, black=dialectric materials) and Roughness is just inverted gloss. The Problem is that JKA won't offer the required shader support to make that look good, without processing these maps into diffuse and spec maps tailored to idtech3 standards. A process that I partially automated with a custom procedural Material.
AshuraDX Posted January 20, 2017 Posted January 20, 2017 Uh yeah i'm aware of that if you ever get around to trieing out substance let me know.
NAB622 Posted January 21, 2017 Author Posted January 21, 2017 What shader support needs added? Can you elaborate?
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