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ent

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Posts posted by ent

  1. WAV has to have 16bit depth, mono and 22khz, regular MP3 sounds have to be mono unless you call a command "mp3_calcvols" with subcommand "-stereo", 44khz, only music is stereo. Also according to the code MP3 has to be 16 bit, though I checked files and they are 32 bit. Weird :s

  2. Me performs some "speed" capture on A-Mountain from RaceArena:

     

     

    Music for background: The Noughties

     

    Capture time: 18:38.341

    Was done with default settings except server fps:

    sv_fps 1000 for 1 msec time precision

     

    I don't know if there are some other records on that room and maybe I was too slow.  :unsure:

    Thanks to Raz0r for inspiration and Loda for the map.

     

    Oh and.. beat that record. tumblr_lfhua3UHGR1qzvcyt.gif

  3. 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
    Omicron likes this
  4. 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
  5. 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.
  6. 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
  7. Hello everyone.

     

    Most of things are ported, most of bugs are fixed so it's 1.0. Yay.

    Get it now: http://jkhub.org/files/file/1712-jamme/

     

    Changelog:

    - changed sound code for proper sound speed support and for opportunity to play background music

    - added mov_musicFile and mov_musicStart which let you load and adjust background music

    - added mov_wallhack which lets you see player models through walls

    - added mov_filterMask which lets you hide selected entities

    - added musicPlay command that lets you play music for some time

    - fixed disapearing external post-process (QeffectsGL) if there are not 2D images on screen (thanks to Ghost)

    - added doppler effect and cvars that control it: s_doppler, s_dopplerSpeed, s_dopplerFactor

     

    New cvars:

    - mov_musicFile

    - mov_musicStart

    - mov_filterMask

    - mov_wallhack

    - s_doppler

    - s_dopplerSpeed

    - s_dopplerFactor

    - s_timescale

    - s_forceScale

    Check mme/cvars.txt to read description of those cvars.

     

    Probably some sounds won't be played though I didn't have such issue, and if it happens then tell me about that, please.

    Also bug with odd sounds that could be heard in captured sound still exists. Example: https://db.tt/4MV9oQZg (let's hope Leonardo won't delete it). You can hear the pistol shot is very noisy. The problem probably comes from original quake 3 sound code and I could not detect its core. Sounds with that bug:

    - Bryar Blaster Pistol alt shot

    - Golan Arms Flechette alt shot

    - Merr-Sonn Portable Missle primary shot

    If you find more then tell me, please. Fortunately saber sounds are fine so saberists can be happy.

    But the problem has a solution and it is still same: http://jkhub.org/topic/2714-tips-advices-and-help/ on "If you are recording audio and having strange sounds..." string.

     

    To test how sexy sound speed scales just change demo speed using /speed command (/speed 0.4 for example). To test doppler effect just get closer to flying rocket and listen to how its speed changes. Wooo.

     

    May the Force be with you. tumblr_lfhua3UHGR1qzvcyt.gif

     

     

    UPD:

    Made some changes and fixes, now it is 1.0.2.

  8. Hi, eezstreet.

    Some effects work directly in game, some - only visible in outputs. Framebuffer object is used to capture in higher resolution and capture motion blur much faster. Also it has own anti-aliasing that works only if FBOis enabled. I don't know what you need some features for. I think FBO is useful only if you gonna capture. Maybe I don't know much, so those who sees I am telling something wrong can explain better maybe.

    Most features are portable, except time control I think (not sure how and why would people even need time contol on server).

     

    For more information you can ask CaNaBiS from q3mme crew. He is a lead programmer. You can find him on #moviemaking irc @quakenet network.

  9. Hey all. jaMME 0.9.6 is here: http://jkhub.org/files/file/1712-jamme/

    Good news. I tested the mod in Lugormod and Makermod demos and they both work fine. At least I did not notice issues. The mod also can work fine with other "only-server-side-mods" demos.

     

    Changelog:

    - changed demo converter for proper vehicles support (thanks to Ensiform); probably will be bugged with some old converted demos that contain vehicles, so delete all .mme files from mme/mmedemos to avoid this

    - fixed overrided saber hilt which wasn't overrided if the saber is thrown

    - fixed aspect ratio of some 2D images in hud: jetpack fuel bar, unlocking bar and its image (in Lugormod or siege game mode)

    - fixed mov_captureCvars: it is now temporary, so each session you will have only cvar that you added in current session, and old capture cvars that was used only for prev demo won't be used in current one; delete "seta mov_captureCvars "<cvars>"" from mme/jampconfig.cfg to make it work (thanks to Ensiform)

    - added new demo browser in menu which supports folders and remembers last played demo (thanks to Sil)

    - fixed the flag which wasn't shown on player's back (thanks to Cydonis)

    - fixed mov_fragsOnly which did not work at all (thanks to Cydonis)

    - fixed frag message which containes overrided names

     

    Test the mod in Lugormod and Makermod demos and tell me if they don't work fine.

    May the Force be with you.

    Omicron and Futuza like this
  10. In-depth tutorials can be found here:

    https://jkhub.org/tutorials/specific-mods/jamme/

    ----

    Here you can find some tips, advices and help to avoid known bugs and make your video sweeter.

     

    Sometimes after playing demo backward you can notice dead bodies are being in weird position and/or have wrong models. To not have this you can try to enable rag-doll effect by setting “broadsword 1”.

     

    While capturing you can have some effects (.efx files) disappearing or blinking, or they are too bright (weapon spawn cone). To avoid this try to lower value of “fx_vfps” cvar. Currently it’s 200 and rather low thus it should look very well for everyone. If you want it looks like in regular game then set to 1000. If you have few effects and want them look saturated then up the value. Also with low value effects will blink and won’t be saturated enough.

     

    If your demo was recorded on ja+ server with ja+ client then you have an opportunity to show deaths in scoreboard. Set “cg_japlusFix 1”. Game can crash if that cvar is set to 1 and demo was recorded with base or another client that does not support ja+ deaths feature.

     

    If your demo was recorded on ja+ server with ja+ client and the demo contains grapple hook then to make it look not buggy set “cg_grappleFix 1”. If it was recorded with base client then set “cg_grappleFix 4”. If any of those number didn’t help then try other ones in range 1-9.

     

    If you are recording audio and having strange sounds in output then it’s probably you were recording on low frame update: when mov_captureFPS*mme_blurFrames > 30 (I did not test actual limit, so now it’s 30). Solution is try to recapture your moment with “mme_saveShot 0” and “mme_blurFrames 0” to have high frame update and not recapture screenshots/video again, and it will capture audio very fast. To have correct video and audio synchronization try to set capture range before capturing both video and audio.

     

    If you are capturing stereo 3D and capturing a player in third person view then you probably have not matching left and right outputs. It happens because third person view has independent on game time camera damp update. To avoid this try set “cg_thirdPersonCameraDamp 1” and “cg_thirdPersonTargetDamp 0” and camera will be locked to third person view without delay on updating third person camera position. (It is not about chase or camera mode, only “cg_thirdPerson”.)

     

    If your game crashes on capture start, then try to up “mme_workMegs” value, max is 512.

     

    If you want to capture depth of field mask screenshot but don’t know what values to use, then try “mme_depthFocus 4000” and “mme_depthRange 2000” as a starting point. Play with values to see differences.

     

    You can also find more useful information in cvars.txt and cmds.txt that comes with jaMME mod in "mme" folder.

  11. You got a nice idea how to improve jaMME? You don’t like one of existing features? You found a bug? If so then make a post with your feedback in this section.

     

    TODO list:

    - change sound code so sound speed will be based on demo time speed (currently works with “s_UseOpenAL 1” but it produces ugly sounds)

    - with changed sound code remake saving WAV by using q3mme recording style

    - also with changed sound code make available loading background music to synchronize video editing directly in game

    - GLSL and/or another post-process for renderer

     

    If you are able to make one of those TODOs or you have a solution for desired feature then help please with their realization on https://github.com/entdark/jaMME.

  12. jaMME is young and wasn’t tested enough, also I (ent) who was porting the mod (with Scooper’s help) is a young programmer too, therefore the mod is not stable sometimes and have some bugs. Here is the list of known bugs:

     

    - mpeg compression for AVI does not currently work due to old jpeg capturing method

    - vehicles don’t have proper support, so you can see missing hud items and animation is buggy too (need more demos with vehicles for tests)

    - after finishing capturing audio there are strange sounds that will play afterward

    - some sounds sound weird while capturing audio on low frame update (probably only some mp3 sounds)

    - some .efx effects disappear on low frame update (or speed 0), and only visible if time goes

    - some effects, animations and sounds can work wrong after playing demo backward (mostly fixed)

     

    If you found a new bug then make a post in this section with details of what you were doing and attach demo if possible.

     

    The source code of the mod is open. So if you think you can help with fixing one of those bugs then feel free to take a part in jaMME development on https://github.com/entdark/jaMME.

  13. ibk9VUEtSVQdY5.png

     

    jaMME is an engine modification of the game Star Wars: Jedi Knight Jedi Academy for moviemaking. It’s a port of the q3mme modification for Quake 3 Arena and uses most of its features.

     

    Features:

    - demo playback control

    - free camera mode

    - chase camera mode

    - time speed animation

    - capturing motion blur

    - capturing output in stereo 3D

    - different output types: jpg, tga, png, avi

    - playing music on background to synchronize it with editing

    - saving depth of field mask

    - overriding players information: name, saber colours, hilts, team, model

    - realistic first person view with visible body (trueview)

    - recording audio to wav

    - replacing world textures with your own

    - replacing skybox with one solid colour (chroma key)

    - capturing in any resolution

    - off-screen capturing

    - capturing a list of demos

    - supporting mods: base (basejka, base_enhanced), ja+ (ja++), lugormod, makermod

     

    The mod is made to work with demo files. To learn what are they and how to record them, visit this tutorial. Enough words, watch jaMME demonstration:

     

    611844-4.jpg

     

    Download jaMME: http://jkhub.org/files/file/1712-jamme/

    Download source: https://github.com/entdark/jaMME

     

    Now visit Tutorials section to start.

    Omicron, dg1995, Raz0r and 5 others like this
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