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Syko

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Posts posted by Syko

  1. And you still add in the fact that if you go ahead and take the average draw count for most of these devices, they can only handle between 6k and 9k tris per frame to reach 15 to 30 fps.  I'm not sure the LOD's could drop the count that low.

     

     

    Again, I don't know that much about game graphics, but I think you are underestimating the power of some of the tablets out there. They aren't PCs obviously, but a version of Unreal Engine 3 was ported to iPad. 

     

    Check out this video of Infinity Blade II. I assume there are more than 9000 tris in there...

     

     

    EDIT: Also Dead Trigger

     

  2. Like you said before, I think the engine should be ported to see exactly how it runs. Personally, I think it would run OK. Besides, even if it does lag, tablet technology is improving more and more. Android tablets made a few years in the future I'm sure will be able to handle it. Even if it does lag when ported, as better tech comes out, it will be able to be ran smoothly on eventually. I still think that it should be ported first to see how it actually behaves. I think it would be worth it.

  3.  

     

    As a former modeler for the JK community, and at one point for Quake...and a current game developer, I can speak pretty well for this.

    The quake engine in general has always, always had polycounts on the lower-end of the spectrum.  The counts in JK2 and JKA respectively, increased not just the limit, but used higher poly models, some higher than others.  In order to optimize it, you are looking at having to go in manually and reduce the counts on ALL of the models, which first of all, is basically a lost cause, because you aren't going to be able to do it cleanly.  And if you do that, you have to re-rig every single one to their skeletons.  With how few modelers and riggers there are left around here, I can't see you getting that done.  Then you have to have the maps optimized, which I couldn't begin to tell you what that would involve.  And presuming you get all that done, you still have to make it work on the device, and given that the JK games run on a MODIFIED Quake engine, there is no telling what speed-bumps lie there.

     

    JK2/JKA models have different levels of detail, right? What if you just lowered the model quality setting to very low in-game? I remember setting the polycount really low in JK2 and the player models almost looked like N64 models. I still think a high framerate could at least be achieved if the graphics settings were set to very low quality.  

     

    Now speaking as a (former) staff member, I feel obligated to point out, that while the MP-code is now open source, the game assets still have a copyright on them.  As such, regardless of IF you could do this and get it accepted to the Apple store or Google's Android Market, or whatever else you had planned...you would still need to copy the assets (be that something the end-user does from their own copy or not) it is still porting of copyrighted material,  and therefore is not something I think that JKHub can support as a cause.

     

    I stated above that the assets would not be distributed with the engine.

     

    The assets of the game would be the only copyrighted material, but they wouldn't be released on Google Play with the engine. The way Quake 3 on iPad works is you download the game engine which is included in the app, and you have to copy over PK3 files from the game you (hopefully) bought into a folder on the iPad and then you can play the game. It doesn't come with the assets. iojamp could work the same.

  4. There are plenty of practical reasons to not port it at all either, such as the time or effort that could be put in something else. Tablets are definitely _not_ what the kids use to play a first person shooter or action game like JKA, they have consoles for that. Tablets control a wider margin of the market than they did 10 years ago sure, but they aren't used for action games, they're used for more simple games like Infinity Blade or Fruit Ninja. That's all aside from the fact that kids these days simply don't have the attention span to try and get iojamp working. Quake: Live and Quake 3 for tablets failed to invigorate new life for the game, so I doubt the same will happen here.

     

    I agree that a significant portion of tablet "gamers" are more into casual games than 'hardcore,' but I think you are stereotyping the entire tablet community as casual game players. I'm a 'hardcore' gamer yet I've found a great deal of popular hardcore titles on the iPad that I actually have really enjoyed. Right now I'm mainly thinking of Square Enix's apps. I have Final Fantasy I-V, Chrono Trigger, Secret of Mana, Chaos Rings, etc on there and all of them are great titles that I've enjoyed as a 'hardcore' gamer. The point is, I don't think all tablet gamers are exclusively interested in casual games. Many of them are, yes, but I think just as many are into the hardcore titles. Square Enix's titles have prooved to be very successful on tablets.

     

    If Quake 3 for iPad didn't reinvigorate the community, (I don't know if it did for sure or not, I don't know where you read that), it was probably because it required a jailbreak to install. If iojamp was released on Google Play, no one should have to hack anything. Google Play sells emulators on it's store. I'm sure it would allow a ported open source engine. It would be completely open to people. Plus, since the source of iojamp is available, JA could be reworked to add community elements to it. It could even be linked to JKHub somehow. An easy way of downloading mods right to the tablet from JKHub would definitely give the JKCommunity that spike it deserves.

     

    Why would you want to hook up a Wiimote or a keyboard to the tablet, which I myself can barely see on, when you can just hook it up to the PC, which has a bigger, better looking monitor? I guess you could hook either up to the TV though for output, but I still rest my case that it's pretty pointless to go through the tablet medium. And it's not like the Wiimote is an exclusive thing either, it's the next controller that I'm going to try and get support for in JK2:HD (I've already got both PS3 and Xbox 360 controller support taken care of).

     

    This is probably the strongest part of your argument and the weakest part of mine. Yes, you can just play JA on the PC with a bigger screen with a Wiimote and keyboard. The iPad does have portability though. Also, the screen size in my opinion is OK on the iPad. On my mini, Quake 3 runs at 1024 x 768 which is the resolution I play Jedi Academy on my PC. Plus, if you played it on an iPad 4 with retina display (which has a resolution of 2000 something by 1500 something) screen size would not be an issue at all. It might even look better on iPad with that crisp, sexy retina display.

     

    The A6 wouldn't offer any significant improvement over the A5, as it mostly increases the GPU portion of the processor, which is primarily irrelevant in this regard, since the processor is still too slow to keep up. You also have to consider that they doubled the polygon limit from Q3->JK2, and added in a new effects system, ghoul2, scripting, etc, which will affect the game's performance significantly.

     

    I'm sure you know a lot more about JK2's engine than I do, but you say the polygon limit has been doubled from Q3 to JK2. Does that mean JK2 and all of its models and geometry have twice as many polygons? The limit may be higher, but that doesn't necessarily mean there's twice as much geometry in JK2. Even if performance is slow on iPad, things could be optimized to increase FPS, right? Even if it was too slow to run on iPad, like you said, it could probably run on Android well enough. 

     

  5. We don't have the game engine anyway, and it's a moot point since it would never be approved to Google Play due to all the copyright problems therein. The game would suck anyway on a tablet, if it could even run (the iPad/iPhone, which are infamous for having such poor processing power, would probably explode as soon as you turned on dynamic glow or repeater orbs).

    We don't have the engine exactly, but we have iojamp. I think it might technically be legal to port the iojamp to Google Play because the code of iojamp is entirely free and open source (correct me if I'm wrong there). The assets of the game would be the only copyrighted material, but they wouldn't be released on Google Play with the engine. The way Quake 3 on iPad works is you download the game engine which is included in the app, and you have to copy over PK3 files from the game you (hopefully) bought into a folder on the iPad and then you can play the game. It doesn't come with the assets. iojamp could work the same.

     

    As for processing power, I know almost for sure that the game could run on iPad. I have played Quake 3 on my iPad (it's actually an iPad mini) and it ran almost perfectly. I just detected slight chopiness here and there. Overall it was very playable. Maybe dynamic glow and all the extra stuff could be overlooked if it causes a slowdown on the device. Plus, the iPad 4 has an A6 processing chip which is even faster. My iPad mini has an A5 processor chip.

     

    As for the Nexus 7, I don't really know how well the engine would run. I think the iPad actually runs games better, even though the Nexus 7 seems to have somewhat better specs. (1Ghz Quad core Tegra processor, 1GB of ram compared with iPad mini's 512MB ram, A5 processor)

     

    Also, I admit the lightsaber combat controls would suck, but I think the touch controls could work decently when playing it with guns after you got used to it. And, like I said before, a Wiimote or keyboard could be used for play. Heck, maybe you could even swing a Wiimote to swing your lightsaber in game.

     

    Plus, there are practical benefits to porting the game to tablets. Tablets are what the kids play these days. JA and JO could very likely regain some popularity if it was successfully ported.

     

    Everything I just said is pretty much a summary of the entire thread so far.

    Circa likes this
  6. Bump

     

    This is probably a dumb question, but would porting a game engine to iPad/Android require very extensive coding knowledge/experience? I'm thinking of getting a Google Nexus 7 to start learning how to code Android apps (yes, I do have an iPad and I'd rather code for that but I have no Mac. The cheapest one is $600) and I would be interested in porting iojamp to Android. Obviously I need to be reasonably comfortable with the coding languages before I would start working on it, but even then would porting require me to be a code wiz? I guess if anyone could do it though, porting would be a lot more common.

  7. Glad to see some progress! In several years the JK community will thank all of us for doing this. 

     

    Also, If you don't mind, after the bot is finished I'd like to have a look at the source code (unless you want to release the source anyway.) I think it would be a good learning experience for me in programming.

  8. Here are the screenshots of the JK2 main menu from the gamecube. I don't have a capture card, or a decent camera, so I used an emulator to play JK2 on my laptop, and from there, I just took screenshots of the various menus with Print Screen Key :)

     

    I decided to put them all in a .zip archive, which can be downloaded below:

     

    http://d.pr/f/o4qY

     

    Note how there is a movie playing behind the menus. The clip will change, depending on where you are in the SP campaign.

    Ahhhh, nostalgia...I played JK2 on the Gamecube long before I played it on the PC.
  9. @@spior Is the program/bot in a usable state yet? If so, I'd like to test it a bit. Also, are the mods organized by folder or are they all thrown into one folder? It would be cool if they could be added to work with the site mirror so if you click on

     

    downloadac.gif

     

    It actually 'downloads' the file directly right there (effectively copying the file from the user's local mirror folder to their Downloads folder). It might be better that way because the user could read the review and screenshots right there instead of having to find the corresponding file in some folder they downloaded from the bot. I'm not sure how that would be possible though. Your bot would have to scan through the mirror's entire folder and edit the HTML files, editing the links and also would have to move the previously downloaded mods into their corresponding folders in the mirror folder.

  10. So after rebrowsing the JK3files mirror I had created, I found that I actually only had about 80% of all the pages. I took the liberty to redownload the entire website again and this time 99.9% of the pages are saved. I'm going to reupload everything on Box again as a zip file. I'm also going to see about uploading the HTML files themselves, so you can browse the site mirror in your browser directly.

     

    The new download when extracted will total 4.9 GB (as opposed to 3.53 or whatever the previous one was)

  11. There are already games that surpass JKA in terms of graphics on mobile platforms. And we all know that "MOAR BLOOM" is what most of the tablet/phone gamers care about.

     

    Not by that much I don't think. A lot of the games with really good looking graphics only have good graphics in the screenshots on App Store. When you actually have them on your device they look like a Nintendo 64 game. The small number of ones that actually have good graphics don't surpass JO/JA by that much anyway, at least I don't think so. Besides, if you use iojamp which the source is available for, the graphics would probably be able to be improved significantly. 

  12. True. NOVA was pretty simple with controls. COD Zombies was pretty similar too. The only thing is, going from a full keyboard to only a few controls would be a huge jump.

     

    Wouldn't it be possible to use console commands/text chat with an iPad or bluetooth keyboard? You would probably only need the keyboard for MP anyway. SP shouldn't need one unless you use a lot of console commands in it. 

     

    EDIT: couldn't you just use the touchscreen keyboard for that? If it could be implemented that is.

  13. I certainly agree that the mods are of greater importance, but again, I'm not going to manually download 9500 files. Maybe three to four different people including myself can download certain types of mods and upload them. One guy could download all the skins/models for example, then one guy all the maps, etc. and then we could all upload them to the same source. Of course, some script may be able to be used but I have no idea how to create one. We could organize them into folders, etc.

     

    You think that stuff is worth saving...? O.o

    Seriously, I wrote quite a few of the reviews myself and I still don't think they are really worth saving. <.<

     

    Well, in my opinion JK3Files itself represents a large part of the community, or what remains of the community. Losing it would be like loosing everything the JK modding culture had/has. I enjoyed browsing through the site as much as I did playing with the mods (and making them for that matter). 

  14. I am actually thinking about that. All of the mods total about 55GB if I remember correctly and I could easily store that on one of my computers. The only issue is that there are about 9500 mods on JKfiles and there is no way I'm going to manually download each one of those. I'm sure a script could be written to do that somehow, except I would have no idea how to write one.

     

    Plus, I don't know where I could upload 50>GB of data for free. My Box account now has a max of 50GB and I wouldn't want to use all of that up anyway. I do have a thing where if I invite other people to Box though, they get 50 GB of data for free as well. Maybe I could do that and upload all of the files there.

     

    Anyone else want 50GB of free storage on Box.com?

    yeyo JK likes this
  15. The controls actually worked relatively well for me on the iPad (for an iPad FPS game). They worked about as well as NOVA (Gameloft's Halo clone). That game was trash but the controls actually weren't bad once you got used to them. 

     

    You could always implement Wiimote support and play the game with a Wiimote. I've used Wiimotes with the iPad before with emulators and it works really well.

  16. Well, would it be at least partially possible without code work? I thought that was already done with the engine being ported. Obviously moving the Outcast PK3s into the Quake base folder wouldn't work, but perhaps if the JO maps were recompiled to work in Quake 3 that might work. I think at a bare minimum getting the MP maps to work in it are possible. 

     

    Would be an interesting undertaking nonetheless.

     

    EDIT: I just realized, wasn't the Jedi Outcast MP source released? Maybe the MP part of the game could be ported. Better read up on my Objective-C...except I have no access to a Mac, not that I could do an engine port anyway.

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