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Teancum

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Posts posted by Teancum

  1. Still waiting for the TV to be free (family is using it now), but I realized something. There may be checksums on the gob, particularly in MP. I found references to such in the original MP source, so odds are if mods are available it may be SP only as we shouldn't compile new executables.

     

    ***EDIT***

     

    Ran the SP executable this time. I got to the splash screen at least before locking up. I'll look at the SP source again. Problem is that it is far more modified than MP from where we seemingly were doing some tests on 360. Still, it looks like they were aiming to run gobs, so maybe that code is untouched. I'll look to see if there's some checksum against the gob

  2. I'll get right to it, then discuss below:

    • Blaster pistol customization support (like lightsabers) -- select blaster model, blaster bolt color and secondary fire mode (i.e. 3-shot burst, charge, stun). This would also free a weapon slot for modders as they could replace the bryar if they wanted
    • FEEDER_Q3HEADS support for single player -- I have a menu already set up so that players choose either species or something from the MP character list, but it doesn't actually pull the list in SP
    • An "it's hard coded" list -- essentially what assets are limited. Like 64 max saber hilts, 400 NPC limit, etc. Not really a code thing, but to fish through as an individual to find all these might be a bit overwhelming, whereas the community as a whole could probably put a list out quickly

    So the first one probably isn't really an OpenJK thing, but more of an enhancement for some fork off of OpenJK. That might be more of a JK:E or some unofficial JA patch type thing. The feeder issue I think fits in as it's just an improvement to the original code. I don't have the latest build of OpenJK on my machine, so maybe this was fixed at some point, but I know it doesn't work with the base game. As far as the hard coded list is concerned, it'd be nice to know what the original limits were, if they've changed, etc.

     

    Thoughts?

  3. Hmm, that's not it. Both the original extraction and the re-extraction have the same number of files/folders taking up the same number of bytes. I verified this against using QuickBMS and the Vicarious Visions script. All three results were the same number of files/folders as well as the same byte size after extraction.
     

    ***EDIT***

     

    At least you know the executable works correctly. I wonder if its a version-specific thing with zlib. Are you using the original one in the codebase or one of the updated versions?

  4. So first run of an updated assets.gob froze the console. I got to the boot screen, but it never fully loaded the game. In looking the updated archive is roughly 1/5 of the original archive, and that's with adding a few things. Are there compression level settings in the code? Perhaps it compressed too much. I'll test with a simple extraction/recompress --> no new files.

     

    ***EDIT***

     

    So using a clean copy of the files produces the same result. The file controller (.gfc) matches the original in bytes, but the game doesn't seem to like the .gob archive itself. My first guess is compression level. For comparison, the original file sits at exactly 222,932,992 bytes, while the new, recompressed version is 52,457,472 bytes.

  5. Yeah, I have BSPthing compiled to split the BSP. It works, but errors out after the last split. Not sure if there's extra data at the end or of there's an actual error. I'll have to check. So specifically Xbox textures need to be DXT3 DDS, max of 256x256 (small, I know). In other games loadscreens can be 512x512, but I'll have to test that as well. Sounds are banked separately, so if people are looking for the ability to dump them into a pk3-->gob, no can do (they live outside the gob in their own archive). Tools might already exist if it's a proprietary Xbox format, but I'll have to look into it more.

     

    I did try using an Xbox .glm on PC, but it crashed, so I'm unsure if PC .glms will work on Xbox. I'll see what Modviewer shows (I think that's what it's called -- the model viewing app?). I'm wondering if the skeleton wasn't further simplified or something. Vicarious Visions optimized several other formats for other ports they did, like Doom 3. If nothing else code comparison for Ghoul2 between OpenJK and the Xbox code should provide some answers, but I'll try the simplest solutions first. I think it's only fitting to try the Jedi Academy Bonus Map Pack first.

     

    So speaking of maps, I'm curious -- will a Jedi Outcast MP map play in Jedi Academy without any modifications? I feel like I remember issues with bots, but it's been AGES since I've messed with it. There are a few mod maps from JO I want to play.

  6. Dude. Holy fuck.

     

    Wrote gobconvert which converts a PK3 directly into a GOB and GFC, and now I can understand why they decided to use this format. As a baseline, I'll use hdassets0.pk3 from JK2:Enhanced.

    • No compression: 23,261,184 bytes (0% compression ratio)
    • PK3/Minizip compression: 18,108,416 bytes (22.15% compression ratio)
    • GOB file (jediCodec, bitmask 1): 1,249,280 bytes (94.6% compression ratio)
    • RAR ("best" quality): 528,679 bytes (97.72% compression ratio)

    GOB is pretty damn good, suprisingly.

     

    Next version will be coming out soon hopefully. I just need to finish up some stuff and it'll be good to go.

    GOB support for OpenJK confirmed? :D

  7. I absolutely wish there were more people making maps. However I agree that the community should be able to focus on what they want. At this point, some 13-14 years since the game's release we're lucky the community has as much health as it does. And I think we see so much focus on models because of the multiplayer focus. Most mod maps only run on special servers that are half of the time password protected, so people don't see the need to create in that zone.

  8. I dunno, I personally love the fact that retro mods exist. There are ton of old school mods that are great, so why not new mods in old engines? Whether this is any good remains to be seen, but I don't need every mod to be in a modern engine, especially given that additional work required to make mods in modern games.

     

    ***EDIT***

     

    I just installed and played about 10 minutes of it. It wasn't fun. I'm a bit disappointed it wasn't more Dark Forces and less Duke. It's not the visuals, it just doesn't feel like Star Wars.

    Cerez likes this
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