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RedneckGDX

User is offline   aybe0 

#91

Hi,

Some bugs while testing v0.752 with an Xbox One Controller under Windows:

  • look speed is too slow and cannot be set in the options menu
  • forward movement is too slow and cannot be set in the options menu
  • trying to run with the joystick has no effect at all


Also, shooting chickens has no effect.

Thanks :rolleyes:
0

User is offline   aybe0 

#92

Forgot to mention,

Not sure if it's intended but rednecks can get stuck in the car:

Posted Image

He's not alive by the way !
0

User is offline   m210® 

#93

View Postaybe0, on 30 September 2018 - 05:23 PM, said:

Posted Image


I know about it



And news: I completed my experimental addon support for DukeGDX / RedneckGDX and made a short video :rolleyes:
There is two conditions:
1. Addon must be fully placed in folder or package (zip/grp). It will not working if map will be placed in package and CON files in folder near package.
2. Addon must have main CON file like game.con...this file needs for addon searching algorithm

3

User is offline   aybe0 

#94

Addon looks great !

And please, fix that damn joystick :rolleyes:
0

User is offline   max_nukem 

#95

View PostM210, on 01 October 2018 - 09:36 AM, said:

And news: I completed my experimental addon support for DukeGDX / RedneckGDX and made a short video :rolleyes:

Good Job!
0

User is offline   axl 

#96

M210, is there a ShadowWarriorGDX coming as well ? Cause I'm not really fond of Classic Redux...
0

User is offline   m210® 

#97

View Postaxl, on 01 October 2018 - 12:28 PM, said:

M210, is there a ShadowWarriorGDX coming as well ? Cause I'm not really fond of Classic Redux...

I didn't start to port SW, so I don't know
0

User is offline   aybe0 

#98

Hi M210,

I didn't notice you actually posted the sources !

C# dev here, can you explain how to setup the development environment such as: which IDE are you using and how to get the project up and running ?

Once I get past this, I believe I should be able to implement the missing joystick bits and contribute them to your repository :rolleyes:

Thanks !
0

User is offline   aybe0 

#99

Here's what I've done so far,

- Install the JDK from https://www.oracle.c...ds-2133151.html
- Install IntelliJ Idea
- Import the build.gradle in the IDE
- Create a debug configuration

However when I run it I get the following:

11:16:48 PM: Executing task...

Configuration on demand is an incubating feature.

> Task :help

Welcome to Gradle 4.10.2.

To run a build, run gradle <task> ...

To see a list of available tasks, run gradle tasks

To see a list of command-line options, run gradle --help

To see more detail about a task, run gradle help --task <task>

For troubleshooting, visit https://help.gradle.org

BUILD SUCCESSFUL in 0s
1 actionable task: 1 executed
11:16:48 PM: Task execution finished.


So some build task must be missing, however, I can't find any task when playing with the command line !

What is the problem ?

And the other thing I feel coming is the dependency on BuildEngine which I've cloned as well, will it be picked automatically by gradle or will I have to do something special ?

Thanks
0

User is offline   m210® 

#100

I'm using "Eclipse IDE", not sure that I can't help you with IntelliJ Idea. Also I didn't use gradle, but I remember 'Klimka" built my projects (before I updated libgdx, so I don't know, maybe this gradle doesn't works now)

Maybe you need start wiht my initial commit of BuildGDX, there are .project and .classpath files. Maybe it will help to import project.
It should be two imported folders of each GDX projects (core and desktop).

RedneckGDX-core you need to link with BuildGDX-core, RedneckGDX-desktop - to BuildGDX-desktop and BuildGDX-core
Also you need to add all libraries from "libs" folder to BuildGDX:
[code]
gdx.jar
gdx-controllers.jar

[desktop]
gdx.jar
gdx-backend-lwjgl-natives.jar
gdx-controllers-desktop.jar
gdx-controllers-desktop-natives.jar
gdx-natives.jar
gdx-backend-lwjgl.jar" sourcepath="C:/Users/M210/workspace/BuildEngine/libs/sources/gdx-backend-lwjgl- sources.jar
jna-4.5.2.jar
jna-openal-natives-linux.jar
jna-openal-natives-macos.jar
jna-openal-natives-windows.jar

Also you need add gdx.jar to RedneckGDX-core

And that's all
0

User is offline   aybe0 

#101

Eclipse

Thanks but no matter what I try with Eclipse I'm granted with tons of errors ...

Importing the projects:
Posted Image

Gradle is screwing all of this:
Posted Image

Tons of errors that are certainly easy to figure out when you know the environment but I don't (broken/missing references):
Posted Image

I've also started from scratch by removing gitignore and discarding all changes but to no luck.

If somehow you could try on your side on a fresh git clone and tell me what you did to get it to build that'd be great !


IntelliJ Idea

On the other hand, with IntelliJ Idea it's just working, there were only 3 errors in compilation I fixed easily (BOM encoding):

C:\M210\BuildEngine>git diff
diff --git a/core/src/ru/m210projects/Build/Engine.java b/core/src/ru/m210projects/Build/Engine.java
index cebdce1..7b59ec2 100644
--- a/core/src/ru/m210projects/Build/Engine.java
+++ b/core/src/ru/m210projects/Build/Engine.java
@@ -1,4 +1,4 @@
-<EF><BB><BF>// "Build Engine & Tools" Copyright (c) 1993-1997 Ken Silverman
+// "Build Engine & Tools" Copyright (c) 1993-1997 Ken Silverman
 // Ken Silverman's official web site: "http://www.advsys.net/ken"
 // See the included license file "BUILDLIC.TXT" for license info.
 //
diff --git a/core/src/ru/m210projects/Build/FileHandle/RFFResource.java b/core/src/ru/m210projects/Build/FileHandle/RFFResource.java
index 799106d..b13ae1a 100644
--- a/core/src/ru/m210projects/Build/FileHandle/RFFResource.java
+++ b/core/src/ru/m210projects/Build/FileHandle/RFFResource.java
@@ -1,4 +1,4 @@
-<EF><BB><BF>// This file is part of BuildGDX.
+// This file is part of BuildGDX.
 // Copyright (C) 2017-2018  Alexander Makarov-[M210] (m210-2007@mail.ru)
 //
 // BuildGDX is free software: you can redistribute it and/or modify
diff --git a/core/src/ru/m210projects/Build/Render/Polymost.java b/core/src/ru/m210projects/Build/Render/Polymost.java
index dd1dc94..eb40def 100644
--- a/core/src/ru/m210projects/Build/Render/Polymost.java
+++ b/core/src/ru/m210projects/Build/Render/Polymost.java
@@ -1,4 +1,4 @@
-<EF><BB><BF>/*
+/*
  * "POLYMOST" code originally written by Ken Silverman
  * Ken Silverman's official web site: "http://www.advsys.net/ken"
  * See the included license file "BUILDLIC.TXT" for license info.


The code builds:

Posted Image

However, while it builds I can't find any jar to debug :rolleyes: another thing that is certainly a breeze to fix but I'm a Visual Studio guy

When it's all done, it'll be more or less a matter of fiddling with gdx docs and implement missing bits, as far I understand, the GUI currently does not save all bindings and some should be added to the GUI, then figure out and fix why running and movement speed are broken when using the joystick.

By the way, I'm curious as on how you are reverse engineering the game, by manually fixing the output from IDA Decompiler or do you have some other secret tricks ?

PS forgot to mention, while I really had a hard time with gradle, it seems like it would be of great use if fixed properly, i.e. as I understand it's kinda a CMake that can generate projects for any particular IDE; that would make the whole process easier in the future.

This post has been edited by aybe0: 05 October 2018 - 07:47 PM

0

User is offline   aybe0 

#102

Just got it to work actually :rolleyes: :P :)

Posted Image

Not so obvious from C# world, you have to create an artifact to generate a JAR, quickly figured out why it hanged on startup with debugger (icons and missing .ART, just copied them for the time being).

That's really cool now, I'll be able to take a look and hopefully fix things out !
1

User is offline   aybe0 

#103

I have PR'd you about my first fix : persistent joystick bindings, they're saved now !

In regards to the running with joystick, the value of 20 below was not enough, to actually replicate the same behavior as the keyboard it should be 80 instead:

https://gitlab.com/m...trols.java#L347

However not sure what to do then, you hard-coded autorun if user is past a certain threshold in the stick. Obviously the assigned run button is now useless ... should this behavior be used instead ? Or maybe add an option in the menu to let the user decide ?

:rolleyes:

This post has been edited by aybe0: 05 October 2018 - 09:52 PM

1

User is offline   aybe0 

#104

Also, wanted to mention, I'd like to add the feature I requested about for BloodGDX but didn't do it:

power to the N interpolation for joystick axes

That would allow for finer aiming, I would set it to 1.0 by default what'd make it linear by default (disabled) so all games relying on the engine would not see their behavior change. Later all that would be needed is to add an extra slider to its options so user can decide, e.g 3.0 for finer aiming.

What do you think ?

This post has been edited by aybe0: 05 October 2018 - 10:02 PM

0

User is offline   m210® 

#105

View Postaybe0, on 05 October 2018 - 07:44 PM, said:

By the way, I'm curious as on how you are reverse engineering the game, by manually fixing the output from IDA Decompiler or do you have some other secret tricks ?

I'm using IDA Pro for RE, and Hiew (hex editor with asm) if decompiled code not readable.

View Postaybe0, on 05 October 2018 - 07:44 PM, said:

PS forgot to mention, while I really had a hard time with gradle, it seems like it would be of great use if fixed properly, i.e. as I understand it's kinda a CMake that can generate projects for any particular IDE; that would make the whole process easier in the future.

I don't know how gradle works, so for me it's easly to delete this file from git

aybe0 said:

However not sure what to do then, you hard-coded autorun if user is past a certain threshold in the stick. Obviously the assigned run button is now useless ... should this behavior be used instead ? Or maybe add an option in the menu to let the user decide ?

If we consider that no one plays without autorun, it’s just buttons saving. Anyway with this feature you can went with and without run.

aybe0 said:

power to the N interpolation for joystick axes

That would allow for finer aiming, I would set it to 1.0 by default what'd make it linear by default (disabled) so all games relying on the engine would not see their behavior change. Later all that would be needed is to add an extra slider to its options so user can decide, e.g 3.0 for finer aiming.

What do you think ?

Ok, if you can make this. I don't want to bother with it now
0

User is offline   aybe0 

#106

View PostM210, on 06 October 2018 - 12:58 AM, said:

I'm using IDA Pro for RE, and Hiew (hex editor with asm) if decompiled code not readable.

I don't know how gradle works, so for me it's easly to delete this file from git

If we consider that no one plays without autorun, it’s just buttons saving. Anyway with this feature you can went with and without run.

Ok, if you can make this. I don't want to bother with it now



Looking into it, what I'll do basically is I'll add stuff to the engine instead of replacing things, then i'll wire Redneck. That way other games won't be affected at all.
I've got much better joystick by now, my approach is already way better than current where there was a sharp change in speed when you got past the hard-coded limit :rolleyes:
Also looking onto adjusting the GUI as both sensitivity sliders are way too disparate.

By the way, do you know what causes the look axis to slow down at edges ? I couldn't find anything so far.

In regards to reverse engineering, I'm trying to figure out Wipeout physics coz' I am too working on a modern engine :P
I'd appreciate a few tips for you with IDA as you clearly found a good way to reverse things out. I'll ask you later when I'm done with Redneck.
0

User is offline   aybe0 

#107

@M210

I'm done with the joystick improvements, no changes to BuildEngine, rather additions; see my PRs.

Now I can enjoy the game with good joystick support :rolleyes: I'll take note of issues I encounter and eventually try to bug fix them by myself or let you know otherwise.

What you could do now is to publish a release with changes in my branch to get public feedback, when it sounds good to you do the merging !
1

User is offline   aybe0 

#108

Sorry, I didn't spot merging issues on my previous PRs but also on one I've just posted ... looking into it right now !
0

User is offline   aybe0 

#109

Alright, all green at Gitlab PRs ! Had to juggle a bit with Sourcetree to add upstream, not very comfortable with IntelliJ Idea VCS.

By the way, well done, your code base is pretty good and straightforward to use. :rolleyes:
0

User is offline   m210® 

#110

View Postaybe0, on 07 October 2018 - 06:07 PM, said:

Alright, all green at Gitlab PRs ! Had to juggle a bit with Sourcetree to add upstream, not very comfortable with IntelliJ Idea VCS.

By the way, well done, your code base is pretty good and straightforward to use. :rolleyes:

Thanks :P Yep, I merged your code :)

I'm successfully RE'd build games because I have a port of source code (build engine), so it's more easy to RE something with src :D

View Postaybe0, on 07 October 2018 - 06:07 PM, said:

By the way, do you know what causes the look axis to slow down at edges ? I couldn't find anything so far.

I think it's just a sensor nonlinearity. It's dfferent for each gamepads

This post has been edited by M210: 07 October 2018 - 10:04 PM

0

User is offline   Phredreeke 

#111

I've put together a set of high-res posters for RedneckGDX. They have been processed to match the original in-game posters in color and brightness. Two sets are included in the pack, one is color reduced to the game's original palette with some tears and worn edges added, the others have been kept as true color without tears or worn edges.

https://files.fm/f/8ymxg9pv

Gallery of in-game screenshots + comparison
https://imgur.com/a/vgRnQw4
2

User is offline   Mark 

#112

Does this mean you found the high res originals on the web somewhere?
0

User is offline   HoboDerg 

#113

Bug with all RedneckGDX versions so far. Anisotropic filtering setting will reset to zero each time the game is quit and launched again. If i first set 16x AF it works well in game, but when i exit the game and then launch it again i can visually see that it's zero. If i go to video options, it will still show as 16x but when i exit video options and then enter it again, it shows AF as zero.

I think BloodGDX had the same issue, but i don't have that installed atm so i cant double check.

Also, doing first launch after clean install of RedneckGDX and BloodGDX, settings (crosshair size, video options etc.) will reset to default after quitting the game. They will stick except the AF setting after launching game and setting them again.

EDIT: I have Nvidia 960GTX and i use Windows 10.

This post has been edited by HoboDerg: 08 October 2018 - 01:31 PM

0

User is offline   aybe0 

#114

View PostM210, on 07 October 2018 - 10:03 PM, said:

Thanks :rolleyes: Yep, I merged your code :P

I'm successfully RE'd build games because I have a port of source code (build engine), so it's more easy to RE something with src :)

I think it's just a sensor nonlinearity. It's dfferent for each gamepads


Yes, if you got hold of the sources that's clearly of big help !

For the sensor i'm not sure to be honest, your function doesn't seem to do anything that is non linear ... anyway.
0

User is offline   Zaxx 

  • Banned

#115

View PostMark, on 08 October 2018 - 11:38 AM, said:

Does this mean you found the high res originals on the web somewhere?

That's easy to do, all of the posters are for real movies... well, if you consider Troma films real movies that is. :rolleyes:

This post has been edited by Zaxx: 08 October 2018 - 05:17 PM

1

User is offline   IdrisALG 

#116

Been using RedneckGDX as of late and there's no music, no matter what Midi player I use. Is it a bug or the music in general hasn't been added to the source port yet?
0

User is offline   Phredreeke 

#117

You have to convert the music to Ogg Vorbis format and then set RedneckGDX to use CD audio in the sound menu. Fgsfds put together a package for people with the Steam release with the soundtrack already converted, easiest way would be to use that.
0

User is online   fgsfds 

#118

View PostIdrisALG, on 08 October 2018 - 09:58 PM, said:

Been using RedneckGDX as of late and there's no music, no matter what Midi player I use. Is it a bug or the music in general hasn't been added to the source port yet?


There's no midi music in RR. Check readme.txt.
0

User is offline   Aristotle Gumball 

  • banned!

#119

View PostHoboDerg, on 08 October 2018 - 01:26 PM, said:

Bug with all RedneckGDX versions so far. Anisotropic filtering setting will reset to zero each time the game is quit and launched again. If i first set 16x AF it works well in game, but when i exit the game and then launch it again i can visually see that it's zero. If i go to video options, it will still show as 16x but when i exit video options and then enter it again, it shows AF as zero.

I think BloodGDX had the same issue, but i don't have that installed atm so i cant double check.

Also, doing first launch after clean install of RedneckGDX and BloodGDX, settings (crosshair size, video options etc.) will reset to default after quitting the game. They will stick except the AF setting after launching game and setting them again.

EDIT: I have Nvidia 960GTX and i use Windows 10.


This sounds like something that would happen if you install in Program Files and don't have admin privileges. I don't have this issue, nor do my friends.
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User is offline   HoboDerg 

#120

View Postthricecursed, on 09 October 2018 - 12:45 AM, said:

This sounds like something that would happen if you install in Program Files and don't have admin privileges. I don't have this issue, nor do my friends.


I don't have RedneckGDX installed in Program Files and it's not installed C: drive. I gave it full privileges in editing menu, but it didn't work. It's just this AF setting that keeps resetting everytime, so it looks like a bug to me.

This post has been edited by HoboDerg: 09 October 2018 - 03:39 AM

0

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