BazookaBear on 1/2/2021 at 20:29
I was reading the FM stats thread and I saw that people were speculating that FMEditor would bring some fresh blood. Well, The announcement definitely motivated me to begin writing and planning my first FM(s). I'm eagerly waiting for updates on this. Keep up the amazing work guys!
Marzec on 1/2/2021 at 20:46
Thank you BazookaBear. Glad we inspired you. We will keep you all updated, so stay tuned!
Marzec on 18/3/2021 at 10:20
Hi Folks :) Our very first developer update is now here!!! :eek: :cheeky:
:cool: Book your time, sit down and have a look on our work-in-progress editor in this 0,5h video:
[video=youtube;epmTvLwDay0]https://www.youtube.com/watch?v=epmTvLwDay0[/video]
Waiting for your comments/questions/feedback!
Konrad (me) & Juliusz (PinkDot)
Revae on 11/5/2021 at 04:41
Looks pretty rad, I gotta say. I never played with DromEd, but I might crack this one open when it's done.
Reminds me a lot of the old UnrealEd that shipped with Unreal and UT99, but with some more modern features.
Volca on 11/5/2021 at 10:28
This already looks too great! Looking forward to see how you do portalization and lightmapping passes - you can probably find some inspiration in the gtkradiant project - I remember being able to get the basic CSG concepts from that project when I tried doing a map compiler in perl aeons ago.
Do you guys have all the remaining data structures mapped out? PHYS chunk? I have some notes still on that if you'd like to have those.
Btw - Konrad - are you by any chance the dude that approached me a time ago on the openDarkEngine project? His name was also Konrad.
PinkDot on 11/5/2021 at 16:05
Thanks - portalization and lightmapping is still far ahead - in the first phase we'll rely on Dromed for processing the missions files.
Quote:
Do you guys have all the remaining data structures mapped out? PHYS chunk? I have some notes still on that if you'd like to have those.
Not all of them yet. For the reason mentioned above, physics chunks have not been fully reverse engineered yet. I'd be definitely happy to take any notes you might have!
Right now I'm finalizing the Objects System - getting every data structure correct down to every single byte is a bit of a pain now - I mean very tedious task. Especially dealing with Thief 1 and 2, where structs have changed, but not the versions of chunks. Very sloppy, LGS - if you read me - very sloppy... ;)
Quote:
Btw - Konrad - are you by any chance the dude that approached me a time ago on the openDarkEngine project? His name was also Konrad.
Not going to answer for Konrad, but I have also approached you millenias ago - back in 2012, I think. I've been asking for WorldRep format, when I was writing my import script for 3dsmax. That kinda slowly started the process, so in a way, you have your contribution to this project, too! :)
Volca on 12/5/2021 at 06:33
Quote Posted by PinkDot
Thanks - portalization and lightmapping is still far ahead - in the first phase we'll rely on Dromed for processing the missions files.
Not all of them yet. For the reason mentioned above, physics chunks have not been fully reverse engineered yet. I'd be definitely happy to take any notes you might have!
No problem! You might've already seen this file as it is in the repo, but this should be most of what I was able to decypher (
https://github.com/volca02/openDarkEngine/blob/master/proto/PHYS_SYSTEM/readphs.cpp) https://github.com/volca02/openDarkEngine/blob/master/proto/PHYS_SYSTEM/readphs.cpp There's still work to be done, notably around Phys contacts. What further complicates things for you is that this thing is generated not only from the object system, but also from the models - so you'll probably have to implement, at least rudimentary, support of loading BIN files (and probably .CAL files as well).
Quote Posted by PinkDot
Right now I'm finalizing the Objects System - getting every data structure correct down to every single byte is a bit of a pain now - I mean very tedious task. Especially dealing with Thief 1 and 2, where structs have changed, but not the versions of chunks. Very sloppy, LGS - if you read me - very sloppy... ;)
That's not a simple task. Especially some details around ACT/REACT as I remember were problematic.
Quote Posted by PinkDot
Not going to answer for Konrad, but I have also approached you millenias ago - back in 2012, I think. I've been asking for WorldRep format, when I was writing my import script for 3dsmax. That kinda slowly started the process, so in a way, you have your contribution to this project, too! :)
Oh yes, I remember you! Glad you kept working on projects around Dark Engine.
I hope at least my WorldRep work finds a way to be useful, but frankly in a few months we can get big parts of the dark engine source code from the NightDive guys (at least that's what has been promised) - so your work should get a tad easier then (but I hope it will spark new projects). Crossing fingers.
PinkDot on 12/5/2021 at 12:32
Thanks for the link - I'll have a deeper dive into it, when time comes. :thumb:
Quote:
What further complicates things for you is that this thing is generated not only from the object system, but also from the models - so you'll probably have to implement, at least rudimentary, support of loading BIN files (and probably .CAL files as well).
Ah, yeah - we'll be obviously loading .bin files entirely for the editor anyway, so this should be covered, when it comes to building physics related chunks.
Quote:
That's not a simple task. Especially some details around ACT/REACT as I remember were problematic.
Oh, yes - parts of the structs are dynamic - I had to do some extra gymnastics to get it working. Now my focus is to get all the structs supported from all 3 games and their versions (NewDark or OldDark). This is just very... unattractive part of the project, so to speak.
Quote:
I hope at least my WorldRep work finds a way to be useful,
I had been using your code for .bin mesh loading as well, not just worldrep - very useful!
Quote:
but frankly in a few months we can get big parts of the dark engine source code from the NightDive guys (at least that's what has been promised)
I'm not too familiar - are they releasing source code for SS2? Is it going to be different from the one that got already leaked?
Marzec on 12/5/2021 at 15:49
I'm happy to see your reply, Filip :)
Quote Posted by Volca
Btw - Konrad - are you by any chance the dude that approached me a time ago on the openDarkEngine project? His name was also Konrad.
Yes, (
https://github.com/ktalik/openDarkEngine/pull/1) It was me :D
Thanks for sharing this. Personally, I might eventually try to reach you in relatively mid-far future, as soon as I'll be going deeper into mission build process topic. For now, all that keeps me busy is editor GUI and 3D render itself :)
Quote Posted by Volca
but frankly in a few months we can get big parts of the dark engine source code from the NightDive guys (at least that's what has been promised) - so your work should get a tad easier then (but I hope it will spark new projects). Crossing fingers.
(
https://static1.fjcdn.com/comments/Do+you+think+you+can+just+come+here+and+tease+_73e5c107ce6cc4f88daba35619552679.jpg) Hmmm. NightDive develop their SS in Unreal Engine. I wasn't aware of the fact this has something to do with original engine being released to public.
Volca on 13/5/2021 at 08:14
Oh how the turn tables! :D
Quote Posted by Marzec
Thanks for sharing this. Personally, I might eventually try to reach you in relatively mid-far future, as soon as I'll be going deeper into mission build process topic. For now, all that keeps me busy is editor GUI and 3D render itself :)
No problem, I'm not sure if I still have enough knowledge in my head but I will try returning to the project to gather info for you, should you need my help.
Yea NightDive are preparing both SS1 and SS2 releaseses - SS1 is a remake, whereas SS2 is a remaster. They are teasing stuff on (
https://twitter.com/NightdiveStudio/status/1389255150481547267/photo/1) twitter constantly, but what I was referencing were messages dropped by Stephen Kick himself, lately they have been active on (
https://www.systemshock.org/index.php?topic=11449.0) systemshock.org - he's mentioning the source code release there too.
I know about the leaked source code, but it is legally a grey area to work with so that is a no-go for an open source project. This would clear things up and open some doors, so I'm hopeful.