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Very Hot Topic (More than 25 Replies) Klingon Honor Guard (Read 22514 times)
MusicallyInspired
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Re: Klingon Honor Guard
Reply #30 - Apr 25th, 2014 at 10:52am
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Nice! It's just another problem with KHG's UnrealEd not being able to customize any actors without crashing, again why I'm excited for the possibility of a KHG 227.
  

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MusicallyInspired
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Re: Klingon Honor Guard
Reply #31 - Apr 26th, 2014 at 8:49pm
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Ok, running into trouble getting this working. I've made a new UnrealGold folder and put the contents of Klingons.rar into the System folder. I then copied the sound, texture, and map assets from my KHG folder to the new Unreal Gold folder in their respective subfolders. When I try to open a KHG map it says there are still things missing. Specifically classes from Core. When I replace Core.u with the one from KHG, however, the game crashes on startup instead saying that it can't find those classes. Specifically 'Core.StringProperty'. When I copy over the Core.dll as well, it says:

"The procedure entry point
??0UClass@@QAE@W4ENativeConstructor@@KKPAV0@1VFGuid@@P
B_W33KP6AXPAX@ZP8UObject@@AEXXZ@Z could not be located in
the dynamic link library Core.dll."

So obviously the old Core.dll is not compatible with Unreal Gold and Unreal Gold's Core.dll is not compatible with Klingons.u. So....what do I do?

Other levels like klingons.unr can't find classes for Klingon captains. Another one couldn't find the class for an Andorian. Are they not in Klingons.u? The multiplayer levels work fine, however. As well as the weapons (except for the flying disc which freaks out when you try to recall it). They don't have any enemy classes in them, though.
  

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Re: Klingon Honor Guard
Reply #32 - Apr 26th, 2014 at 10:29pm
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Are you using Unreal Gold 226, or Unreal 227? That KHG file was modified specifically for 227.

As for Core.DLL, you should NEVER replace that. From Unreal 227 to Unreal Tournament, from Unreal Tournament to Unreal, etc.
  

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Re: Klingon Honor Guard
Reply #33 - Apr 26th, 2014 at 10:41pm
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I'm using 227.

Ok, if I keep all the DLL and U files the same and just add Klingons.u, when I try to load a level (like M02, the first level) it gives me an error:

Code
Select All
Failed to enter m02: Can't find file for package 'WinDrv'

History: UGameEngine::Init <- InitEngine
 



When I add the WinDrv.U file from KHG (which is absent from Unreal Gold) it complains:

Code
Select All
Can't find Class in file 'Class Core.StringProperty'

History: UObject::SafeLoadError <- UObject::StaticLoadClass <-
UGameEngine::Init <- InitEngine
 




When I also add WinDrv.dll from KHG (which overwrites the one in Unreal Gold) the errors become a little more unintelligible:

Code
Select All
The procedure entry point ?OnKeyDown@WWindow@@UAEXD@Z
could not be located in the dynamic link library Window.dll.
 



It spits that out twice then shows the Core.StringProperty error again before quitting.

Are we just not supposed to be able to open any single player levels anyway at this point?
  

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Amaroq Clearwater
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Re: Klingon Honor Guard
Reply #34 - Apr 26th, 2014 at 10:46pm
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It is possible the wrong Klingons.u file was uploaded.
  

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Re: Klingon Honor Guard
Reply #35 - Apr 26th, 2014 at 11:59pm
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Hmm. Can you confirm, ShinDarkfox?
  

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ShinDarkfox
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Re: Klingon Honor Guard
Reply #36 - Apr 27th, 2014 at 2:33am
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Alright, I'll be uploading a newer version that supports M02 and M03 including the WinDrv.u I'm using.

http://tempsend.com/966927D96C

And there it is... it should work, it is working for my 227i.

Oh, there is also support for the intro loop map under KlingonIntro game type. I may include this later in the rotation when things are more refined.

Note: This is only a test version, I'm going to try focusing on just getting things to work as accurately as they are intended than adding more compatibility to maps. I also have a hack that forces Klingon ladders to spawn 227 ladders which works fairly well so far.

Basically I'm going to have to systematically update KHG to meet the more updated U1 engine since it was built on an early one. Of course this also makes it easier than converting say... Deus Ex and X-Com: Enforcer, those were a far greater hassle to get anything to even partially work. KHG is... vanilla when it comes to core optimizations.
  
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Re: Klingon Honor Guard
Reply #37 - Apr 27th, 2014 at 4:43am
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Awesome! Thanks for sharing this! I understand the proper way to go about it is to get everything working from the ground up before adding compatibility for specific maps. I didn't realize that the SP maps weren't technically "supported" yet. Still, it's fascinating to run through!

I notice that your character is much smaller compared to that of the character you play in KHG itself. I feel like a hobbit lol. Interesting to see the difference there. I also notice that the models don't have any smooth shading as far as I can tell. They seem a lot more blocky with visible triangles than in KHG. Is this a renderer difference?

Amaroq Clearwater wrote on Apr 24th, 2014 at 8:55pm:
Yes, 227 supports Ogg Vorbis Tongue
BeyondTheSun.umx is actually an Ogg.


Hmm, how do I create UMXs from OGGs with UnrealGold's UnrealEd? It doesn't end up actually converting and UnrealEd becomes unstable and doesn't respond to anything until I close it, after which it gives an error message about the Main Loop.

Never mind, I figured it out. Stupid moment. Just used to working with UnrealEd 219's interface.
  

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Amaroq Clearwater
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Re: Klingon Honor Guard
Reply #38 - Apr 27th, 2014 at 4:59am
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Once the guy with the name I can never spell write implements MO3 support, you can effectively have Oggs with loop points (skipping a bit of the beginning when looping.)

An MO3 is created by taking an ImpulseTracker module, loading it with the MO3 software, and then replacing every sample with either MP3, Ogg or some-lossless-codec I haven't tried.

Works especially well with the UT3 soundtrack! :3 (I'll email you two the test files tomorrow.)
  

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Re: Klingon Honor Guard
Reply #39 - Apr 27th, 2014 at 5:02am
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I'm familiar with OGG loop points by use of custom metadata (LOOP_START/LOOP_END in pcm samples). I've used them for the SC-55 MIDI soundtracks I recorded for Doom and Duke3D. EDuke32, ZDoom, and other source ports use it, perhaps it shold be considered for Unreal Gold as well, if possible. It's beautiful. Love the seamless sound. I have the tracks fade out at the end as well for listening pleasure, but you'd never know it when playing in-game. Smiley
  

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Re: Klingon Honor Guard
Reply #40 - Apr 27th, 2014 at 5:54am
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That actually turns me on slightly... As in it is turning my Audacity mode back on... To send you the Metroid Prime soundtracks as Oggs so you can demonstrate with something I am already familiar with Tongue

All joking aside, I seriously need to get some sleep.
  

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Re: Klingon Honor Guard
Reply #41 - Apr 27th, 2014 at 7:16am
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MusicallyInspired wrote on Apr 27th, 2014 at 4:43am:
I notice that your character is much smaller compared to that of the character you play in KHG itself. I feel like a hobbit lol. Interesting to see the difference there. I also notice that the models don't have any smooth shading as far as I can tell. They seem a lot more blocky with visible triangles than in KHG. Is this a renderer difference?


1) The only thing I've noticed is that in character selection the characters are small (probably the initial sizing KHG does), in real comparison (ingame) they are a bit taller than Male One. Which is actually rather accurate if you take Worf into account.

2) Probably a renderer difference... everything is a little different visually... would you be willing to make a side-by-side screenshot?
  
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Re: Klingon Honor Guard
Reply #42 - Apr 29th, 2014 at 2:13am
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Sorry for the delay.

Here are some comparison screenshots of roughly the same area (different positions to take advantage of maximum lighting). You can see the Bat'leth, storage containers, and the dead klingon warrior are all quite jagged and 'box-ish' in KHG 227 compared to the original. As if smoothing was not added to the final model. I know this was an important part of modelling around the Half-Life era with MDL models, but I don't know what Unreal's model format is like and what information it retains separate from the engine/renderer. If it's part of the model, I'm not sure how the smoothing information wasn't carried over when copied to 227. If it's part of the renderer that doesn't make much sense either because Unreal's models have it. If it's part of the code then it might make sense that Klingons.u isn't perfectly converted over yet. I don't really see how it would have anything to do with that, though.

http://i.imgur.com/7mmK4EX.jpg
http://i.imgur.com/x3ZLQ4r.jpg

I'm also running KHG Classic with a nGlide (a 3DFX wrapper) which WAS superior back then to both Direct3D and OpenGL, but the dispersion pistol weapon in Unreal Gold and every other model in the regular Unreal campaign are all smoothed and nice-looking.
  

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Amaroq Clearwater
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Re: Klingon Honor Guard
Reply #43 - Apr 29th, 2014 at 6:29am
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Try running KHG Classic without nGlide and KHG 227 with nGlide. I am not sure if it will do anything, but I try to collect as much data as I possibly can before jumping to conclusions.
  

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Re: Klingon Honor Guard
Reply #44 - Apr 29th, 2014 at 6:43am
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Well, if you look between KHG and 227 the lighting is majorly different so yes, there is that. I wonder how I could adjust for that...

Update 1: Lighting IS certainly different but graphics are kinda blocky in the default KHG renderer on my end. Maybe it was something the 3DFX renderer did... investigating...

Update 2: It does appear to be lighting not giving everything those smoother edges... hm...

That being said, recent things:

-Changed ladder implementation to have a 10 collisionradius so a sewer ladder will work in the M03 sewers as well as a conditional check for DR12 so the bunk ladders work. Still need to do more tweaks to reduce "ladder spazzing."

-KlingonSinglePlayer is available through BotMatch but trying to make it work through the NewGame menu and level transitions work better.

-Level transitions in KlingonSinglePlayer work fine, just no score screen yet.

-Several little things to bring code more to spec with 227, next is to update general messages.

Glitches:

-Despite the code and fonts being there, no text appears on the HUD or menus. Must have been a change that isn't picking up for 227...

-Droids explode into an amazing shower of lag inducing bits and overlapping effects and sounds. Need to just force it to stop spawning gibs and effects. Funny this is how it is going with just the vanilla corpse.

-Sound issue still exists from earlier. Inexplicably mute enemies do not yell their lines even though they should be. Logs show it is being called. I REALLY wish somebody knew what was going on because I do not.

-"Ladder spazzing."

-Some weapon aiming problems but I'm sure I can track it down. And I need to fix it so bots can actually aim with them.

Anyways, got finals coming up so I'll be focusing on that. But when this gets to working better I will be looking to implementing cutscenes and music.
  
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