Moonfish Progress Reports

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Moonfish Progress Reports

Postby JacksonCougar » Sun May 31, 2015 11:24 pm

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So I've been tinkering around with Bullet3 (using BulletSharp wrapper) and kinda got this working. It janky as hell but coming along.

Some notable milestones were made in moonfish over the last month as well:
moonfish is now based on the c-sharp codeDom code-compiler and pulls tag-layouts from h2vGuerilla.exe directly
moonfish can load shader assests and try to render them in opengl (still no native shaders though)
moonfish can rebuild cachemaps (.map files) incorporating changes made to tags in memory with the output
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Re: Moonfish Progress Reports

Postby XZodia » Sun May 31, 2015 11:51 pm

Map rebuilds? Like full rebuilds?
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Re: Moonfish Progress Reports

Postby JacksonCougar » Mon Jun 01, 2015 12:47 am

XZodia wrote:Map rebuilds? Like full rebuilds?

Yea, it parses the tags out of the cache like entity would, but it doesn't shift anything around, it just re-writes the file then does a deletion-move operation on the existing file. So its a rebuild not the same map.
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Re: Moonfish Progress Reports

Postby XZodia » Mon Jun 01, 2015 10:21 am

So can you add tags from other maps?
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Re: Moonfish Progress Reports

Postby JacksonCougar » Mon Jun 01, 2015 11:09 pm

XZodia wrote:So can you add tags from other maps?

Kinda. It just doesn't relink the string or tag Idents because I've been mulling over how I want to do that still.
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Re: Moonfish Progress Reports

Postby XZodia » Mon Jun 01, 2015 11:24 pm

cool
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Re: Moonfish Progress Reports

Postby JacksonCougar » Mon Jun 01, 2015 11:56 pm

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Re: Moonfish Progress Reports

Postby XZodia » Tue Jun 02, 2015 1:08 pm

That is some seriously awesome shit.
Get a download up!
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Re: Moonfish Progress Reports

Postby JacksonCougar » Wed Jun 03, 2015 12:30 am

I have to finish some stuff before I can release anything and I have some milestones to meet first. When I release moonfish will have a working scenario editor though, with spawn adding and removing, and placements.
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Re: Moonfish Progress Reports

Postby troymac1ure » Wed Jun 10, 2015 5:53 am

Wow Jackson! That looks incredible. I haven't touched anything H2 related in a long time, but I think I'll have to tinker when you release that.
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Re: Moonfish Progress Reports

Postby JacksonCougar » Tue Jun 30, 2015 2:52 am

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Time for another progress reports, this time I'm actually really happy about the little amount of progress I've made.

Moonfish can now rebuild maps from a source map. Takes your source map, chews on it, and spits out a new map for you with everything hunky-dory. After getting my initial test map (ascension.map) to rebuild and load in-game I decided to blindly make a video for you guys while picking a semi-random map to rebuild (derelict.map). This video is actually the first time I tried this rebuild so you can see how that went.

This might not seem like a big feature to some but to me this is huge. This is a milestone. And for shits and giggle you could use moonfish to 'fix' black-screening maps because most of the time that is caused by an alignment issue of the meta and moonfish will automatically attempt to realign the tags properly.

Take the time this took to rebuild with a grain of salt; this is heavily debug ridden code with lots of information being sent to the console stream which slows things down considerably. The release version has a target for rebuild below 5000ms. Also it was waiting on a break-point for a while because I'm not a smart man :D

https://www.youtube.com/watch?v=9C_eHV4 ... e=youtu.be

Watch it when its live. I'm sorry about the music if it doesn't get muted. I forgot to disable the sound in shadowplay.
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Re: Moonfish Progress Reports

Postby XZodia » Tue Jun 30, 2015 10:21 am

Awesome.

It amuses me that you went to all this effort but still used Entity to resign the map =P
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Re: Moonfish Progress Reports

Postby Thrasher Alpha » Wed Jul 01, 2015 9:45 pm

Awesome :)

Does this mean I can make AI in MP with no troubles now?
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Re: Moonfish Progress Reports

Postby XZodia » Wed Jul 01, 2015 9:57 pm

AI in MP is a complex subject...
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JacksonCougar wrote:I find you usually have great ideas.

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Re: Moonfish Progress Reports

Postby JacksonCougar » Wed Jul 01, 2015 11:16 pm

Yea, I dunno.... what is needed for that?
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Re: Moonfish Progress Reports

Postby Click16 » Thu Jul 02, 2015 4:36 am

JacksonCougar wrote:Yea, I dunno.... what is needed for that?


You need a reflexive/tagblock (whatever you wanna call it) from a SP bsp, char tags, sounds, and scnr reflexives/tagblocks
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Re: Moonfish Progress Reports

Postby XZodia » Thu Jul 02, 2015 11:26 am

That's bare minimum, if you dont want them to act completely stupid, theres more to it than that
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JacksonCougar wrote:I find you usually have great ideas.

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Re: Moonfish Progress Reports

Postby xXF3RcHoXx » Thu Jul 02, 2015 2:25 pm

Click16 wrote:
JacksonCougar wrote:Yea, I dunno.... what is needed for that?


You need a reflexive/tagblock (whatever you wanna call it) from a SP bsp, char tags, sounds, and scnr reflexives/tagblocks


You need in your scenario the biped, vehicle and weapon's pallete, plus ai squads, ai squad types, characters, ai zones and ai triggers.

and in your bsp the pathfinding chunk, which is unknown16 listed in h2guerilla

after rebuilding, you have to set everything up in the scenario to make them act decent, I have discovered it's not necessary to null SID's as they can be used to reference a specific AI unit in an AI squad, plus setting up AI platoons and initial states makes them act relatively smarter, and with xzodia's AI Styles fully-mapped plugin, you can make them act more aggresively, thus enhancing the gameplay. I have pulled out all these tricks in Deep Freeze and I can say, the AI in my mod it's pretty decent, the AI banshee actually moves through the BSP really good
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Re: Moonfish Progress Reports

Postby JacksonCougar » Fri Jul 03, 2015 2:16 am

At this point you can pretty much add whatever data you need to the tags and rebuild the map and there should not be any issues there. But you will need to edit the meta values yourself.

But I don't have gui code to do this yet, however it is literally just a couple of lines of code to add new chunks or clone chunks. The tag layouts are basically implementing IList

Edit; I lied—they are arrays but that's still pretty straight forward.
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Re: Moonfish Progress Reports

Postby Thrasher Alpha » Fri Jul 03, 2015 3:15 am

That really makes me want to mod again. F3R do you know what values? And Xzodia do you mean scripting?
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Re: Moonfish Progress Reports

Postby xXF3RcHoXx » Sat Jul 04, 2015 4:21 am

Thrasher Alpha wrote:That really makes me want to mod again. F3R do you know what values? And Xzodia do you mean scripting?


This is my latest mod viewtopic.php?f=4&t=2336 you can see there the result you can get while adding AI in MP.

Well, the method I use is really old, it's a method discovered by Grimdoomer back in 2007 using H2core and H2guerilla, if you want, I can get you through these apps so you can make a successful AI in MP mod.
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Re: Moonfish Progress Reports

Postby Thrasher Alpha » Sun Jul 05, 2015 6:31 pm

That would be nice. My AIM is the same as my name.
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Re: Moonfish Progress Reports

Postby JacksonCougar » Tue Mar 15, 2016 9:26 pm

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Just some basic user experience forms for Moonfxsh I started working on. It's been a trial keeping the code behind clean and separate from the base code. I expect to have a proper update soon to share but I thought I would share a teaser before hand.
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Re: Moonfish Progress Reports

Postby XZodia » Wed Mar 16, 2016 12:21 am

Looks good =)
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JacksonCougar wrote:I find you usually have great ideas.

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Re: Moonfish Progress Reports

Postby DarkShallFall » Mon Mar 21, 2016 9:08 pm

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