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Post by lucius on May 18, 2022 4:19:14 GMT
Version 0.9 - iMuse and Sound - has been released. Version 0.9 has been a long time coming, taking much longer than originally anticipated. Version 0.9 is focused on sound playback and music accuracy, ambient sound support, and a few bug fixes. Features and changes included in the release:* Reverse-engineering of Dark Forces complete (with the obvious exception of going over bits of code again for bugs, or if I ever want to port TFE to DOS - and no that is not happening anytime soon if ever). * iMuse system with proper music cues, transitions, and effects. Features like fades and similar effects work the same for both midi and digital audio. * This is where most of the time was spent. iMuse is big and convoluted. * Game music with fight/stalk transitions. * Game and Cutscene sound system that uses iMuse to play digital audio; which includes proper sound priorities and accurate sound falloff and panning. * Level ambient sounds. * Sound UI will volume control for Cutscene Music, Sound, and Game music and sound. * The ability to enable 16-channel digital audio support in iMuse (it was basically already there in the code, I just had to make some tweaks so it could be changed at runtime). * 16-channels is the default but if you disable the option, it reverts back to 8-channels like DOS. * The ability to disable fight music if desired. * The Mousewheel is now bindable. * The Mousewheel works on mission briefings and some PDA screens (mission briefing and map). * Improved support for System UI scaling for 1440p and 4k. * Many other fixes. Full blog post: theforceengine.github.io/2022/05/17/iMuseAndSoundRelease.htmlDownloads: theforceengine.github.io/downloads.htmlVersion 1.0 PlansWith version 0.9 finally released, the next major release will be version 1.0 - complete support for Dark Forces in TFE. Unlike the 0.9 release, the plan is to split up the release into several smaller releases. There will be 2 main parts: Bug Fixes. I plan on splitting bug fixes by system and doing one or more 0.9x releases for each system. Examples include AI bugs, weapon bugs, collision issues, INF issues, etc. The GPU renderer - the last major feature for version 1.0. The GPU renderer will support both shearing for looking up and down (which emulates the software renderer) and accurate perspective projection to allow the player to look up and down further without distortion like in modern 3D games. Initially, it will support 8-bit color emulation with optional colormap interpolation to remove banding. Later, after version 1.0 is released, true color rendering, dynamic lights, and other features will be added.
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Post by lucius on May 19, 2022 2:07:09 GMT
0.9x Bug Fix Release 1TheForceEngine-v0_90_000-13-g2b1bc8d: theforceengine.github.io/downloads.html* Fixes a sound crash when exiting to the main menu while in a level and then starting up a mod. * Fixes a Dark Forces bug where music doesn't play in a cutscene on a second viewing in the same session. * Fixes a bug when an object has an incorrect class or type on load - it should be skipped. * Clean up differences between TFE level loading and DOS. * Fixes a bug where the ambient sound index was always 0. * Correct screen flash fade lengths for shield and health damage, and pickup flashes. * Fixes crash when a destructible object has no animation 1 - this resulted in numerous crashes. * Fixes camera sound update. * Fixes an issue that could cause textures to fail to load if one line is bad.
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Post by lucius on May 21, 2022 2:18:29 GMT
0.9x Bug Fix Release 2TheForceEngine-v0_09_000-15-gc28638a: theforceengine.github.io/downloads.html* Fixed OBJ_FLAG_HAS_COLLISION, which should be OBJ_FLAG_MOVABLE. This fixes errors such as corpses not moving with rotating sectors. * Fixed object collision radii - this fixes a bug where the collision for many objects was too large. * Fixed a bug where TFE crashes if there is no briefing. * Fixed a bug with collision where a flag was incorrectly checked - it should only check the collision radius. This fixes a bug where some props did not have collision when they should have. * Fixed the default message type for line triggers (which can affect some INF functionality in mods). * Fixed several areas while loading INF that could cause crashes with malformed data. * Fixed slave “value” - I thought it was fixed-point but it is actually an angle. * Fixed triggers to accept event == INF_EVENT_ANY (aka -1), this can also have an effect on INF in mods. * Fixed collision issues with moving and rotating walls. * Fixed object default flags - this also could cause some objects to not move correctly with rotating or moving sectors. * Fixes a bug when decompressing transparent textures (compressed transparent BM) - this fixes bugs such as holograms in Assassination at Nar Shaddaa.
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Post by lucius on May 22, 2022 23:30:33 GMT
0.9x Bug Fix Release 3TheForceEngine-v0_09_000-27-g5f123b0: theforceengine.github.io/downloads.html* Fixes a crash that occurs when a cutscene “film” fails to load. * Fixes a crash when the top or bottom texture of a wall is null. * Frees a digital sound if it fails to set up data, which avoids a bug where all of the channels can be consumed. * Fixes a bug where a teleport can fail to be set up correctly if it has an invalid field - this caused a crash in Dark Tide 2 when going into water. * For Boba Fett, make double sure the msg is MSG_RUN_TASK before freeing the task after death - which can cause a crash on DT 2. * Added support for half-step rounding when a rotating elevator delta is too small (due to high framerate combined with low speed). - This fixes the train in Harkov when running at higher than 90 fps. * Fixes a bug where a texture with a blank name wasn’t set to default - some mods, like the Dark Tide series, such blank texture names to mane default.bm for some reason. This fixes missing textures and HOM effects. * Reduces the velocity jitter threshold by half so the player doesn’t get stuck on low friction surfaces when the framerate is high. - This fixes a bug where I got stuck underwater in DT 2 with vsync off. * Made time tracking more robust - Ensure that time is purely monotonic; disable vsync interval rounding at 120+ fps since it becomes unreliable; recheck sync and refresh rate less often to avoid stutters. * Fixed a bug where some trigger functions were firing even with the trigger master was off. * Fixed a potential crash when iterating through objects in a sector. * Reduced external velocity 0 clamping by half to better handle high framerates. - This should reduce sliding on some moving platforms at high framerates. * Cleaned up landing animation code, which is now accurate. * Cleaned up head/weapon wave code, which is more accurate. * Fixed the headlamp calculation which was slightly inaccurate. * The cutscene music repeat bug is fixed when canceling from the mission briefing (previously this bug was fixed when entering a mission, exiting out, and then playing the cutscenes again. This bug handles the case where you cancel from the mission briefing). * Fixes a crash in DT 1 because sector vertices are NULL.
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kamart
New Member
Posts: 3 Likes: 1
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Post by kamart on May 23, 2022 1:57:46 GMT
Great to see these updates coming in fast and furious. Just finished a play-through before .9, so am looking forward to 1.0 to see all the modern GPU features.
Thanks so much for your efforts!
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Post by lucius on May 25, 2022 6:15:19 GMT
0.9x Bug Fix Release 4TheForceEngine-v0_09_000-34-gdb7a5c0: theforceengine.github.io/downloads.html* Fixes Kyle incorrectly sliding off of moving platforms in some mods, like Dark Tide 1. * Fixes a bug with animated textures that were not setup correctly - this fixes some switches that did not show up at all in mods, and potentially other animated textures. * Fixes a bug where transparent animated textures might show up as opaque, this affected some mods and switches. * Fixes a bug where animated texture frames may have a few incorrect/corrupted colors. * Fixes a bug where some switches could not be triggered in mods, and other switches were harder to trigger than they should be. * Added a ‘warp’ command to the console so you can warp directly to positions reported by the LADATA cheat.
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Post by lucius on May 27, 2022 6:28:09 GMT
0.9x Bug Fix Release 5TheForceEngine-v0_09_000-42-g32a941a: theforceengine.github.io/downloads.html* Fixes additional sign rendering issues if the base wall texture height is smaller than the switch texture height. * Fixed an issue where some switches couldn’t be triggered. * Fixed a crash if warping to an invalid position. * Fixed crash that could be caused by an elevator with a null sound, which caused a crash when blowing up the lava dam in the Lava Planet mod. * Fixes bugs with 3DO parsing, which fixes missing 3DOs in mods. * Fixes a display issue with “tall screen” resolutions (i.e. taller than 4:3). * Fixes bug where elevator should remove corpses and continue instead of hitting them and moving back up. * Fixes a bug where an elevator thinks there isn’t enough room to fits objects incorrectly, which fixes the bug in DT 3 where the blue key rises, hits the ceiling and then lowers again. * No longer sets 0 channels even when requested - fixes music stopping permanently in Imperial Library. * Verifies proper texture frame sizes and uses frame 0 if a animated texture asset is bad - fixes crash in Imperial Library. * Fixes a crash that can occur if a mid-texture isn’t setup correctly on a solid wall - this fixes the Dark Tide 3 “Droid Deception” level end crash and visuals. * Fixes looping VUE animations (such as Nar Shaddaa and Executor). * Fixes incorrect 3DO orientations (mostly noticeable in mods).
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Post by lucius on May 29, 2022 4:23:36 GMT
0.91 Bug Fix Release 6TheForceEngine-v0_91_000: theforceengine.github.io/downloads.html* Added optional extended adjoin limits - this fixes HOM issues in most mods due to engine limits if enabled (default). * Added optional crosshair support (defaults to off). * Fixed 3DO lighting to match DOS. * Fixed a 3DO gouraud shading clipping bug when using the floating-point renderer (which caused streaking artifacts). * Fixed differences between DOS and TFE 3DO/sector clipping. * Fixed the pitch offset calculation (it was slightly off before) - this makes shots fired up and down more accurate. * Improved Escape menu button hover offsets. * Fixed a bug where it was possible to not have a mission selected on the Agent Menu, causing a crash if beginning the mission. * Fixed a bug where completion of the final level wasn’t shown on the Agent Menu. * Fixed a bug where level complete status wasn’t saved when hitting Quit to DOS instead of Next Level. * Fixed a bug where land mines were triggering through doors and similar situations. * Fixed a bug where death effects kept occurring even after reaching 0 health - this fixes the repeating death sounds on damage floors. * Enemies now die properly if they fall too far. This build fixes 3DO rendering issues, various mission complete issues, dying effects (such as repeating sounds), and various other bugs. It also adds the ability to use crosshairs - with custom color, scale, and 18 patterns to choose from. And finally, with the optional extended adjoin limits, HOM issues in mods are greatly reduced and in many cases eliminated. Extended Limits - Before/After (Dark Tide 3)  Crosshair Support Next StepsMany issues have been resolved to get to version 0.91. While a few INF and AI issues, as well as a possible rendering issue and various minor issues remain to be fixed for version 1.0; I am planning on taking a break from the bug fix releases to finish up the GPU renderer. The plan is to finish the renderer and get it released, then go back and finish up the last issues for version 1.0.
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aidor
New Member
Posts: 9 Likes: 1
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Post by aidor on Jun 1, 2022 10:07:38 GMT
0.91 Bug Fix Release 6 I am planning on taking a break from the bug fix releases to finish up the GPU renderer. The plan is to finish the renderer and get it released, then go back and finish up the last issues for version 1.0. Glad to see you are focusing in the GPU renderer. Can you provide any ETA? I just can't wait to play this game with your Force Engine, but if it's a small ETA I will wait a little more.
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Post by lucius on Jun 2, 2022 19:46:40 GMT
My current estimate is about 2 weeks for the GPU renderer to be useable.
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aidor
New Member
Posts: 9 Likes: 1
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Post by aidor on Jun 3, 2022 9:10:39 GMT
My current estimate is about 2 weeks for the GPU renderer to be useable. That's some good news, thanks. I'll wait then.
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Post by lucius on Jun 9, 2022 3:14:18 GMT
I uploaded a video showing the GPU sector renderer in action:
The core features for the sector renderer are done, though I still have some work to do on sky/pit adjoins and some minor issues (mainly the black flicker you get every once in a while because the portal near plane check is too aggressive). At this point, I am going to go on to object rendering and then sweep back to those issues afterward.
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aidor
New Member
Posts: 9 Likes: 1
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Post by aidor on Jun 23, 2022 17:45:54 GMT
I uploaded a video showing the GPU sector renderer in action: The core features for the sector renderer are done, though I still have some work to do on sky/pit adjoins and some minor issues (mainly the black flicker you get every once in a while because the portal near plane check is too aggressive). At this point, I am going to go on to object rendering and then sweep back to those issues afterward. Hi Lucius, How is going that version 1.0?
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nagus
New Member
Posts: 3 Likes: 0
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Post by nagus on Jul 31, 2022 16:40:21 GMT
Any news about the release date for version 1.0? Thanks! And please keep up the great work
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