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Thread: Ballistic NG - Wipeout fan project

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  1. #1
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    As said by Microsoft, it's 'binary compatible' with the X360 controller, i.e. it is using XInput.

    The trigger axes however are seen as independent by Unity but IIRC this is wrong (the design decision of MS to map them as a single axis for DInput).

    That's not a big deal after all, i.e. you made a great job for the game (most important), this being minor bugs (btw, for Unity there is this library https://github.com/speps/XInputDotNet)

    just PM'd you

  2. #2
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    Quote Originally Posted by aybe View Post
    As said by Microsoft, it's 'binary compatible' with the X360 controller, i.e. it is using XInput.

    The trigger axes however are seen as independent by Unity but IIRC this is wrong (the design decision of MS to map them as a single axis for DInput).

    That's not a big deal after all, i.e. you made a great job for the game (most important), this being minor bugs (btw, for Unity there is this library https://github.com/speps/XInputDotNet)

    just PM'd you
    Thanks for the info I can remember implementing XInputDotNet into AGR2280 before ditching it for BallisticNG so it will be easy enough to implement.

    I've tracked down and fixed the loading freeze issue and I'm fixing a problem with the camera that occurs if you respawn, progress on fixes reported will be updated on my trello board. I'll release a hotfix update on the 29th.

  3. #3
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    alright, great !

    I'll impregnate myself of the content of the repository tomorrow,

    By the way, I've seen that on your trello board you've mentioned WO3 tracks have you made any progress on the WO3 reverse engineering ???

    Maybe you've seen my WO3 unpacking tools already, here they are anyway :

    http://www.wipeoutzone.com/forum/sho...287#post243287

    http://www.wipeoutzone.com/forum/sho...339#post243339

    It is a bit dated since I did it but basically WO3 PBPs are CMPs in disguise, the main difference though is that there is a higher level architecture with objects compared to WO1 and WOXL (undeciphered for now).

    My tools will unpack every file in a PBP, now remains the hard work of TBC !

  4. #4
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    I know very little about reverse engineering files so I wouldn't know where to begin trying to reverse engineer WO3
    All the track remakes are being done from scratch with birdseye screenshots from the model viewer from Phoboslab

    The hotfix is up. You can download it here, from the original anniversary post or go to the github download page manually, here's the changelog:

    Code:
    - Fixed loading freeze bug
    - Camera now updates correctly on respawns
    - Modified start boost
    	> Increased accuracy zone from 0.7 - 0.8 to 0.65 - 0.85
    	> Going over the accuracy zone resets engine power to zero
    	> Added start boost sound
    - Ship selection arrows can now be clicked
    - Added temp invisible floor on right branch jump to make it possible on spark class
    - Fixed loading screen hints being chopped off
    - Added more hints to the loading screen
    - Updated Wyvern's livery to make it a bit more distinct from GTek's
    Last edited by bigsnake; 28th September 2015 at 12:25 AM.

  5. #5
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    Quote Originally Posted by bigsnake View Post
    I know very little about reverse engineering files so I wouldn't know where to begin trying to reverse engineer WO3
    All the track remakes are being done from scratch with birdseye screenshots from the model viewer from Phoboslab

    The hotfix is up. You can download it here, from the original anniversary post or go to the github download page manually, here's the changelog:

    Code:
    - Fixed loading freeze bug
    - Camera now updates correctly on respawns
    - Modified start boost
    	> Increased accuracy zone from 0.7 - 0.8 to 0.65 - 0.85
    	> Going over the accuracy zone resets engine power to zero
    	> Added start boost sound
    - Ship selection arrows can now be clicked
    - Added temp invisible floor on right branch jump to make it possible on spark class
    - Fixed loading screen hints being chopped off
    - Added more hints to the loading screen
    - Updated Wyvern's livery to make it a bit more distinct from GTek's
    Ok, going to give it a try.

    For RE-ing I myself have very little knowledge, relying mostly on hints and lots of trial and error. For instance, vertices and polygon are easily identifiable as there are about 8 types used for PSX : flat/shaded/triangles/quads ... but for the objects system it is entirely new in WO3, the only hints we have is their name which is not that bad as they are quite evocative. We might not be able to decipher everything but as Dominic shown in his experiment it might be sufficient to get something on screen As you've seen on my pics, we have track data, remains texcoords and polygons and this took me about 1 day, I'm confident we'll crack it 1 day, and we can always ask Dominic later for some help ! TBC

    Going to open the repo in Unity and get familiar with it,

  6. #6
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    Quote Originally Posted by bigsnake View Post
    I know very little about reverse engineering files so I wouldn't know where to begin trying to reverse engineer WO3
    All the track remakes are being done from scratch with birdseye screenshots from the model viewer from Phoboslab

    The hotfix is up. You can download it here, from the original anniversary post or go to the github download page manually, here's the changelog:

    Code:
    - Fixed loading freeze bug
    - Camera now updates correctly on respawns
    - Modified start boost
    	> Increased accuracy zone from 0.7 - 0.8 to 0.65 - 0.85
    	> Going over the accuracy zone resets engine power to zero
    	> Added start boost sound
    - Ship selection arrows can now be clicked
    - Added temp invisible floor on right branch jump to make it possible on spark class
    - Fixed loading screen hints being chopped off
    - Added more hints to the loading screen
    - Updated Wyvern's livery to make it a bit more distinct from GTek's
    Tested last build, results:

    Bug is still present for hints being chopped off

    Input configuration is broken/misbehaving for Xbox One pad

    On some occasions the accepted press will differ for triggers, i.e. sometimes axis 2, sometimes no. 9

    Quick fix:

    1. reset your configuration by deleting this registry key : HKEY_CURRENT_USER\SOFTWARE\Vonsnake\BnG
    2. run it again, setup graphics
    3. setup only these axes: (airbrakes will work properly)
    2015-09-28 23_02_03-BnG Configuration.png
    4. you should end up with this (name suffixes on your side might differ)
    2015-09-28 23_03_33-Registry Editor.png
    5. navigation still works in menus but is reverse and long to react -> use your mouse
    6. enjoy !

    this until it gets fixed in-game,

    @bigsnake

    It is my 3rd attempt trying to sync the repo but it always fails due to a time out, near 400Mb. I guess those size warnings at Bitbucket are probably hintful, you might never experience this since you're the initiator and uploaded stuff progressively. None of the clients (Github, Sourcetree) do resume the sync, so when it fails I have to start from the beginning ...

    Otherwise while waiting I've been browsing the code and I might need a little guidance the unity project is huge compared to mine and I feel a bit lost ... I suggest that and also that you give me my first task and we'll see from there

  7. #7
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    Hey, bigsnake. If you don't mind me asking: What's the plan for the backstory? I know you're waiting until all the teams are accounted for, but I was just on the BnG Wiki and it seems you're already making a lot of decisions on what you're doing with the backstory. G-Tek already has a backstory, as does Project Utah. Will you be open to help with fleshing out the story? Or do you want it to remain your own? Because I can seriously help in the story department.

  8. #8
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    @bigsnake

    I finally cloned the repo

    It took a very long time and worked only through SSH btw ...

    Looking at the tracks scenes, you did an impressive job

    I will definitely need you presenting to me what does what and so on, it is really huge !

    And for my first commit I was thinking of something like doing the 'controls' section on the menu for instance, for a start !

    see ya

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