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Trying to hammer something working out of it now :) seems angelscript also needed some updating.

Ill report back if and when i have something working.

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On 2/26/2020 at 7:41 PM, revelator said:

Trying to hammer something working out of it now :) seems angelscript also needed some updating.

Ill report back if and when i have something working.

Sorry for the late reply thanks for looking into this, don't be afraid to ask Frictional Games for help they are very friendly. And they are also looking for a engine developer. ;)

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NP m8 :) we all have our daily lives.

Still looking at the source code, and there might be a few things i need to ask FG so good call.

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Sorry for the late reply, i suddenly had to move from my current lodgings so i been busy as all hell these last few months.

Internet will be up again today, im writing this using internet from my smart phone which is not exactly the fastest.

Latest opencollada will require some tweaking before it will be usable with HPL1 the biggest problem seems to be anglescript atm.

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No problem revelator, its nice to hear from you.

Never worked with angelscript but from the code I've seen, it seems to follow C syntax, similar to Doom Script, that makes it very attractive to me. Not that I can help but what problems are you having with it?

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SSE related problems that where also noted on the github page. stack misalignment when using SSE optimized libraries.

Mostly some linux distros that are affected by this and can be fixed by setting AS_MAX_PORTABILITY to on and then recompiling angelscript.

The library versions needed for building are provided here https://github.com/FrictionalGames/HPL1Engine/downloads latest angelscript and newton needs porting before they will work with the code because of changes to the api.

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well it took some time but i got everything besides the HudObjectEditor building with msvc 2015.

Unfortunatly i dont have the game itself so i cannot test my builds, but if you like i can send the builds to you.

These include the tools and dll's needed (though im not even certain all of the dll's are needed anymore).

When i get some better time ill have a look at cleaning up the sources since to be frank its a mess in its current state (dependencies have changed since the original game and documentation is scarce at best).

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Got the demo of penumbra overture and it runs fine using my newly built version :) the tools however seem to be missing some assets.

I recompiled ogg vorbis anglescript and theora with msvc2015 because the original libraries had been compiled using VC7 and msvc2015 was bitching loudly about it.

also fixed a few small whoopsies like including the functional header (needed for std::greater with newer compilers)

and the openal wrapper code was missing a needed source file in the project solution leading to a confusing linker error.

I started wrapping up the messy solution so that building it will be a lot cleaner.

 

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https://wiki.frictionalgames.com/hpl2/third_party_tools/3d/blender

This should help you get set with using blender for the penumbra HPL1 engine.

And heres my build https://sourceforge.net/projects/cbadvanced/files/penumbra overture/redist.7z/download

just unzip it to the penumbra overture game root overwriting the existing binaries.

If you have problems starting the game you might need the msvc2015 runtimes.

 

EDIT: the sources will be uploaded later when im done cleaning them up.

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Awesome work revelator, don't forget to post that in the Frictional Games forum if you have not already, thanks for making this, I really hope that having the ability to use a more modern collada version and so more modern tools, will help this engine get more use, IMO was one of the main stoppers. Unfortunately can't test right now, will do so during the weekend and give you some feedback. cheers.

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The collada version included is actually fine though its lacking a few things like rotation support, the main problem atm is that the newer versions of collada relies on a rather old minizip version. If keeping with the needed minizip version is not a problem it should be possible to update it, though the HPL version uses a specialized version of it with different function names so porting it might take some time. Not even sure if it would gain us anything as the old version is just as compatible with blender (which means not the best but useable with some tricks) as the newest just has a few less functions which the game does not use anyway.

Only problem i had so far is sound getting a little choppy at times, but this might be due to the openal version included is the original one from creative and not the opensourced one.

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Hum the last time I tried to mod the game it only guarantied full support for collada 1.4.0, I used Modo 601 (the same I still use for idtech4 .lwo), it exports collada 1.4.1, it worked but not 100% the model exported/imported fine but all the extra stuff, like lights, and light options, like color and size and stuff, didn't worked correctly. Or perhaps Modo exports a invalid collada format? (I find that unlikely) Or HPL1 engine uses a particular format of collada that only the Maya plugging, Frictional games used, could export. 

I remember looking at original Penumbra collada 1.4.0 models in a text editor and the collada 1.4.1 exported from Modo 601 and saw obvious big diferences. Never tested blender because didn't used it at the time. 

To me is important that collada export/import work correctly, because afaik to use HPL1, 99.9% of the level work is done inside the 3D tool (Maya in their case), their "editor" is just a pre-viewer of sorts. 

Edited by HMart
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Well it seems we do need some of the tools from HPL1 like hplhelper to setup the format correctly for the editor, besides that the only change to collada from 1.4 to latest was the addition

of kinematics and B-rep and some FX redesigning, sadly there have been no changes as to how collada exports so even if i update it, it wouldnt help. 

Later models of the maya exporter plugin can have problems with scaling so need to make sure to set units to centimeters also modo does not triangulate meshes automatically so need to

enter geometry/polygon/triple for it to triangulate it correctly. https://wiki.frictionalgames.com/hpl3/engine/model_export

luckily i just got all the tools building with msvc 2015 to :)

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