Project: UnLockRay ( ULR / REL )
Moderator: Modding and utilities team
Forum rules
Please keep the forum rules and guidelines in mind when creating or replying to a topic.
Please keep the forum rules and guidelines in mind when creating or replying to a topic.
Re: Project: UnLockRay ( ULR / REL )
True, but writing our own engine would be incredibly hard.
Re: Project: UnLockRay ( ULR / REL )
Actually, that would be a yes and no. If we where to crack all the encryption/compression methods writing our own engine would be fairly doable. Writing an engine ourselves isn't extremely hard and then to add code to it that could read out the files would be doable too. We just need good C and C++ programmers if LunaVortex and CheatCat would crack the methods. And, after all, it would actually be easier to make huge mods because we can write the engine in a way it already is adapted to modding. The current Rayman 2 engine isn't adapted to modding, so we'll never be able to get results like from our own engine.
-
stan423321

- Posts: 7312
- Joined: Sat Jan 12, 2008 3:22 pm
- Location: Poland, of Union of Socialistic European Republics
- Tings: 63250
Re: Project: UnLockRay ( ULR / REL )
Oh well, you're right. But you have to now engines which are unmoddable (no scripts) are faster a lot...
Re: Project: UnLockRay ( ULR / REL )
Actually it wouldn't. We write the engine and a tool to build the levels, and maybe we can write code to read and write to other files and inplement them into Open Source software such as Blender and Ardour. Why write a new engine then ? Then we have more options then to just modify the textures, music, text etc... I already listed a few. And i don't really see why a modable engine would be slower. We only have to program it to efficiently handle tasks.
Re: Project: UnLockRay ( ULR / REL )
Joshua822 wrote:Actually it wouldn't. We write the engine and a tool to build the levels, and maybe we can write code to read and write to other files and inplement them into Open Source software such as Blender and Ardour. Why write a new engine then ? Then we have more options then to just modify the textures, music, text etc... I already listed a few. And i don't really see why a modable engine would be slower. We only have to program it to efficiently handle tasks.
you seem to know alot... btw in skool were getting taught html i know its the easiest and that ever1s done it but after html were doing c then c+ c+- next year c++
-
stan423321

- Posts: 7312
- Joined: Sat Jan 12, 2008 3:22 pm
- Location: Poland, of Union of Socialistic European Republics
- Tings: 63250
Re: Project: UnLockRay ( ULR / REL )
Well, because it... It's hard to describe.Joshua822 wrote:Actually it wouldn't. We write the engine and a tool to build the levels, and maybe we can write code to read and write to other files and inplement them into Open Source software such as Blender and Ardour. Why write a new engine then ? Then we have more options then to just modify the textures, music, text etc... I already listed a few. And i don't really see why a modable engine would be slower. We only have to program it to efficiently handle tasks.
Moddable engine:
Check what should go on
if it's 1, do 1
if it's 2, do 2
(...)
if it's 334342, do it
else crash
Unmoddable engine:
Do something
-
CheatCat

- Posts: 1530
- Joined: Tue Nov 04, 2008 10:26 pm
- Location: Hell of doors
- Contact:
- Tings: 18630
Re: Project: UnLockRay ( ULR / REL )
I think Rayman2 would be fast anyway. There are games that is build on moddable engines and they are quite fast.
-
stan423321

- Posts: 7312
- Joined: Sat Jan 12, 2008 3:22 pm
- Location: Poland, of Union of Socialistic European Republics
- Tings: 63250
Re: Project: UnLockRay ( ULR / REL )
Well, but their logic isn't too complicated. And R2 would be enough fast - TODAY.
-
CheatCat

- Posts: 1530
- Joined: Tue Nov 04, 2008 10:26 pm
- Location: Hell of doors
- Contact:
- Tings: 18630
Re: Project: UnLockRay ( ULR / REL )
But not tomorrow? Or what do you mean? And Rayman2 isn't complicated?
-
stan423321

- Posts: 7312
- Joined: Sat Jan 12, 2008 3:22 pm
- Location: Poland, of Union of Socialistic European Republics
- Tings: 63250
Re: Project: UnLockRay ( ULR / REL )
What did I mean:
And with Today - Tomorrow too, but not in the Past.
I don't mean R2 there. I mean games like shooters, where every gun is a collection of pre-existing functions.stan423321 wrote:Well, but their logic isn't too complicated.
And with Today - Tomorrow too, but not in the Past.
Re: Project: UnLockRay ( ULR / REL )
Actually, that's not what i mean with moddable engine
You see, the current Rayman 2 engine would have very strict rules on how resource files should be formed. This makes it very hard to write a program to mod the resource files. Now, if we where to write our own engine with some more flexible rules on how the resource files would have to be formatted it'll be much easier to mod. And let's not forget, there's lots to mod that you can't find in files 
But i do know a lot about operating systems but that's not of any matter here ( Well, it is a bit, because if we where to write our engine i would port it to Linux and FreeBSD ( A Mac port would be good too, but i don't know anything about Mac OS X's graphics system
) )
I know how to work with C but i don't know how to work with libraries like DirectX and OpenGLyou seem to know alot... btw in skool were getting taught html i know its the easiest and that ever1s done it but after html were doing c then c+ c+- next year c++
-
CheatCat

- Posts: 1530
- Joined: Tue Nov 04, 2008 10:26 pm
- Location: Hell of doors
- Contact:
- Tings: 18630
Re: Project: UnLockRay ( ULR / REL )
We need to know the key/password. The decryption method is not more important than the key! x3
DirectX and OpenGL is very hard! I which that have any idea how to work with these libraries!
DirectX and OpenGL is very hard! I which that have any idea how to work with these libraries!
Re: Project: UnLockRay ( ULR / REL )
It'll just take some practice to master those libraries. I found programming very difficult when i began, but know i can do that to ! And hey, if Ubi Soft can make a 3D engine, we can too ! ^^
Re: Project: UnLockRay ( ULR / REL )
yes!!! were gonna learn C in 1 week time lol in skool
-
CheatCat

- Posts: 1530
- Joined: Tue Nov 04, 2008 10:26 pm
- Location: Hell of doors
- Contact:
- Tings: 18630
Re: Project: UnLockRay ( ULR / REL )
Only one week? :/
I have manged to attach the IDA debugger om Rayman2!
The thing is that you must run game before you attach it to the debugger. Now I will try to found the file loading function by run the program step-by-step..
I have manged to attach the IDA debugger om Rayman2!
Re: Project: UnLockRay ( ULR / REL )
Great ^^
CheatCat, learning the C syntax is possible in a week. But only learning the syntax isn't enough to really write huge projects like an engine
And, not to mention that there are quite some tough concepts like pointers in C.
CheatCat, learning the C syntax is possible in a week. But only learning the syntax isn't enough to really write huge projects like an engine
Re: Project: UnLockRay ( ULR / REL )
Dude...Joshua822 wrote:LunaVortex
I told a friend last day about our project, he answered me that (maybe) an import/export script wouldn't be "that hard" to write for 3DSMax or Maya.Joshua822 wrote:Actually it wouldn't. We write the engine and a tool to build the levels, and maybe we can write code to read and write to other files and inplement them into Open Source software such as Blender and Ardour. Why write a new engine then ? Then we have more options then to just modify the textures, music, text etc... I already listed a few. And i don't really see why a modable engine would be slower. We only have to program it to efficiently handle tasks.
Stay tuned...
Re: Project: UnLockRay ( ULR / REL )
Oh, i'm sorry LunaVoraxLunaVortex
We can place the script to read and write to those files directly in blender too, seeing that it's an open source application...
-
CheatCat

- Posts: 1530
- Joined: Tue Nov 04, 2008 10:26 pm
- Location: Hell of doors
- Contact:
- Tings: 18630
Re: Project: UnLockRay ( ULR / REL )
I never manged to understand pointers and objects in C...
Okey, there is 3 files in Rayman2's dll folder that take care of the graphics. Did you mean that you can write a script that load the dlls to import/export the level files?
Okey, there is 3 files in Rayman2's dll folder that take care of the graphics. Did you mean that you can write a script that load the dlls to import/export the level files?
-
stan423321

- Posts: 7312
- Joined: Sat Jan 12, 2008 3:22 pm
- Location: Poland, of Union of Socialistic European Republics
- Tings: 63250
Re: Project: UnLockRay ( ULR / REL )
Starnge, as even I can understand them.CheatCat wrote:I never manged to understand pointers and objects in C...



