Project: UnLockRay ( ULR / REL )

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Droolie
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Re: Project: UnLockRay ( ULR / REL )

Post by Droolie »

True, but writing our own engine would be incredibly hard.
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Re: Project: UnLockRay ( ULR / REL )

Post by Joshua822 »

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.
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Re: Project: UnLockRay ( ULR / REL )

Post by stan423321 »

Oh well, you're right. But you have to now engines which are unmoddable (no scripts) are faster a lot...
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Re: Project: UnLockRay ( ULR / REL )

Post by Joshua822 »

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.
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Re: Project: UnLockRay ( ULR / REL )

Post by CLARK1 »

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
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Re: Project: UnLockRay ( ULR / REL )

Post by stan423321 »

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.
Well, because it... It's hard to describe.

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
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Re: Project: UnLockRay ( ULR / REL )

Post by CheatCat »

I think Rayman2 would be fast anyway. There are games that is build on moddable engines and they are quite fast.
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Re: Project: UnLockRay ( ULR / REL )

Post by stan423321 »

Well, but their logic isn't too complicated. And R2 would be enough fast - TODAY.
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Re: Project: UnLockRay ( ULR / REL )

Post by CheatCat »

But not tomorrow? Or what do you mean? And Rayman2 isn't complicated?
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Re: Project: UnLockRay ( ULR / REL )

Post by stan423321 »

What did I mean:
stan423321 wrote:Well, but their logic isn't too complicated.
I don't mean R2 there. I mean games like shooters, where every gun is a collection of pre-existing functions.

And with Today - Tomorrow too, but not in the Past.
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Re: Project: UnLockRay ( ULR / REL )

Post by Joshua822 »

Actually, that's not what i mean with moddable engine :wink: 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 :wink:
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++
I know how to work with C but i don't know how to work with libraries like DirectX and OpenGL :wink: 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 :( ) )
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Re: Project: UnLockRay ( ULR / REL )

Post by CheatCat »

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!
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Re: Project: UnLockRay ( ULR / REL )

Post by Joshua822 »

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 ! ^^
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Re: Project: UnLockRay ( ULR / REL )

Post by CLARK1 »

yes!!! were gonna learn C in 1 week time lol in skool
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Re: Project: UnLockRay ( ULR / REL )

Post by CheatCat »

Only one week? :/

I have manged to attach the IDA debugger om Rayman2! :D 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..
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Re: Project: UnLockRay ( ULR / REL )

Post by Joshua822 »

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 :wink: And, not to mention that there are quite some tough concepts like pointers in C.
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Re: Project: UnLockRay ( ULR / REL )

Post by LunaVorax »

Joshua822 wrote:LunaVortex
Dude...
;)
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.
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.
Stay tuned...
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Re: Project: UnLockRay ( ULR / REL )

Post by Joshua822 »

LunaVortex
Oh, i'm sorry LunaVorax ;)

We can place the script to read and write to those files directly in blender too, seeing that it's an open source application...
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Re: Project: UnLockRay ( ULR / REL )

Post by CheatCat »

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?
stan423321
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Re: Project: UnLockRay ( ULR / REL )

Post by stan423321 »

CheatCat wrote:I never manged to understand pointers and objects in C...
Starnge, as even I can understand them.
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