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Re: Project: UnLockRay ( ULR / REL )
Posted: Sun Apr 19, 2009 8:38 am
by Droolie
True, but writing our own engine would be incredibly hard.
Re: Project: UnLockRay ( ULR / REL )
Posted: Sun Apr 19, 2009 8:57 am
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.
Re: Project: UnLockRay ( ULR / REL )
Posted: Sun Apr 19, 2009 2:17 pm
by stan423321
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 )
Posted: Sun Apr 19, 2009 4:43 pm
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.
Re: Project: UnLockRay ( ULR / REL )
Posted: Wed Apr 22, 2009 7:58 pm
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++
Re: Project: UnLockRay ( ULR / REL )
Posted: Thu Apr 23, 2009 2:18 pm
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
Re: Project: UnLockRay ( ULR / REL )
Posted: Thu Apr 23, 2009 6:12 pm
by CheatCat
I think Rayman2 would be fast anyway. There are games that is build on moddable engines and they are quite fast.
Re: Project: UnLockRay ( ULR / REL )
Posted: Thu Apr 23, 2009 7:02 pm
by stan423321
Well, but their logic isn't too complicated. And R2 would be enough fast - TODAY.
Re: Project: UnLockRay ( ULR / REL )
Posted: Thu Apr 23, 2009 9:44 pm
by CheatCat
But not tomorrow? Or what do you mean? And Rayman2 isn't complicated?
Re: Project: UnLockRay ( ULR / REL )
Posted: Fri Apr 24, 2009 2:07 pm
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.
Re: Project: UnLockRay ( ULR / REL )
Posted: Fri Apr 24, 2009 7:39 pm
by Joshua822
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
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

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

) )
Re: Project: UnLockRay ( ULR / REL )
Posted: Fri Apr 24, 2009 8:46 pm
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!
Re: Project: UnLockRay ( ULR / REL )
Posted: Sat Apr 25, 2009 8:34 am
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 ! ^^
Re: Project: UnLockRay ( ULR / REL )
Posted: Sat Apr 25, 2009 8:13 pm
by CLARK1
yes!!! were gonna learn C in 1 week time lol in skool
Re: Project: UnLockRay ( ULR / REL )
Posted: Sat Apr 25, 2009 8:44 pm
by CheatCat
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..
Re: Project: UnLockRay ( ULR / REL )
Posted: Sun Apr 26, 2009 8:43 am
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

And, not to mention that there are quite some tough concepts like pointers in C.
Re: Project: UnLockRay ( ULR / REL )
Posted: Sun Apr 26, 2009 3:55 pm
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...
Re: Project: UnLockRay ( ULR / REL )
Posted: Sun Apr 26, 2009 5:30 pm
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...
Re: Project: UnLockRay ( ULR / REL )
Posted: Sun Apr 26, 2009 6:23 pm
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?
Re: Project: UnLockRay ( ULR / REL )
Posted: Sun Apr 26, 2009 7:09 pm
by stan423321
CheatCat wrote:I never manged to understand pointers and objects in C...
Starnge, as even I can understand them.