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PostPosted: Sat Dec 20, 2014 7:02 pm 
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i got it working so far(didnt test it with controllers yet)
some areas on the screen look a bit buggy
http://imgur.com/HLKPI3n
and the first time i started it(with this setup) nothing opened. the second time only the host worked. the third time both players were there. everything else worked fine.
edit:once f2 didnt work and gta made strange sfx noises instead(a few minutes game)

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PostPosted: Sat Jan 03, 2015 12:25 am 
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elypter wrote:
i got it working so far(didnt test it with controllers yet)
some areas on the screen look a bit buggy
http://imgur.com/HLKPI3n
and the first time i started it(with this setup) nothing opened. the second time only the host worked. the third time both players were there. everything else worked fine.
edit:once f2 didnt work and gta made strange sfx noises instead(a few minutes game)


Thanks for testing. Yes, the buggy areas on non-4:3 resolutions is a known bug (fixes welcome :p).
Your guys reports of the mod not working the first time it gets started made me do some research and bug hunting, and I've finally fixed this in the latest version:

[frenzy] 0.3.2-splitscreen_mod [frenzy]

In the meantime I've released a version that also works on Linux, with most of the mod (but not everything, sdl_controller_code runs natively!) running in Wine. Here's a video of two people playing!

The mod also got lots of improvements under the hood, that future versions will make use of. Such as detection, if the player is in a car or not (different controls for driving cars, anyone?) and a decent network protocol for communication between the proxy_dll and the sdl_controller_code (the network based printf for debugging turned out to be very useful :) ). I even had decent rumble support working and was about to include it in the next version, but then I noticed that it doesn't really work in multi player the way I've implemented it (player one sees an explosion and all game controllers shake!).

PS: @Cuban-Pete: Do you still have issues with this version? It would be very nice if you could test it out quickly.
PPS: We had an old slot machine in our hackerspace and we're turning it into some kind of arcade machine, where you can play GTA2 splitscreen with this mod :D
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PostPosted: Sat Jan 03, 2015 8:17 am 
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>gta on a slot machine
that looks like fun.
reminds me of the floppy versions of gta that i made

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PostPosted: Sat Jan 03, 2015 12:49 pm 
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I like what you did to the GTA2 lobby start button. The option to chose window layout is welcomed.

Running splitscreen GTA2 on a slot machine is really cool.


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PostPosted: Wed Jan 28, 2015 6:16 pm 
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Thanks Sektor :)

I'm currently having exam weeks, so there's not much to show off - but here's a little status update for the next big feature:

The all-new "post-alpha" branch on github will have a re-implementation of the original GTA2 menu!

It will use the original background graphics (that already works, except for a bug in SDL_image that will require a workaround until they fix it upstream), fonts and sounds, directly load them from the original game files.

Why all the trouble? Because it makes new features in the menu possible, including controller (also maybe mouse?) support and a completely new options and multiplayer setup screen(for splitscreen games!

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PostPosted: Sat Jan 31, 2015 6:12 pm 
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i bet you update tl;dr part? so i can only checkt 1st post to know progress?


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PostPosted: Thu Feb 05, 2015 12:02 am 
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Razor wrote:
i bet you update tl;dr part? so i can only checkt 1st post to know progress?


Yeah, I've updated that. But nothing else in the first post, so the current state is at the end of the thread. Or just checkout the github page, which pretty much sums up the current state (which is: already working, rewrite in progress for a new menu)

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PostPosted: Sun Feb 15, 2015 7:37 pm 
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how can i set up other pads? it works for 1 and i have 2 attached


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PostPosted: Sun Feb 15, 2015 11:47 pm 
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If they are xpad compatible then they should be detected automatically. What controller isn't working? How is it connected? A charge cable connected to a wireless 360 controller isn't enough, you need the receiver.


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PostPosted: Tue Feb 17, 2015 8:49 pm 
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also: are your running this on Windows or Linux?

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PostPosted: Wed Apr 08, 2015 7:57 pm 
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Over the past months I didn't really have time to work on the mod. But before that break, even with all the stuff I did already show off, I had a lot going on behind the scenes, too.

I'm talking about the "post-alpha" branch on github, which focuses on creating a new gamepad-compatible menu.

And a few days ago I started coding on the mod again, tying some loose ends together and finally there's something to show off again:

[gang] SCREENSHOTS! [gang]

Stuff that will theoretically be possible with a custom menu implementation:

  • no more problems with fucked up menu graphics on 32bit resolutions
  • full gamepad support
  • integration of my splitscreen mod of course - with a nice game setup menu right in there!
  • perfect integration of all kinds of mods developed by you guys (I could think of this one if the author is okay with that, for example) -- all right integrated like it was normal game content. With your names in the credits screen :mrgreen:
  • mouse support in the menu
  • ... and I can think of lots more. It will be awesome, trust me :D

PS: It will probably take some time, until this new menu is really usable and I'll release the next version of the mod. Just wanted to inform you, that the project is alive 8-)

EDIT: I think I should specify more, what the menu currently can do:
  • navigating through different screens with the keyboard
  • highlighted menu entries show up red
  • disabled entries are grayed out (less alpha)
  • shows an (currently empty) credits screen before quit
  • I've created a little 'toolkit' (like QT or GTK, but much much simpler) for the GTA2 controls and screens. If you're a coder, you can check out ui.c to see how well abstracted it is already
  • showing backgrounds and "bottom text", depending on which screen and control is currently active
  • draw all kinds of menu fonts, also draw them with different alpha values and colorized (needed for the credits)

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PostPosted: Thu Apr 09, 2015 8:58 am 
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Like! [respect]

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PostPosted: Thu Apr 09, 2015 9:29 am 
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:)


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PostPosted: Mon Apr 27, 2015 8:58 pm 
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New menu entries will need new backgrounds and here's the first one that I have integrated, for the splitscreen menu entry.

Please suggest more backgrounds, as long as they are either created by you and you're fine with me using them in the mod. Or if they have a CC-BY license.

I'm really curious what you guys think about it :)

PS: For the splitscreen => multiplayer level selection screen (there will be one!), I'd like to have preview images of the district/map that is selected. There are a lot of cool blender shots out there, something like that - but also limited to the size of the left screen area (278x480). If anyone got the skills for that (looking at Cuban-Pete ;)), I'd be happy to use them!

PPS: I've also tried to cut out the DMA logo, but it looked too different from the other backgrounds, so I've decided to go with no DMA-cut-out at all. Opinions on that?


Attachments:
2015-04-27-custom-menu-background.jpg
2015-04-27-custom-menu-background.jpg [ 1.62 MiB | Viewed 11531 times ]

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PostPosted: Tue Apr 28, 2015 12:22 am 
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Very nice improvements. That free image fits well.


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PostPosted: Tue Apr 28, 2015 1:15 pm 
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Here are some ideas. I added to all images some HSV Noise (GIMP filter) and converted the images to 256 colours (8bit) to give it that old GTA2 style. ;)

Attachment:
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Source: http://en.wikipedia.org/wiki/ATF_gunwal ... FN5701.jpg

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Source: https://www.flickr.com/photos/soldiersm ... 001597234/

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Source: http://en.wikipedia.org/wiki/Vehicle_fi ... ermath.jpg

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Source: http://commons.wikimedia.org/wiki/File: ... ter_(Night).jpg

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Source: https://www.flickr.com/photos/f_mafra/2 ... otostream/

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Source: https://www.flickr.com/photos/digiart2001/2193170497

It's fun to make these so if someone got perhaps some subject/locations as ideas I can try those also?
Flickr is a good source for images under CC-BY.

I also tried to put the DMA logo back, but it looked ugly (mainly because the edges are difficult to get nice).

For map rendering I might need some more info. I don't know if a large overview of the map looks good in 3D blender render. I presume there are also gonna be a lot of maps and previews so I need to make sure I can get a consistent look. Perhaps some sort of automation. Could you give some example maps?

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PostPosted: Tue Apr 28, 2015 6:32 pm 
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Thanks, Sektor :)


Wow Cuban-Pete, I really like number 5,6 and 2, especially how you modified the original images. That was quick :o
Maybe I'll play a bit with the 256 colors and HSV filter too, seems like a good hint (I'm also using GIMP anyway).

I don't really know where all of these can be used, but if you want to, keep creating more and we'll pick the best ones and find a matching screen in the menu.
(Just to clarify, I'm not planning to replace the existing images).

I'm planning a cheat menu for example, which could use one of them maybe. (It will work like this: You type in GOURANGA as name, and then you'll get to the "secret" cheat screen, where you can just toggle all cheats conviniently. And maybe we could even add new, custom cheats, too. This is a lot faster than typing in all the cheats - and they aren't secret anymore anyway).

Cuban-Pete wrote:
It's fun to make these so if someone got perhaps some subject/locations as ideas I can try those also?
Flickr is a good source for images under CC-BY.

I've got these two on my "list" of candidates for creating backgrounds, maybe they are helpful (either directly as source or as inspiration):
https://www.flickr.com/photos/kjcs/8096588054
https://www.flickr.com/photos/msvg/5322366694

Some subjects: gansters, guns, traffic, drugs, money, slightly-futuristic-as-seen-from-'99, ...
basically anything that fits in the GTA2 world and makes a good picture :)


Cuban-Pete wrote:
For map rendering I might need some more info. I don't know if a large overview of the map looks good in 3D blender render. I presume there are also gonna be a lot of maps and previews so I need to make sure I can get a consistent look. Perhaps some sort of automation. Could you give some example maps?


Which maps:
- all original GTA2 multiplayer maps (3 districts, tiny town etc.)
- all community maps that will be shipped with the mod (there could be some in the future)

Yeah, having a consistent look is really important, so it doesn't look strange when cycling through the maps.

I guess the preview images doesn't really need to show the whole map, but rather its most characteristic part in a cool angle, if that is possible. Maybe you try to create one for tiny town and we'll see how that goes? I've seen your screenshots in the epic map editor from T.M. thread (seems to be a really awesome program btw) and I really like when you can do with the lighting. To fit in with the other menu images, they should look as realistic as possible.


Oh and one thing about the menu images: please keep a copy of the image with the full colors and without the GTA2 logo added, so it is possible to make changes there without re-making the whole image :)

EDIT: Added the HSV filter to the image I've posted and now it feels more 'gta2-ish' :lol:

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PostPosted: Tue Apr 28, 2015 10:46 pm 
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Attachment:
gta2_idea7.png
gta2_idea7.png [ 286.59 KiB | Viewed 11502 times ]

Source: https://www.flickr.com/photos/68751915@N05/6355220839

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http://pixabay.com/nl/roulette-casino-t ... rs-248995/

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https://www.flickr.com/photos/86530412@N02/8449170644

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https://www.flickr.com/photos/franklinc55/4454789262

Will look later this week into 3D renders.

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PostPosted: Tue Apr 28, 2015 11:06 pm 
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Wow, i'm really impressed :o awesome!

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PostPosted: Wed Apr 29, 2015 2:29 pm 
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Thanks! :)
I'm running out of ideas and it is a lot harder to only use CC-BY images.
I will now focus on 3D render.

Attachment:
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http://pixabay.com/nl/glas-opsommingste ... ot-262105/

Attachment:
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https://www.flickr.com/photos/stuartmca ... 6290792390

Attachment:
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http://en.wikipedia.org/wiki/Gold_bar#/ ... -AB-01.jpg

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