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work in progress port of n64decomp/perfect_dark to modern platforms
License: MIT License
This project forked from n64decomp/perfect_dark
work in progress port of n64decomp/perfect_dark to modern platforms
License: MIT License
To reproduce: Start a multiplayer match with the Slow Motion option enabled, or use the Combat Boost in Carrington Institute Defense. The game will run the same speed than slow down as intended.
Compare me pausing to the actual game footage, the crates and mission time at the left get offset and stretched.
The sliders to adjust and change time, score, and team score won't respond to any inputs other than A and B.
The mouse wheel doesnt work, it doesn't change weapons. I think it's still in development.
See video. Unsure what the "intended" behavior should be considered here, it's likely the devs just didn't realize that gap was impassable without the regular lag the n64 version experienced.
Getting a crash after loading into the Institute menu that I've narrowed down to having something to do with the radial menu section bondmove.c Line 1417 g_Vars.currentplayer->amdowntime = 0;
in the radial menu in commit ffae454. Haven't been able to figure out how to actually debug the project so I'm not sure why this causes a crash, but when I comment it out, it stops crashing for me. Does anyone else get this crash?
Text will appear as either fully green, or red squares for a brief moment before it correctly fades in.
EDIT: I have not seen this happen to me in singleplayer yet, so I have edited the issue to specify.
How to reproduce: Start a multiplayer match, and sometimes the camera swirl animation will jitter.
If you have an Xinput controller connected to the computer before launching pd.exe, keyboard and mouse controls fail to work. Disconnecting the controller and restarting pd.exe fixes the issue. Not exactly an urgent issue but I should mention it in case someone else runs into the problem of their controls suddenly not working.
Currently, the game engine uses a rather weird room-based dynamic lighting system where the entire room lights up when firing weapons. Perhaps it would be better to just use OpenGL lights, ideally per-pixel for a better effect.
I don't know if graphics enhancements are being considered for this project but I have always thought that the dynamic lighting in PD(and GE) was held back because of the hardware constraints.
For clarification, I ONLY mean the lighting associated with gunfire or anything else that causes the room the light up such as explosions. The base game's map lighting is just fine the way it is. I just felt that the original dynamic lighting system was lacking.
Playing splitscreen through combat simulator creates this flashy show. Similar to some video plugins on emulators, I believe it's related to the frame buffer. Does not happen through Co-Op.
SEIZURE WARNING:
https://github.com/fgsfdsfgs/perfect_dark/assets/34986384/150a61f7-7575-4956-ae11-addfcf5764d3
This one is probably known but didn't see an open issue for it so I am just dropping this here
All Music and SFX are crackly and appear to be running slow.
Title
Sorry if this is known, but the following graphics were incomplete.
I tested this build. https://github.com/fgsfdsfgs/perfect_dark/actions/runs/5879598251
Video: https://youtu.be/qtzlnEuvBY8
In missions where there is an enemy that uses a tranquilizer or there is a psychosis gun in the world(Maian SOS) the game can crash. This may be two separate bugs but they both share a weapon model in common. In a recent livestream, Graslu00 implements a workaround by walking backwards into the psychosis gun to prevent it from appearing on screen, preventing the crash.
Probably known, but there's no issue open, so I'm opening one for it. The carpet texture in Datadyne: Defection seems to be corrupted in some way, looks like when you decode a texture the wrong way in the GoldenEye Setup Editor. There could be more things affected in this way, I just haven't found them.
This affects the Cycle, AR34, K7 Avenger, and AR54
Unsure when this first began appearing, as video shows, some game sessions Crash Site will be working and can be loaded perfectly fine, either from abort reload or from institute. Other game sessions it will crash any time it's loaded.
2023-08-20 15-00-52.webm
Attached video is;
-Abort reload
-Abort reload
-Carrington load
-Reboot game
-Carrington crash
-Reboot game
-Carrington crash
Happens across multiple savefiles, but haven't seen it occur with any other level.
Got an unknown GBI opcode on the elevator after it started moving down towards the lobby. I was fooling around with some cheats at the same time, and have reliably replicated and narrowed it to looking down the shaft while holding the Phoenix. I wish I could provide more information of what command value it was trying to process but I'm unsure of how to read the stderr buffer or how to run this through a debugger.
To reproduce: Use any item that grants the player zoom, or crouch. When they try looking around their sensitivity will be lowered, and when using 30x zoom, you can barely use the mouse (Easily done on Villa on Agent/Special Agent).
It moves correctly, but it does not face where it's moving towards.
When playing dD-Defection in co-operative mode, the Player 2 character spawns in the wrong location, appearing in front of Joanna and becoming stuck inside her. While I haven't compared the other levels' spawn locations with the original game, the rest of Mission 1's levels
can at least be played without teamkilling
https://github.com/fgsfdsfgs/perfect_dark/assets/42668580/678441e4-d5f2-46d4-bae9-fef596c90f9d
I know it's early days but the controller especially looking with the right stick seems very sensitive. Is there any setting i can change? or just wait for things to mature, thanks.
Assuming this is related to switching to 60fps, slider settings(for example, the sliders in the Limits menu in combat simulator) move way too fast to reliably choose a desired setting.
I'm guessing if/when a mouse cursor is added this won't be too much of an issue, though.
VK_MOUSE_WHEEL_UP
and VK_MOUSE_WHEEL_DN
don't appear to work inside the kbbinds. Looking it up it seems like they'd need to be handled inside the SDL_PollEvent
as a SDL_MOUSEWHEEL
event and grab the event.wheel.y
value? My experience with regular C projects is a little lacking and I'm struggling to figure out how to link the values properly back to the input file, and if there's a proper way to access the values.
When using TextureFilter=1, some objects like the distant buildings here still use nearest neighbour filtering.
This matches up with the original game running in an emulator, so that's not a problem. (Simple64/Parallel)
However, when using TextureFilter=2, those objects have three-point filtering applied, as well as the UI.
In order to get it to build on my system I had to change the CFLAGS/CXXFLAGS/LDFLAGS to have -m32 in the string and deleted $(TOOLCHAIN) from CC and CXX, leaving them as gcc -std=c11 and g++ -std=c++20.
On Debian(and Ubuntu, I'm guessing), using gcc multilib, you can compile the 32-bit binary by using 64-bit gcc by simply adding -m32.
Is there some reason why the toolchain setup is complex? It results in a CC variable that is something like 'i686-linux-gnu-gcc' which is only available if you install a the 'i686-linux-gnu-gcc' package which breaks gcc-multilib.
Yes, this can happen. It does not happen every time, however. I recorded a clip of it happening here:
https://www.youtube.com/watch?v=2M2Aldp25Yk
Sorry for no sound but it should be very obvious.
The guard should shoot a bit in the dark but not indefinitely. He'll stop when you shoot him.
EDIT: Got it to happen somewhere else. I think it's triggered when the guards try to shoot you pre-emptively.
Just before you enter the bridge, the lift portal seems to break. It works when you enter the lift, but exiting makes the player fall into the void into the hangar below.
Video:
https://youtu.be/FFKq9rrbYps
Effects such as blood spurts, sparks from bullets hitting walls, tracer fire, etc seem to have incorrect alpha blending.
Some characters can get stuck in place, repeating an animation loop. This can result in a failed mission if the character is necessary to the objective.
I'm getting an unknown op code when attempting to enter the third door in Sector 2 in Dayadyne: Investigation. Seems related to #30.
Here is my ini file:
pd.ini.txt
In the recently fixed gun range, the RC-P120 Silver challenge is impossible to complete as the targets won't react to the player turning invisible. They're meant to slowly turn around when using the alt fire option to cloak, but they won't do it.
Will update with other challenges that aren't possible to complete, if any.
Some of the stairs on Villa do not allow the player to descend or ascend, notably the interior stairs. Exterior stairs seem to work fine in my testing.
How to reproduce: Play through Air Force One until you reach the cutscene, the game will then crash
There is noticeable seams around portals that will shift and create holes in the geometry depending on your view. This happens occasionally in GoldenEye when there's mismatches between room and portal geometry, but in Perfect Dark these seams are nearly everywhere.
I'm assuming this is caused by some sort of rounding/precision error with portal coords under https://github.com/fgsfdsfgs/perfect_dark/blob/8c9c0abee637fd0bb18dfec91fc6a007b3903a88/src/game/portalconv_c.c
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