Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - caedes

Pages: [1] 2 3 ... 6
1
id Tech 3 Mods / Re: American McGee's Alice modding
« on: May 07, 2021, 11:31:45 AM »
I don't have experience with reverse engineering either, but that sounds like the right way to do it.
Apart from decompiling and  trying to understand from the disassembly (or however IDA represents it), it could also help to (additionally) run the game in a debugger to see what happens at runtime (maybe IDA/Ghidra support that as well, no idea)

2
id Tech 3 Mods / Re: American McGee's Alice modding
« on: May 01, 2021, 11:48:32 PM »
Alice is very similar to Fakk2 technically, so you'll have to use the FAKKTools.
relevant links for Alice modding:
https://machinations.fandom.com/wiki/Machinations_Wiki
https://sites.google.com/site/yannhennequin/ esp. https://sites.google.com/site/yannhennequin/geartools

changing behavior is not gonna be easy as no modding SDK had been released for Alice (fucking EA...), so you'd indeed have to use reverse-engineering.
probably the fakk2 game SDK source code (which I think is part of fakktools) helps a bit, as alice uses the same base

3
id Tech 4 Discussion / Re: Presenting a mirror of iddevnet.com
« on: April 22, 2021, 09:26:13 PM »
Luckily someone with backups of the Quake4 articles with missing images turned up and they also had the missing animations.zip!
Now it's almost complete, only two (unimportant) images for Q4 articles and one for Doom3 are still missing.

4
id Tech 4 Discussion / Re: Presenting a mirror of iddevnet.com
« on: April 12, 2021, 10:57:42 AM »
http://iddevnet.com just redirects to bethesda.com

https://iddevnet.dhewm3.org/ has a link to a .zip for offline viewing.
It's no PDFs, but html that you can browse locally and share

5
id Tech 4 Discussion / Presenting a mirror of iddevnet.com
« on: April 10, 2021, 10:33:32 PM »
Here it is: https://iddevnet.dhewm3.org/

It's mostly complete (all articles are there), but a few downloads and several images are missing.
The Quake4 part may look like a Wiki but it's static pages, so search won't work.

https://github.com/dhewm/iddevnet#missing-files-not-available-on-archiveorg-either has a list of missing files, if you have any of them please post them here so I can add them :)

Have fun!

6
id Tech 4 Scripting / Re: Should order of method implementations matter?
« on: August 02, 2020, 01:09:57 PM »
I think I have a fix for the Assertion, see https://github.com/dhewm/dhewm3/issues/303 or https://github.com/dhewm/dhewm3/commit/4902bc3e2051c5d4ec125dee5d20e3d549ff46bc for the code change.
As far as I can tell it works (and doesn't seem to break anything else), but it should probably be tested more before going into the master branch or even the next release..

7
BTW, I tried building dhewm3 with tools for Win64 and it doesn't build at all, needs lots of changes in the MFC code for 64bit.
A handful of cases where functions take or return (u)INT_PTR instead of (unsigned) int, but the biggest problem is the usage of SetWindowLong()/GetWindowLong() instead of S/GetWindowLongPtr() with GWL_USERDATA and GWL_WNDPROC instead of the GWLP_* equivalents.
If you think "Haha, just use search and replace" - nope, not *that* easy, because the arguments passed to those functions (pointers to functions I think?) are explicitly casted to LONG but you need to cast to LONG_PTR instead - but just there, not in other cases where other things should still be casted to LONG..

So while making this work shouldn't be impossible, it's not that easy and I won't work on this any further for now; 32bit Windows builds are good enough anyway.

(Yes, I should eventually look at the Storm Engine 2 code which probably has all this fixed if it indeed has a working editor in 64bit builds, but OTOH there I'll have to make sure not to merge BFG-specific stuff)

8
Thanks, that's good to know!

I googled that assertion and got basically no results (except for a dhewm3 bugreport), so it seemed to me like no one ran into this before..
Maybe people usually use release builds of the DLLs with assertions disabled (that would explain why I stumbled upon it in someone elses script), or only doom3world knew about that and took that knowledge to the grave.

It's indeed weird, and totally unnecessary - I have a simple workaround that's less than 20 lines of code - and it shouldn't be super hard to do it properly and do the full parameter calculation in ParseFunctionDef() when parsing the function prototype and not just when parsing the implementation either (you gotta make sure the parameters and their sizes aren't added twice, of course, so it needs a bit of thinking and cautiousness).

The workaround: Modify idCompiler::EmitFunctionParms() like this:
Code: [Select]
} else if ( ( op == OP_OBJECTCALL ) || ( op == OP_OBJTHREAD ) ) {
EmitOpcode( op, object, VirtualFunctionConstant( func ) );

// need arg size seperate since script object may be NULL
statement_t &statement = gameLocal.program.GetStatement( gameLocal.program.NumStatements() - 1 );
int size = func->value.functionPtr->parmTotal; // caedes: added this and the following lines
if(size == 0) // can happen if function implementation hasn't been parsed yet
{
const idTypeDef* funcType = func->value.functionPtr->type;
int calcSize = 0;
int numParms = funcType->NumParameters();
for( int i = 0; i < numParms; i++ ) {
idTypeDef* parmType = funcType->GetParmType( i );
if ( parmType->Inherits( &type_object ) ) {
calcSize += type_object.Size();
} else {
calcSize += parmType->Size();
}
}
if(calcSize > size) {
size = calcSize;
}
}
statement.c = SizeConstant( size ); // caedes: modified this to use size
} else {

9
id Tech 4 Scripting / Should order of method implementations matter?
« on: April 14, 2020, 01:30:02 PM »
I ran into an assertion in the script interpreter when testing a dhewm3 mod in a Debug build: "st->c->value.argSize == func->parmTotal" from idInterpreter::Execute()

(Please read this if you're familiar with Doom3 scripting; I will explain what seems to go wrong in C++, but you can ignore that part, I'd just like to know if this issue is know and/or considered normal. Thanks! :))

It turned out that the problem was the following:
We have a player "class" like:
Code: [Select]
object player : player_base {
// .. lots of stuff not important for the issue
void init();

float music_volume;

void check_music_volume();
// ... and more details
};

and then below there's implementations for those methods - and init() creates a thread with check_music_volume(), but the check_music_volume() implementation is below the init() implementation!

Code: [Select]
void player::init() {
// .. whatever ..
thread check_music_volume();
// ...
}

// ...

void player::check_music_volume() {
// ... does some stuff in an endless loop ...
while(1) {
if(music_volume > 0) {
// .. do whatever ..
}
}
}

Now when I start a map and that code gets executed (player::init() is called when the player spawns), I get the aforementioned assertion (if assertions are enabled, like in debug builds), because the opcode pretends that the function call has no arguments at all (that need to be passed when calling), while in reality the "self" pointer to the player object is implicitly passed (so check_music_volume() knows what player object it belongs to and can access its fields, like music_volume).

This can be "fixed" by moving
void player::check_music_volume() { ... }
above
void player::init() { ... }

Is it a known problem or considered normal, that the order of function/method implementations matters if one function calls another function?


(Following the C++ analysis:)

Now the problem was that the script compiler, when generating the ops for that thread creation
(idCompiler::ParseObjectCall() => idCompiler::EmitFunctionParms(), op == OP_OBJTHREAD)
it sets the wrong size for the statement, taken from func->value.functionPtr->parmTotal.
This happens at game startup, when all the scripts are parsed and compiled.

The reason that parmTotal for the "check_music_volume" function_t is 0 (while it should be 8, at least on my machine, for the self object reference) is, that even though an idTypeDef with type ev_function and the function_t is created when object player : player_base { is parsed and it encounters the void check_music_volume(); line, parmTotal is not calculated and set until the implementation of the function is parsed much later (when it reaches void player::check_music_volume() { way below).

It all happens in idCompiler::ParseFunctionDef(...) - that function is called both for the function declaration/prototype (void check_music_volume();) is called from idCompiler::ParseObjectDef() when it parses the player object, and later when parsing the implementation (after the bytecode for player::init() is generated), in that  case it's called from ParseNamespace() => ParseDefs() => ParseFunctionDef().

The reason the second call calculates and sets parmTotal (and also numParams) correctly (and the first call doesn't) is the following lines in idCompiler::ParseFunctionDef(...):
Code: [Select]
// check if this is a prototype or declaration
if ( !CheckToken( "{" ) ) {
// it's just a prototype, so get the ; and move on
ExpectToken( ";" );
return;
}

// calculate stack space used by parms
numParms = type->NumParameters();
func->parmSize.SetNum( numParms );
for( i = 0; i < numParms; i++ ) {
parmType = type->GetParmType( i );
if ( parmType->Inherits( &type_object ) ) {
func->parmSize[ i ] = type_object.Size();
} else {
func->parmSize[ i ] = parmType->Size();
}
func->parmTotal += func->parmSize[ i ];
}

// define the parms
// ... etc ...

So when parsing the method declaration/prototype ParseFunctionDef(...) returns before doing the calculations for stack space needed by function parameters - this is only done when parsing the implementation!
So, if the method is called in the script file before the the implementation, assert( st->c->value.argSize == func->parmTotal ); in idInterpreter::Execute() fails.

I have no idea why the stack space calculation etc isn't just done when parsing the prototype.

10
id Tech 4 Engine Coding / Re: updated code for getting system memory
« on: January 21, 2020, 06:57:03 PM »
Maybe we can replace the std:: stuff used for SMP with SDL functions or OS-specific functions eventually for better portability (and because right now dhewm3 doesn't use anything from std:: ), but don't worry about it for now, once we have something that works well, iterating on it should be easy(er) :)

(Also, I might be able to do the std:: replacements myself even in the limited time I currently have for dhewm3)

11
id Tech 4 Engine Coding / Re: updated code for getting system memory
« on: January 20, 2020, 11:01:46 PM »
oh yeah, regarding the SMP stuff, I haven't looked at TDM but if they're using the same interface as D3BFG the following code I wrote ages ago might be helpful:
https://github.com/DanielGibson/DOOM-3-BFG/commit/edfa0ded31cb6cab76eb3eb2db27cbecf62e8d55

12
id Tech 4 Engine Coding / Re: updated code for getting system memory
« on: January 18, 2020, 06:34:42 PM »
Thanks for porting those changes to dhewm3, that's awesome!

If you need help with the dhewm3 codebase or SDL feel free to ask :)

13
id Tech 4 Engine Coding / Re: updated code for getting system memory
« on: January 10, 2020, 09:19:28 PM »
That's a pity :-(

From what you posted here and in comments on github you had some awesome changes, some of which I would have loved to integrate in dhewm3 like SMP multithreading changes and microsecond timing which could (or even did?) help with support for high refreshrates..

Well, shit happens, I guess :-/

14
id Tech 4 Engine Coding / Re: updated code for getting system memory
« on: January 06, 2020, 04:49:23 PM »
Do you still have that git repo on your harddisk?
It might still be possible to get the last (committed) state before it merged in garbage.
(If you had uncommitted changes when the merge happened those might indeed be gone, but everything that was locally committed might be salvageable)

15
id Tech 4 Engine Coding / Re: updated code for getting system memory
« on: December 18, 2019, 06:46:31 AM »
did you try to restore the old (or rather latest unbroken) state locally with git reflog?

Pages: [1] 2 3 ... 6