Closed robotanarchy closed 9 years ago
Here's the first screenshot from the new codebase (the one, that is in this github repository):
These are two single player instances. None of them has focus, but due to the new controller code, both can be controlled with two different XBOX-360 controllers!
(You can also see that I've set up a very old Laptop with Windows XP as my Gta2-Hackers-Remix developers machine. It really has the two controllers plugged and I'm connected from a Linux PC via VNC (so it is not a virtual machine!). Both are in the same room, so I can really test the controllers.)
Here are two more screenshots of the gamepadglue controller code (released as alpha version 0.1.0 in the meantime), taken by Sektor and Cuban-Pete of GTAMP Forums. These are actually multiplayer sessions on the same PC.
I'm glad that the mod works on Windows 7 and 8 so far, although I have only tested XP before releasing it.
When the mod is somewhat working stable, I'd like to have a fullscreen SDL GUI for setting up multiplayer games, that can be controlled with the gamepad. However, this is too much work until we have something to show off, so I'm working on a (AutoIt3 based, just like most of the splitscreen code) Windows GUI. It isn't that pretty, but it will get the job done.
You basically have all the options from a normal network game, except that you can also choose the player count and screen layout.
There's still a lot to do, before everything is functional, but I guess I can release this (along with the source code of course) in 2 weeks or so.
The reimplementation of the window merge code is working now. Also there's a new debug information window, that can be toggled with F1 and tells the user what the program is currently doing (helpful when we're waiting for the network dialogs for example).
I've even added code to start gamepad glue (and display its output in the little window). So this is bascially the first working version of the splitscreen mod :+1:
A new release will be available soon.
Two new screenshots for the new 0.3.0 release!
(Note: windows borders don't really get hidden for now, I've just clicked in the windows and then they went away :p also I've only actually played a four player game, not a six player one. and it was awesome :+1: )
As a christmas present, @cfr34k and @Sqozz from bytewerk managed to create a video of the 0.3.1 version -- running on Linux!
We've made a four players video a few days earlier on Windows with VLC desktop capture, but it doesn't have sound and it lags a lot. It isn't that easy, because we have more than one window that shows 3D accellerated output.
The screen layout only uses half the screen, because when filling the whole screen with two players and driving in cars, the car goes off-screen (#4).
Some time has passed after the last update. Today I was working on drawing fonts from the original sprite files (again), but this time I've got it partially working:
That font rendering I was talking about earlier works pretty good now, here are the first screenshots of the new "fullscreen" menu (here not running in fullscreen, but SDL2 can scale it up). It is intended to look just like the one we already know from GTA2 - but it will be able to do so much more :>
The G2HR menu takes the game files from the original GTA2 to render the menu (fstyle.sty
and a bunch of tga
files currently). They get parsed on startup (big thanks to Black_Phoenix, his OpenGTA2 code was very helpful there) and then the menu gets rendered with SDL2 - all of this is written in super fast C code.
On the left: original GTA2 menu On the right: current state of the G2HR menu (from the post-alpha branch)
Here's the G2HR main menu again, so I can use it in the post-alpha README.md:
Here are some legacy screenshots of experimenting with multiplayer. Back then, the controller code wasn't implemented yet. Code for starting GTA2 multiple times and patching the windows as child windows into a big one isn't on github yet, because it will be more or less rewritten from scratch, focusing on good integration of the new controller code.
2012-04-10
2012-04-11
The black border in the middle makes it easier to distinguish both screens.
2013-04-22
Experimenting with more than two players. The red lines were sort of for a debug view and are not intended to be in the real version.