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Submitted by Pierre Terdiman, posted on October 13, 2001

Image Description, by Pierre Terdiman

Yes. You're right. This is Konoko, indeed.

Directly hacked out of ONI from Bungie, one of my favorite PC games despite some major flaws. That game frustrated me as much as I enjoyed playing it - read: a hell of a lot. So as a revenge I took the liberty to hack my way through the file format, cut the whole thing to pieces, and here's my new pet project: KONOKO PAYNE !! guessed it, that means ONI with the swell moves + a bullet-time mode (absolutely compulsory for such a game!) + all the special graphic stuff we like, and which lacks from the original game (shadows, shaders, more polygons in characters, yadayada).

Ok, I'll probably never finish such a daunting project (we waited for both games many years and I want to mix the two all alone? DOH...!) but it was cool enough for an IOTD ! :)

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Archive Notice: This thread is old and no longer active. It is here for reference purposes. This thread was created on an older version of the flipcode forums, before the site closed in 2005. Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.
Pierre Terdiman

October 14, 2001, 05:30 PM

Errr... it should work with DX8. It's still using a DX7 renderer but I have DX8 installed here. Weird? What card do you have ? Maybe you can try to change your desktop resolution (16/32 bits), or try to run it in fullscreen (in the .ini file). Or maybe it's asking for a stencil buffer (in the .ini file as well) and the desktop is in 16bits so it fails?

Does the log file say anything useful?

I have only 3 cards to test: a GF2, an ATI Rage 128 and an old Intel i740. Last time I checked it worked on them, but maybe there's still a slight bug somewhere...


October 14, 2001, 07:35 PM

If you are looking for Slo-mo kung-fu, get the kung-fu mod for Max Payne. It lets you toggle between kung-fu and gun modes, and is damn cool to watch Max do crezzy kung-fu shit in bullet time. It's a really well done mod.

"Before you insult a man, walk a mile in his shoes. That way, when you do insult him, you'll be a mile away, and you'll have his shoes."

Lion V

October 15, 2001, 01:11 AM

Its too sharp-edged.
Also, the shadow looks pretty bad.
Its very sharp-edged and the perspective is screwed up I think.
Lightings good though.
Texturings mediocre-looking for some reason.

Pierre Terdiman

October 15, 2001, 02:12 AM

>Its too sharp-edged.
>Also, the shadow looks pretty bad.

Errrr, you know, it's just the vanilla shadow volume algorithm, so I'm afraid it looks just as good or bad as other shadow volumes...

It's sharp-edged, sure, since it's.... (in chorus)... "shadow volumes!" :)

> the perspective is screwed up I think.

Ah, I think I see what you mean. But believe me, it's not :) The camera angle may be unfortunate anyway, if you see it as "bad". Here's another screenshot then:

I've been using the same SV code for years, I think it's ok.

> Texturings mediocre-looking for some reason.

*grin*, complain to Bungie !!!!!!!!!!!!!!!!! The textures in Oni are actually quite small, flat, and not very cute. Official reason is that it's supposed to look like anime stuff. Real reason I think, is that they screwed up a lot of things, big time. But we're not playing games for the eye-candy, are we ?! ...I'm not anyway. So you're probably right, but I'm not responsible and even if I were, I wouldn't care :)

The TombRaider-like background is an old mesh, done in 3D Studio 4 (not MAX!) for a DOS demo in ~1995. I don't know if you were talking about it, but it may explain why it might look outdated.

All of this comes down to one obvious thing: I'm a coder, not an artist. And we're on FlipCode, not FlipArt, yek yek yek....

Pierre Terdiman

October 15, 2001, 02:27 AM

>Mc Cool's method? whats that? got a link?

Here's his homepage. Unfortunately the link to the shadow volume reconstruction stuff seems broken ?!


October 15, 2001, 04:52 AM

Ok, I went too fast, and missed the link "KonokoTest". That's nice, and the new flexine :)
I don't really understand why the data is so huge, maybe because you're sampling animation.

If you do a "konoko + payne + particle" test, feel free to send me a copy :)

CU :)


Pierre Terdiman

October 15, 2001, 05:21 AM

> I don't really understand why the data is so huge,
> maybe because you're sampling animation.

Yes, and because I linked together ~100 moves :) The original data is much shorter (compressed data + keyframes instead of sampling).

I've just realized a cool thing: all characters use the same number of bones/body parts, so we can play the bad guys' special moves on Konoko (which isn't possible in Oni, even with cheat codes). I love this, as Muro (the bad guy) has some cute attacks...

Ok, anyway. I'll now stop bothering you all with that game :)

Douglas Cuthbertson

October 15, 2001, 05:56 AM

Ah ha! I should have looked in the log file. I set the screen depth to 32-bit and it works fine. The log file said:
ZBuffer depth: 32
Stencil depth: 8
Ice error: DX7Renderer::InitZBuffer: unable to find a valid ZBuffer format.
(code Unable to find a valid ZBuffer)


PS. my graphics card is a Geforce2, 32MB DDR


October 15, 2001, 06:06 AM

McCool's Shadow-stuff can be found at:

franck brescia

October 18, 2001, 07:12 PM

I guess I was clubbing in front of my computer !

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