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Rookie One.pl
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Post by Rookie One.pl »

Phew! After quite a lot of painstaking research and development it's there, our MoHAA LOD terrain renderer. :) It even has simple means of reducing the vertex and triangle count by frustum culling and discrete LOD, and although they're not the most efficient ones around and far from perfect (visible terrain "popping", cracks between terrain patches with different LOD levels), they work. ;) I'll probably get the collision detection done tomorrow.

Here's a pic of Stalingrad with terrain in full detail:
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kleiton
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Post by kleiton »

Impressive, and really fast. The development is a dream, coming true. :shock:
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Post by wombat23 »

now you're the wizard 8-)
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Post by jv_map »

Not bad at all 8-) :D
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Rookie One.pl
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Post by Rookie One.pl »

Thanks, guys. :) Working on collision detection right now so that it cannot be walked through.
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jv_map
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Post by jv_map »

Hmm that's something the original developers never got right... at least not with grenades... :?
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Rookie One.pl
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Post by Rookie One.pl »

Yeah. But if my current approach works out, then although it'll probably be a little bit more CPU-intensive than the original (not noticeably on modern hardware, though), it will also be much more reliable and less prone to glitches.
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211476
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Post by 211476 »

is it possible to change from SKDs to MD3s or GLMs?
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m0d hippY
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Post by m0d hippY »

I talked about it with inequation, but that wouldn't work unfortunatly, because it would require a crap load of modification for MOHAA. As far as the whole AI system and model system is constructed it would be far more trouble than bothered to put into. You would have to remodel all the models from scratch, re texture them, and rewrite all the pk3 serverside\clientside scripting for them.

It's not worth it.

I was originally thinking of doing that, because their model system seems to have better support against pk3 chams, but once we get MOHAA up & running like we want, we'll add additional features such as PURE and possibly other things. We just have to wait and see what happens with the project, but it's looking very promising so far. Still alot of work to be put into this though.
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kleiton
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Post by kleiton »

Ok, then you can add UTF-8 support, can't you? :roll:
m0d hippY
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Post by m0d hippY »

are you talking about the characters and special characters and such?

It may be possible, would have to look into how it's handled.
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Rookie One.pl
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Post by Rookie One.pl »

We have the facilities to handle UTF8 internally (keystrokes, etc.), but what's the point if there still would be no graphical representation. :? RitualFonts support only up to 255 characters. However, there's the FreeType font renderer, so UTF8 may be fully supported in OMoHAA-derivative games, but definitely not when running original MoHAA's contents.
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kleiton
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Post by kleiton »

Rookie One.pl wrote:We have the facilities to handle UTF8 internally (keystrokes, etc.), but what's the point if there still would be no graphical representation. :? RitualFonts support only up to 255 characters. However, there's the FreeType font renderer, so UTF8 may be fully supported in OMoHAA-derivative games, but definitely not when running original MoHAA's contents.
I like Open MoH:AA more, even more with UTF-8 support :P

EDIT: I know that this would not be THE reason for players using OMoHAA, but it could be one more reason. And then I like to write things correctly, as many people do.
EDIT?: I don't know if this is easy, even more in a cross-plataform environment, but I guess you've already played some kind of MMORPG. Well, most of the Asian's servers have this option in the chat bar to switch between normal type and japanese types. I'll left this just as one more suggestion.
EDIT4: Removed EDIT? :shock:
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Post by wombat23 »

even if RitualFonts don't support intl. characters, we might still add functionality. but right now we have more fundamental problems to worry about.
so, don't take it as a "no". just not now
kleiton
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Post by kleiton »

Well, any news yet? :P
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