Hi all,
I know this is going to look like a newbie question but I've had to ask:
What are the differences between MoH:AA and Q3/ioQ3, feature-wise?
I saw that you have the .bsp file format support for MoH:AA up and running. I am very impressed about it. What are the differences about .map format in both games?
Regards,
Tam
PS: sorry I cannot claim to be a C/C++ programmer so my help would certainly be limited to supporting you another way.
[edit: added question about .map file format]
feature differences between MoH:AA and Q3/ioQ3 ?
Moderator: OpenMoHAA developers
-
tourist-tam
- Lance Corporal
- Posts: 18
- Joined: Wed Apr 16, 2008 12:18 pm
- Location: Edinburgh, Scotland
-
Rookie One.pl
- Site Admin
- Posts: 2752
- Joined: Fri Jan 31, 2003 7:49 pm
- Location: Nowa Wies Tworoska, Poland
- Contact:
-
tourist-tam
- Lance Corporal
- Posts: 18
- Joined: Wed Apr 16, 2008 12:18 pm
- Location: Edinburgh, Scotland
By feature I mean modification that have been added to the game when compared to quake3 like the model technics imported from FAKK2 (so I've heard).
As for the .map file, I do understand that the basic brush format is the same but some of the other entities are dissimilar.
Regards,
Tam
PS: just to understand what you guys are going through reverse engineering the mohaa engine.
As for the .map file, I do understand that the basic brush format is the same but some of the other entities are dissimilar.
Regards,
Tam
PS: just to understand what you guys are going through reverse engineering the mohaa engine.
-
Rookie One.pl
- Site Admin
- Posts: 2752
- Joined: Fri Jan 31, 2003 7:49 pm
- Location: Nowa Wies Tworoska, Poland
- Contact:
I'm not sure there will be anything we're going to leave totally intact as it is. Well, maybe the input.
But other than that, we're basically going to implement support for all of MoHAA's file formats and make the network protocol compatible. I think there's too many things to list. However, the tasklist on the Sourceforge project page should interest you, I put some of the modifications we're making on it.
As for .map differences, the only ones I found is the handling of surface flags and of course the terrainDef structure for the LOD terrain. Some entities have different classnames, but that's not exactly a thing of Radiant but rather of the game logic library.
As for .map differences, the only ones I found is the handling of surface flags and of course the terrainDef structure for the LOD terrain. Some entities have different classnames, but that's not exactly a thing of Radiant but rather of the game logic library.
-
tourist-tam
- Lance Corporal
- Posts: 18
- Joined: Wed Apr 16, 2008 12:18 pm
- Location: Edinburgh, Scotland

