I believe our goal is to make each versions compatible with each other, however a user with omohaa will have more features enabled. Atleast thats the general idea. However both should be backwards compatible omohaa <--> mohaa
We must separate OMoHAA and the free asset package.
OMoHAA as such (when running original MoHAA pk3s) is intended to be fully compatible with MoHAA (i.e. OMoHAA clients join MoHAA servers, MoHAA clients join OMoHAA servers).
OMoHAA server running the free asset pack pk3s would only accept OMoHAA free asset pack clients. OMoHAA clients with the pack would only be able to connect to OMoHAA servers running the pack.
When you are talking about the game assets, you are talking not only about the textures, but as well about the compiled maps, models, scripts, etc ... Am I right?
About the textures:
are 'we' going to follow the naming convention in place? Not relevant as I've got confused with something else.
are 'we' planing for higher resolution?
are 'we' envisaging some enhanced features like parallax mapping?
Another point: how and when will 'we' be able to participate to the content part of the project.
Regards,
Tam
Last edited by tourist-tam on Fri May 02, 2008 3:32 pm, edited 1 time in total.
Of course, I'm talking about all the assets.
Which naming convention?
Yes, I think 512x512 will be the standard texture size.
Yes, we are.
How - I've already explained a few posts back, when - I think when I get the modeling tools done.
I was really talking about the textures, which are EA's IP. So with this in mind, it should be simple to start replacing them by some specially made for OMoHAA. Obviously I'd be nice to follow a pattern for the replacement:
simply replace them (same name), or
put them under a complete new name (naming convention to be defined then).
And the where is kind of important: I am keen on trying my best pulling a few texture at a time, my commitment being subject to my life (like the rest of us possibly).
Well, this is something we must think through carefully. If we create replacement textures for all the stock ones, we get compatibility with all the custom maps, too (they all mostly use stock textures anyway), and this is a considerable pro. The con is that not all of them might be used, so some work might just go down the toilet. But anyway, it seems a feasible project to me.
I wouldn't like the free media project to share the name OpenMoHAA. It would cause unnecessary confusion. Let's keep the engine and the assets projects separate.
I'd say the first step is to pick a good name.
Post your proposals, keep in mind this is supposed be a WW2-themed multiplayer shooter, with action possible in all the war theatres, so names referring to a single front (e.g. Return to Normandy, D-Day, Ostfront, Market Garden and the like) are out of the question. References to it being free (as in speech, not as in beer) are welcome.
My proposals (probably not the best ones):
Call to Arms
Medal of Freedom
OpenAssault (too much openness around perhaps? wanted to go for an analogy with OpenArena)