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Moderator: OpenMoHAA developers
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PhilsEmpire
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Hi guys!
What's new on this project? I hope you will make it done as soon as possible
Don't focus on new graphics effects or all special script classes: a lot of this classes, like Actors, Vehicle, and all useless like RockBound, can be done with the base script code, that should be done later
I may be able to help you for some script help (MOH: Guerre Total is mine if you heard of it...), but I have not any level for coding in C
What's new on this project? I hope you will make it done as soon as possible
Don't focus on new graphics effects or all special script classes: a lot of this classes, like Actors, Vehicle, and all useless like RockBound, can be done with the base script code, that should be done later
I may be able to help you for some script help (MOH: Guerre Total is mine if you heard of it...), but I have not any level for coding in C
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Rookie One.pl
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Apparently OpenMoHAA came to a stall.
I will try and finish the model loader code as soon as I get some spare time on my hands.
Source code from EA? That's not happening, not with their policy on fans. Besides, if you mean Cobra's efforts, he's not getting anywhere either because EA put forward an incompetent person to deal with him.
Source code from EA? That's not happening, not with their policy on fans. Besides, if you mean Cobra's efforts, he's not getting anywhere either because EA put forward an incompetent person to deal with him.
Ok...
The most important for a MOH-Engine should be the bsp loader, the shaders, tikis, and the basic script classes, (ScriptThread, ScriptSlave)... Is their the base done? I say again: a lot of existing class can be done only with basics and some script, with few commands (Trace and math commands are suffient I think).
What do you think the project will be? (that means, in you mind, what's the future of this project?)
The most important for a MOH-Engine should be the bsp loader, the shaders, tikis, and the basic script classes, (ScriptThread, ScriptSlave)... Is their the base done? I say again: a lot of existing class can be done only with basics and some script, with few commands (Trace and math commands are suffient I think).
What do you think the project will be? (that means, in you mind, what's the future of this project?)
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Rookie One.pl
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Dude, I had it all worked out and planned out. We just lack the manpower and time to type all the code in.
BSP support is in majority done, check out the screenshots earlier in this thread.
To be honest, I'm afraid this project is going to die long before it produces anything useful. It might've been something more if it was started in 2005, when Quake III's source was released, not 2008.
BSP support is in majority done, check out the screenshots earlier in this thread.
To be honest, I'm afraid this project is going to die long before it produces anything useful. It might've been something more if it was started in 2005, when Quake III's source was released, not 2008.
I actually have come across 2 more good coders that said they were interested in helping out, but as rookie already mentioned right now the biggest issue is finding the time to work on this project. I still hope to see this project complete, but I just don't think people realize how tedious & time consuming a project like this is especially with only 2 MAIN coders. Unfortunately wombat doesn't understand the model system as well as Rookie does, so we're somewhat dependent on Rookie atm, but as I mentioned time is very rare to find right now. Keep in mind that engines that are usually created by devs consist of teams of 100's of coders where as we only have team of about 5 and like I said before only 2 of them are the main coders. The rest of us are mostly scripters and such.
Anywho while this project is on hold, I can tell you that MRU has been working on a unofficial 1.12 patch currently for MOHAA. It's an effort of finishing up something I started out with a friend a while back & never got around to finishing & releasing it off. I merged with the MRU guys and we decided to merge the 1.12 patch with the unfinished MOH Reloaded project in an effort to fix up MOHAA the best we can. Currently we have stopped rendering chams serverside & STWH. We are working on stopping aimbots too. We have also fixed many crashing issues & ingame glitches. There should be a beta release soon to be released.
This is nowhere near the Open MOHAA project but it is still in efforts of making MOHAA a better & more fun game to play and stopping hacks.
Anywho while this project is on hold, I can tell you that MRU has been working on a unofficial 1.12 patch currently for MOHAA. It's an effort of finishing up something I started out with a friend a while back & never got around to finishing & releasing it off. I merged with the MRU guys and we decided to merge the 1.12 patch with the unfinished MOH Reloaded project in an effort to fix up MOHAA the best we can. Currently we have stopped rendering chams serverside & STWH. We are working on stopping aimbots too. We have also fixed many crashing issues & ingame glitches. There should be a beta release soon to be released.
This is nowhere near the Open MOHAA project but it is still in efforts of making MOHAA a better & more fun game to play and stopping hacks.


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brendank310
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Rookie One.pl
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Brendan, what's the error exactly?
MSVS is not officially supported. However, if you know it, it shouldn't pose much of a problem to you to create the solution files yourself.
MSVS is not officially supported. However, if you know it, it shouldn't pose much of a problem to you to create the solution files yourself.
Last edited by Rookie One.pl on Thu Jan 01, 2009 6:21 am, edited 1 time in total.
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brendank310
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tourist-tam
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Maybe, just maybe, you could have a look at this blog entry: http://gregs-blog.com/category/quake-3-c-net-port/Aprop wrote:I tried compile it on Visual Studio, C cant open project file, C++ get a lot off errors and compile only some dlls... Help us! Then we'll help ya!
Tam
i updated the network code. connecting works as far as the data packets come in. since they are compressed, it's hard to follow them in a packet sniffer, so i must do it by comparing our code piece by piece to the MOHAA assembly code. that's going to take some time... i completed the implementation of the snapshot parsing (if i made no mistake).
now i started parsing the 'CG messages' though i don't know what they are and why the hell they use them (there's nothing like that in Q3). but basicaly there seem to be 37 different ones and i'll have to implement each
so we're getting closer to maintaining a connection to MOHAA servers (though we still can't draw the models)
now i started parsing the 'CG messages' though i don't know what they are and why the hell they use them (there's nothing like that in Q3). but basicaly there seem to be 37 different ones and i'll have to implement each
so we're getting closer to maintaining a connection to MOHAA servers (though we still can't draw the models)


