ok the loading screen sucks (it's the Q3 loading menu that doesnt fit the mohaa assets) but that's not important.
i think i got the packet parsing code done to a point where it behaves correctly. after the map has loaded we get bogus packets and the connection drops. i think that might be caused by us because i haven't taken care of the packet sending code.
but.. only a matter of time
Don't want to spoil the fun, but I need to point out that at the moment connecting to a server is actually quite pointless because with the assets missing we still won't be able to participate in a game anyway...
well we can't participate in the game but we can watch it at least
this documents the first time for openmohaa to successfully join a MOHAA server. i set up a LAN game in the MOHAA window on the right and joined this game with openmohaa which you can see on the left. what#s not so easy to recognize is that the openmohaa view (which was in spectator mode) followed me roaming around the map in vanilla MOHAA.
notice the FPS of this double-game on my good old underclocked athlon comp
oh: there's still quite some occasions where the connection drops (especially these CGame messages keep bugging me)
ok now i got what i wanted. the connection is stable. i had two oversights in my code. check it out from the SVN. that's it so far
maybe some day the models work, too.
Excellent job, I just tested it with MLS Stoner Server, works great!! I can see the "was machinegunned by" messages, follow the player....
The models, well, atm Im able to animate successfully only the simple ones, like weapons and vehicles that use only joints of type 1... but I workin on it, support to other joint types and rotfk seem to be only theme of time now... however I really dont know how long it'll take.
Excellent job guys. I just wanted to notify you that I have talked to okidoki (some may know him from GD),
Anywho I asked him if he would be interested in helping out with OpenMOHAA, because from what I've lately seen of his work, is just unbelievable and he shows a great amount of knowledge in the engine.
Here is his response
[quote=okidoki]
I can't really be part of the OpenMOHAA project for various reasons, but I registred at Mods-R-Us since I got some decent reversing and coding knowledge, and could help by answering technical questions there (if they don't ban me for coding public AC bypasses and multihacks...).
OK, OK! You got me motivated for a bit. I'll try to cross-platformize Wombat's master server querying code tonight (it currently compiles on Windows only), and then start working on the event system in my spare time. Once it's more or less working and Aprop reverse engineers the animation format (I do hope you will share the specs you work out with us, won't you?), we can try building the animation system - we'll need it to display any player properly.
Im afraid that cross-platformizing current openmohaa code is quite pointless now..., because I with Wombat deciced to leave current q3 based openmohaa code, switch the Irrlicht and provide it all necessary game elements rewrited from scratch...
One more note, I know that there are better graphics engines, e.g Ogre (that afaik got build in PVS system atm, the same with other features??)... but I chosen Irrlicht because I treat whole project as challenge.