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Moderator: OpenMoHAA developers
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pablorosatti
- Lance Corporal
- Posts: 10
- Joined: Wed Jan 07, 2009 8:22 pm
I think it would be very good that the OpenMOHAA project be organized better, to have a site where you can clearly see the target and present of the project, as well as allowing the entry of aid (programmers, designers, etc) something like the site of the game "Secret Maryo" where among other things seek help.
Secret Maryo's site says:
"We are searching for a Music and Sound Designer ! Inkscape Vector artists and C++ Programmers are also welcome.
If you're interested or can help out in different tasks see the Sound or Graphics Todo on the Wiki. "
Secret Maryo's site says:
"We are searching for a Music and Sound Designer ! Inkscape Vector artists and C++ Programmers are also welcome.
If you're interested or can help out in different tasks see the Sound or Graphics Todo on the Wiki. "
It's a great idea, and we actually had an idea of doing that. We had someone make a simple site for us already, but it's difficult to keep it up to date with everyone's busy schedules.
http://openmohaa.sourceforge.net/
http://openmohaa.sourceforge.net/


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pablorosatti
- Lance Corporal
- Posts: 10
- Joined: Wed Jan 07, 2009 8:22 pm
Have you considered using a CMS? This site allows you to test CMS demos before installing them.
Setting up a site isn't the problem. Personally I've looked into a content management system\ web portal of all kinds. I'm personally a fan of vbulletin because it has a great administration system and an available CMS add on.
The problem is modifying it to our liking along with updating it.
I've been wanting to create some kind of portal\cms for a while now, I've just been extremely caught up with ALOT on my hands right now and I know that I wouldn't have time managing it. The idea is great and applaud you for your interest in helping us out, but not to sound in any way demeaning or rude, but if you would like to take the initiative and make something for us, I see nothing in the way. If you need hosting let me know, I don't have a problem hosting it, only problem I have is the time haha.
The problem is modifying it to our liking along with updating it.
I've been wanting to create some kind of portal\cms for a while now, I've just been extremely caught up with ALOT on my hands right now and I know that I wouldn't have time managing it. The idea is great and applaud you for your interest in helping us out, but not to sound in any way demeaning or rude, but if you would like to take the initiative and make something for us, I see nothing in the way. If you need hosting let me know, I don't have a problem hosting it, only problem I have is the time haha.


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pablorosatti
- Lance Corporal
- Posts: 10
- Joined: Wed Jan 07, 2009 8:22 pm
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pablorosatti
- Lance Corporal
- Posts: 10
- Joined: Wed Jan 07, 2009 8:22 pm
He first used ioquake, then (recently) started testing the Irrlicht engine, I propose xreal because I see that is very advanced and supports many objects. Working with Irrlicht is not yet at an advanced stage as to not consider a change. Anyway the question was directed to m0d hippy and I hope he responds.
Actually you're mistaken.
We used ioq3 since the beginning, and then when all hope thought to be lost in the project, Aprop miraculously appeared with interest in helping out, only he, like you, wanted to push towards using a different engine (Irrlicht). We thought that it would be pointless since so much has already been done, but as we have seen thus far, he stuck to his decision and has showed incredible efforts in attempting to use it and work with it and it looks amazing. Now whether or not it's any better than ioq3 or xreal, I have no clue, but I can tell you this... FPS, is a result of optimization of code.
It all depends on how well a game is programmed and how well it is able to use rendering. Perhaps xreal does have better rendering use that Irrlicht or ioq3, but from what I've seen so far I don't think we have anything to worry about. Also I do believe, if I'm not mistaken, that Aprop actually has fixed a rendering issue he originally had that increased his fps from a low value to a significantly higher value. Keep in mind with today's video cards, rendering should be the least of anyones worries.
We used ioq3 since the beginning, and then when all hope thought to be lost in the project, Aprop miraculously appeared with interest in helping out, only he, like you, wanted to push towards using a different engine (Irrlicht). We thought that it would be pointless since so much has already been done, but as we have seen thus far, he stuck to his decision and has showed incredible efforts in attempting to use it and work with it and it looks amazing. Now whether or not it's any better than ioq3 or xreal, I have no clue, but I can tell you this... FPS, is a result of optimization of code.
It all depends on how well a game is programmed and how well it is able to use rendering. Perhaps xreal does have better rendering use that Irrlicht or ioq3, but from what I've seen so far I don't think we have anything to worry about. Also I do believe, if I'm not mistaken, that Aprop actually has fixed a rendering issue he originally had that increased his fps from a low value to a significantly higher value. Keep in mind with today's video cards, rendering should be the least of anyones worries.


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pablorosatti
- Lance Corporal
- Posts: 10
- Joined: Wed Jan 07, 2009 8:22 pm
"...Keep in mind with today's video cards, rendering should be the least of anyones worries...."
Yes, but let's not forget that the objective of the project, among other things, is to improve the performance of the game and the original game works on PC with limited resources. OpenMOHAA should operate at 100% of new video cards, but also should work on older video cards. That will give us at least two advantages, the first being that would not leave without playing to the owners of old video cards and the other would include users of Linux, which often do not have the latest drivers for video cards.
Yes, but let's not forget that the objective of the project, among other things, is to improve the performance of the game and the original game works on PC with limited resources. OpenMOHAA should operate at 100% of new video cards, but also should work on older video cards. That will give us at least two advantages, the first being that would not leave without playing to the owners of old video cards and the other would include users of Linux, which often do not have the latest drivers for video cards.
Amen to that.
That will be the single most important feature. Full native OS support win32\Mac\*nix
It should operate with older cards, but I don't think that will be an issue.
I think it would be phenomenal to have a decent ww2 game that's all patched free of bugs and exploits (thought in reality there are always exploits to be found), and a properly designed engine that diminishes cheats at the root of the source by integrating some serverside protection.
Yes yes I know, that's all to come in the future, but I still think it's silly that game devs put in so much time & money into these "bad ass" looking graphics in games and it seems like they give 2 shits about the actual play. It seems newer games are more prone to worse exploits than the older games.
They should honestly take a break from the gfx and all and focus more on serverside protection rather than wasting money in 3rd party AC's that can't do shit *cough* PB *cough*.. It's just irritating.
That will be the single most important feature. Full native OS support win32\Mac\*nix
It should operate with older cards, but I don't think that will be an issue.
I think it would be phenomenal to have a decent ww2 game that's all patched free of bugs and exploits (thought in reality there are always exploits to be found), and a properly designed engine that diminishes cheats at the root of the source by integrating some serverside protection.
Yes yes I know, that's all to come in the future, but I still think it's silly that game devs put in so much time & money into these "bad ass" looking graphics in games and it seems like they give 2 shits about the actual play. It seems newer games are more prone to worse exploits than the older games.
They should honestly take a break from the gfx and all and focus more on serverside protection rather than wasting money in 3rd party AC's that can't do shit *cough* PB *cough*.. It's just irritating.


OpenMohaa renderer still remains similar to q3's one, what means it doenst make any use of modern gpu features, what result in lower renderin' perfomance than eg in xreal( whichs based also on q3 but has fixed renderer code)...but it doenst matter as we're currently in research stage, first we have to get everything workin, then we'll worry about the optimisation...
some new screenshots:
current m1l1

players/allied_airborne.tik and players/allied_airborne_fps.tik (hands model for first person view)

torso only animation...

some new screenshots:
current m1l1

players/allied_airborne.tik and players/allied_airborne_fps.tik (hands model for first person view)

torso only animation...

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pablorosatti
- Lance Corporal
- Posts: 10
- Joined: Wed Jan 07, 2009 8:22 pm
But if you work on Xreal instead ioquake, the optimizations are done, when you get everything working, magically "your MOHAA" will be better than the original, and maybe will be ready to compare to others WWII FPS Games...Aprop wrote:OpenMohaa renderer still remains similar to q3's one, what means it doenst make any use of modern gpu features, what result in lower renderin' perfomance than eg in xreal( whichs based also on q3 but has fixed renderer code)...but it doenst matter as we're currently in research stage, first we have to get everything workin, then we'll worry about the optimisation...

