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Posted: Wed Oct 07, 2009 8:52 pm
by wombat23
as he said, it's not about optimisation right now.
our current job is getting the format specifications right. and the quake 3 code gives us quick results.

Posted: Thu Oct 08, 2009 1:14 pm
by pablorosatti
wombat23 wrote:as he said, it's not about optimisation right now.
our current job is getting the format specifications right. and the quake 3 code gives us quick results.
It seems that you did not read well what I wrote, I said that you could use XREAL instead of IOQUAKE, these two are based on the Q3A engine, but is XREAL is optimized...

Posted: Sat Oct 10, 2009 10:22 pm
by Rookie One.pl
No, Pablo, it seems that you:
1) have not read through the entirety of this topic (this suggestion has appeared a couple of times already)
2) do not really know what you're talking about (no offence meant here).
It's just that the XreaL guys have gone really REALLY far in modifying their engine, to the point where it's not even compatible with Q3 content anymore due to architecture changes. Adapting it to run MoHAA content would double the work that needs to be done. Not mentioning the fact that MoHAA's missing some of the media assets that XreaL requires to work (normal maps, to start with).

Plus, last but not least, it would leave the people with old hardware helpless. I'm not really in charge anymore, but my original intention was to maintain (or even lower, if possible) the original hardware requirements.

Posted: Thu Nov 05, 2009 10:54 pm
by DeadlyDan
Excellent progress so far guys! And i agree, it would be too much work to go to XReal which is now completely independent from how Q3 worked. It doesn't even use Q3 BSP anymore, the editor uses a Q3 .map and then compiles it in their own XReal format.

Also, i just wanted to say, do you think it's possible to get a simple BSP viewer released? To demonstrate the loading of the maps, i understand that there is some progress in Irrlicht and if when possible it would be real nice to have a BSP viewer just so people can take a look at your progress :)

Posted: Fri Nov 06, 2009 3:37 am
by 211476
Also, i just wanted to say, do you think it's possible to get a simple BSP viewer released? To demonstrate the loading of the maps, i understand that there is some progress in Irrlicht and if when possible it would be real nice to have a BSP viewer just so people can take a look at your progress
yeah, I second that

Posted: Fri Nov 06, 2009 2:15 pm
by wombat23
that shouldn't be a problem...

Posted: Thu Jan 07, 2010 5:08 am
by m0d hippY
Hello all, any progress updates on this?
I'm just curious I know I haven't been very active myself. I feel that this project was just way outside my skill level though I feel it was still something great to do. Anyway if this is still active, I give you all my furthest support.

I actually have been idle because I've been working 2 jobs and have been pretty busy these past few months, but I've managed to work around my free time and started a new project. It's pretty much what I've been wanting to do from the beginning, just never had the resources\knowledge.

At any rate, redoing MOHAA entirely from scratch was completely irrational for me personally to begin because it was way out of my learning curve. What I wanted to do is focus on a base wrapper that would be stable and compatible with Windows & nix.

I heard a quite a few upset people complaining about elgan's and wombat's wrappers crashing at different periods in game, so I wanted to take a second stab and see if I can potentially make it more stable. I reworked the wrapper from scratch and actually I think I've accomplished my base goal. Currently after having several users test this in Windows & *nix, I think this is the first fully stable & multi platform compatible gamex wrapper. I added alot more functions that can be used.

Right now we're trying to work out a fix against STWH, although a broader fix I would like to accomplish is fixing the model collision entirely, and actually I think I ran into something that will allow me to accomplish that, but would require a bit more testing.

Also with the help of razorapid and other members from modtheater, we were able to get a fairly good norecoil detection system working.

Here is a video to show the work:
http://x-null.net/fixes/test/moh2.avi
and here is the thread:
http://www.modtheater.com/forum/showthread.php?t=37384

Posted: Fri Feb 19, 2010 11:58 pm
by Aprop
Hello Hippy.. sorry for my longer absence, I've been busy with other projects, etc... I didnt make a big progress, I just merged my code with current svn - so now we're able to receive the entity positions from server... I also know how to find the proper model/animation for centity...
Hippy, I dont know much about the STWHs but some day during testing fakk engine I realised that the 2015 snafued the job - shooting trough the walls wasnt been possible in fakk... there was some kind of check, in a Weapon class.. you might want to look into fakk gamex code for it.

Imho the cause of all stwh problems lies deep in moh architecture - its cgame calculates the player gun's position and send it to server - thats the gross mistake, such things should be done serverside.
Atm OM's cgame does not calculate anything like this - it simply sends some zeroes instead,
what cause all OM clients on moh server shoot in only one, particular direction : )
here's the om player on moh server, screenshot taken with g_showbullettrace on
Image
you see, he's facing camera but his bullets being spawn between his legs and fly towards the church. As I said, thats because om cgame does not calculate his gun's muzzle position.
edit: the same thin happen with rockets and grenades:
http://img203.imageshack.us/img203/2856/grenadex.jpg
http://img96.imageshack.us/img96/2967/rocketn.jpg

Posted: Sat Feb 20, 2010 4:18 am
by m0d hippY
Hey Aprop,

Don't worry about the delayed response. I feel you and wombat as well as rookie have done ALOT in this project, I just felt that I couldn't possibly come close with helping out as much as you all have. Open MOHAA is such an awesome project, but redoing it from scratch is just such a tedious process I think it would be easier just fixing things that need to be fixed serverside as opposed to totally recoding the engine from scratch. Clearly currently you have a playable game here, and while I'm sure it can still use alot of work, the progress is looking greatly promising. Awesome job & keep it up!

As far as the project I posted above, we've already done so much and it's looking extremely successful. We have 30 pages on the thread and we constantly update our progress. The community shows a great deal of interest & support, which motivates us to keep going with this.

As far as STWH, that's already fixed serverside, we also managed to emulate recoil serverside which means no recoil should be fixed. Now granted I heard it can still be bypassed, but certainly with ALOT more effort than just through modifying pk3's or a trainer. It would require ALOT of clientside hooking. cg->viewkick[0] = 0; won't do shit ;)

Next job is to optimize heiko's code and fix wallhacks.

Posted: Sat Feb 20, 2010 11:19 am
by Rookie One.pl
Aprop wrote:Imho the cause of all stwh problems lies deep in moh architecture - its cgame calculates the player gun's position and send it to server - thats the gross mistake, such things should be done serverside.
Yeah, I arrived to the same conclusion when investigating STWH. MoHAA supposedly uses an authoritative server game model, but there are quirks like this. Thanks for providing the ultimate proof for it!

Actually, this vulnerability just gave me a VERY spooky idea...

Posted: Mon Mar 15, 2010 11:19 pm
by Aprop
Rookie One.pl wrote: Actually, this vulnerability just gave me a VERY spooky idea...
Huh, what are you talking about Rookie... Are you going to create some kind of hack? gee,it would be extremally easy with openmohaa.... thats why I'm against the open source.

Posted: Mon Mar 15, 2010 11:46 pm
by pablorosatti
Aprop wrote:
Rookie One.pl wrote: Actually, this vulnerability just gave me a VERY spooky idea...
Huh, what are you talking about Rookie... Are you going to create some kind of hack? gee,it would be extremally easy with openmohaa.... thats why I'm against the open source.
If you are against the open source, what are you doing here?

Posted: Tue Mar 16, 2010 12:19 am
by Aprop
pablorosatti wrote:
Aprop wrote:
Rookie One.pl wrote: Actually, this vulnerability just gave me a VERY spooky idea...
Huh, what are you talking about Rookie... Are you going to create some kind of hack? gee,it would be extremally easy with openmohaa.... thats why I'm against the open source.
If you are against the open source, what are you doing here?
You see, mohaa is already flooded by the cheaters... another hack that spawn bullets in players heads (thats possible afaik) wont change the matter..

Posted: Tue Mar 16, 2010 2:51 pm
by wombat23
i second that

+ along with the openmohaa client we get open server source code. i'm not sure whether we can get it good enough to totally replace the original one, but if the result turns out to be anything near suitable, we may add any kind of cheat-protection we like to it.

Posted: Wed Mar 17, 2010 8:34 pm
by Rookie One.pl
Even if I made it (which I won't - I'm an almost professional game developer now and don't have time for such childplay :P), I'd never make it public. Still, it's good to know such stuff is possible so that it can be identified if someone figures this out independently of us.