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Posted: Sun Apr 13, 2008 10:35 pm
by Rookie One.pl
Phew! After quite a lot of painstaking research and development it's there, our MoHAA LOD terrain renderer.

It even has simple means of reducing the vertex and triangle count by frustum culling and discrete LOD, and although they're not the most efficient ones around and far from perfect (visible terrain "popping", cracks between terrain patches with different LOD levels), they work.

I'll probably get the collision detection done tomorrow.
Here's a pic of Stalingrad with terrain in full detail:

Posted: Sun Apr 13, 2008 11:51 pm
by kleiton
Impressive, and really fast. The development is a dream, coming true.

Posted: Mon Apr 14, 2008 7:01 am
by wombat23
now you're the wizard

Posted: Mon Apr 14, 2008 4:26 pm
by jv_map
Not bad at all

Posted: Mon Apr 14, 2008 6:23 pm
by Rookie One.pl
Thanks, guys.

Working on collision detection right now so that it cannot be walked through.
Posted: Mon Apr 14, 2008 8:16 pm
by jv_map
Hmm that's something the original developers never got right... at least not with grenades...

Posted: Mon Apr 14, 2008 9:48 pm
by Rookie One.pl
Yeah. But if my current approach works out, then although it'll probably be a little bit more CPU-intensive than the original (not noticeably on modern hardware, though), it will also be much more reliable and less prone to glitches.
Posted: Mon Apr 14, 2008 11:23 pm
by 211476
is it possible to change from SKDs to MD3s or GLMs?
Posted: Mon Apr 14, 2008 11:35 pm
by m0d hippY
I talked about it with inequation, but that wouldn't work unfortunatly, because it would require a crap load of modification for MOHAA. As far as the whole AI system and model system is constructed it would be far more trouble than bothered to put into. You would have to remodel all the models from scratch, re texture them, and rewrite all the pk3 serverside\clientside scripting for them.
It's not worth it.
I was originally thinking of doing that, because their model system seems to have better support against pk3 chams, but once we get MOHAA up & running like we want, we'll add additional features such as PURE and possibly other things. We just have to wait and see what happens with the project, but it's looking very promising so far. Still alot of work to be put into this though.
Posted: Tue Apr 15, 2008 5:58 pm
by kleiton
Ok, then you can add UTF-8 support, can't you?

Posted: Tue Apr 15, 2008 8:14 pm
by m0d hippY
are you talking about the characters and special characters and such?
It may be possible, would have to look into how it's handled.
Posted: Tue Apr 15, 2008 9:32 pm
by Rookie One.pl
We have the facilities to handle UTF8 internally (keystrokes, etc.), but what's the point if there still would be no graphical representation.

RitualFonts support only up to 255 characters. However, there's the FreeType font renderer, so UTF8 may be fully supported in OMoHAA-derivative games, but definitely not when running original MoHAA's contents.
Posted: Wed Apr 16, 2008 1:16 am
by kleiton
Rookie One.pl wrote:We have the facilities to handle UTF8 internally (keystrokes, etc.), but what's the point if there still would be no graphical representation.

RitualFonts support only up to 255 characters. However, there's the FreeType font renderer, so UTF8 may be fully supported in OMoHAA-derivative games, but definitely not when running original MoHAA's contents.
I like Open MoH:AA more, even more with UTF-8 support
EDIT: I know that this would not be THE reason for players using OMoHAA, but it could be one more reason. And then I like to write things correctly, as many people do.
EDIT?: I don't know if this is easy, even more in a cross-plataform environment, but I guess you've already played some kind of MMORPG. Well, most of the Asian's servers have this option in the chat bar to switch between normal type and japanese types. I'll left this just as one more suggestion.
EDIT4: Removed EDIT?

Posted: Wed Apr 16, 2008 10:15 am
by wombat23
even if RitualFonts don't support intl. characters, we might still add functionality. but right now we have more fundamental problems to worry about.
so, don't take it as a "no". just not now
Posted: Thu Apr 17, 2008 4:30 pm
by kleiton
Well, any news yet?
