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feature differences between MoH:AA and Q3/ioQ3 ?

Posted: Wed Apr 16, 2008 12:42 pm
by tourist-tam
Hi all,

I know this is going to look like a newbie question but I've had to ask:

What are the differences between MoH:AA and Q3/ioQ3, feature-wise?

I saw that you have the .bsp file format support for MoH:AA up and running. I am very impressed about it. What are the differences about .map format in both games?

Regards,


Tam


PS: sorry I cannot claim to be a C/C++ programmer so my help would certainly be limited to supporting you another way.

[edit: added question about .map file format]

Posted: Wed Apr 16, 2008 3:24 pm
by Rookie One.pl
What kind of features do you mean?

You mean .map as the source files you feed to q3map to compile?

Posted: Wed Apr 16, 2008 4:40 pm
by tourist-tam
By feature I mean modification that have been added to the game when compared to quake3 like the model technics imported from FAKK2 (so I've heard).
As for the .map file, I do understand that the basic brush format is the same but some of the other entities are dissimilar.

Regards,

Tam

PS: just to understand what you guys are going through reverse engineering the mohaa engine. ;)

Posted: Wed Apr 16, 2008 6:08 pm
by Rookie One.pl
I'm not sure there will be anything we're going to leave totally intact as it is. Well, maybe the input. ;) But other than that, we're basically going to implement support for all of MoHAA's file formats and make the network protocol compatible. I think there's too many things to list. However, the tasklist on the Sourceforge project page should interest you, I put some of the modifications we're making on it.

As for .map differences, the only ones I found is the handling of surface flags and of course the terrainDef structure for the LOD terrain. Some entities have different classnames, but that's not exactly a thing of Radiant but rather of the game logic library.

Posted: Thu Apr 17, 2008 9:00 am
by tourist-tam
Ooooh. ^_^


Many thanks Rookie One. That's what I was looking for.


Tam