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Xreal?

Posted: Sun Apr 12, 2009 9:23 pm
by Aprop
http://www.xreal-project.net/wordpress/?p=266

Did you saw fps?

btw Xreal i stand'lone projects, possible dev's dont need to download illegal q3 copy....

Posted: Sun Apr 12, 2009 10:05 pm
by 211476
makes you wonder why ID software didn't design the Quake3 engine like the Xreal engine has done

Posted: Sun Apr 12, 2009 10:31 pm
by Rookie One.pl
Dudes, please remember that was over 10 years ago. id's design was best for the hardware AND software available in 1997-1998, when Q3 was in development. Note that neither video cards (or stand-alone 3D accelerators, actually, at the time) had enough memory nor any of the real-time 3D graphics API (there was basically only OpenGL available, D3D wasn't really there yet) were advanced enough to support geometry buffers in VRAM.

I've been thinking of switching to XreaL from ioquake3, but 1) it would disqualify players with old hardware 2) there's no interest in OMoHAA from the MoH community anyway. With all due respect, I'm not willing to spend my free time on something ultimately used by 3 or 4 people in the entire world. There are more valuable goals to pursue.

Posted: Mon Apr 13, 2009 7:45 am
by Aprop
Today I spent a while with xreal engine.... here are first screens.
xlabs.bsp
Image

mohdm1.bsp
Image

Posted: Mon Apr 13, 2009 10:15 pm
by Rookie One.pl
No need to decompile the MoHAA maps, their sources have been released to the public.

Posted: Tue Apr 14, 2009 6:53 am
by Aprop
What? Who's talking about decompiling?

btw, if somebody didnt notice it...there are parts of fakk2 source released, mostly written in c++ (it isnt a problem, xreal compiles fine with Visual c++). You can find here something about fakk2 .st files, scripting system, tikis...

for example our loveable scriptmaster class?

Code: Select all

class ScriptMaster : public Listener
	{
	protected:
		ScriptThread					*currentThread;
		Container<ScriptThread *>	Threads;

		int								threadIndex;
      qboolean                   player_ready;

	public:
      CLASS_PROTOTYPE( ScriptMaster );

											ScriptMaster();
											~ScriptMaster();
		void								CloseScript( void );
		qboolean							NotifyOtherThreads( int num );
		void								KillThreads( void );
		void								KillThread( str name );
		qboolean							KillThread( int num );
		qboolean							RemoveThread( int num );
		ScriptThread					*CurrentThread( void );
		void								SetCurrentThread( ScriptThread *thread );
      ScriptThread               *CreateThread( GameScript *scr, const char *label, scripttype_t type = LEVEL_SCRIPT );
		ScriptThread					*CreateThread( const char *name, s
etc.

Posted: Tue Apr 14, 2009 2:23 pm
by Rookie One.pl
Those black walls made me think you decompiled mohdm1 and compiled it with xmap.

That's old news about FAKK2, Aprop, those files have been around since 2002.

Posted: Tue Apr 14, 2009 4:17 pm
by Aprop
YEA, RIGHT, LIKE I HAVENT GOT ANYTHING BETTER TO DO!?

Rookie One.pl wrote: That's old news about FAKK2, Aprop, those files have been around since 2002.
Fak's qfiles.h was surly main reference used by our vanilla AA bsp rev'enginers...

Posted: Tue Apr 14, 2009 6:40 pm
by m0d hippY
Sorry for the late reply. Rookie, we both know MOHAA is old, and we also knew that OMOHAA would be a demanding project that would def need to consist of more coders than just wombat and yourself. Unfortunately the rest of us weren't nearly as knowledgeable, however as you know I have been working on & off on the 1.12 patch and it just seems like a much more ethical approach to go off of than to completely rework an entire engine with only 5 people and 2 being the primary brains.

You def. know your stuff, but I just think we leaped into something far too much for us to grasp, and like you said MOHAA is old now. However I can assure you that if the patch was finished it would be a big hit. I know I already talked to Cashy about it a while back and not to mention everyone on the ladders are still waiting for it. I just want to get a solid backend running with an update client so if any more changes occur in the future it would automatically update itself ingame. Once I have that working, I have no problem releasing it publicly.

Still kind of curious if you had any more time to research the aimbot detection scheme we were talking about earlier.
With all due respect, I'm not willing to spend my free time on something ultimately used by 3 or 4 people in the entire world. There are more valuable goals to pursue.
I can assure you that if a solid based detection or defensive system is created against aimbots\chams\wallhacks that would by far be the most impressive release any game can ever ask for. Not to mention could completly revolutionize the meaning of Serverside Anti Cheats.

Posted: Tue Apr 14, 2009 9:03 pm
by Rookie One.pl
Aprop wrote:YEA, RIGHT, LIKE I HAVENT GOT ANYTHING BETTER TO DO!?
Now that kind of behaviour is uncalled for. Please cool it down.
Aprop wrote:Fak's qfiles.h was surly main reference used by our vanilla AA bsp rev'enginers...
Well, not really. Reverse engineering is mostly trial and error, looking at files in a hex editor, writing little programs that try to extract information; this kind of thing.

@Hippy: Thanks for the kind words, but there's 2 things:
1. This is not beyond our grasp. It's beyond the availability of our spare time, given how unrewarding this project would ultimately be. I feel no motivation to work on something almost no one will appreciate.
2. I don't want to spoil the fun, but you're one of the last remaining people who still believe in this game. It's just dead. It's flawed by design with the lack of a proper technical backend and introducing any substantial change is not possible, unless there is an official patch released. Face it - your efforts are definitely noble, but you just won't get the media coverage and stuff.

Imagine a casual player, ignorant to our pretty, little isolationistic realm of modders, trying to connect a server running your patch. Even if he sees a message telling him to download the client for it, do you think they'll do it? Your average player is unwilling to take the effort, and often even not intelligent enough to notice the information that's slapping them in the face. They won't write down the URL you provided and check out what's up with that patch, they'll most likely find another server which doesn't run it. And even if they get curious, they'll google "mohaa patch". And what will they find? 1.11, which they already have installed.

This just isn't happening.

As for that server-side anticheat thingy, I'm setting it aside at least until April 20th - that's when I'll know if I'm accepted into the Google Summer of Code. If I am, GSoC obligations won't let me work on it until mid August; otherwise I guess I'll spend some time on it during the summer. If you care to check up on my progress, you're welcome to follow my blog.

Posted: Tue Apr 14, 2009 10:04 pm
by m0d hippY
You hold up alot of good points.
I figured out with the help of Daven from TMT to modify some asm code MOHAA_server.exe & MOHAA.exe (serverside) to get a handle on the disconnect\version window, and when a player trys to connect to a 1.12 server the Window will explicitly say
"The server is running MOHAA Patch 1.12. Your game version is 1.11"
"To join this server and many others please download the patch at"
"www.theSiteIWant.com"

If there is a way I can hyperlink it directly that would be awesome, but I believe it can only be done clientside, but as long as I write it down it should be fairly simple to see what's going on.


Despite this being a dead game and as flawed as it is, I have learned a great deal through all these little projects. So for me to move on would be hard since I'm so used to OGL and the Q3 engine. It seems many newer games these days are built on a completely different engine and use a different API (Direct X), and I still have so much more to learn haha.

Even if 1 server uses it I feel that my hard work has been good. I will certainly promote my release and show servers all the benefits of using it, then we will see. Worst case scenario.. well there is no worse case scenario. The patch is backwards compatible so it can't do any harm it can only do good such as add more features and better gameplay.

We'll see what happens.

As far as the GSoC, wow, I'm very impressed in your interest and participation in that. I have no doubt in my mind you can certainly do a damn good job in that. I'll read more about it just out of curiosity, but you can guarantee that I will check regularly on the progress of your projects on your blog.

Good Luck with the Nasza Klasa plugin for pidgin. My parents visit that site daily haha.

Posted: Wed Apr 15, 2009 1:54 pm
by Rookie One.pl
That's precisely the situation I was talking about, and I guarantee you that a single-digit percentage of peeps who see that message will actually go and download that patch. Some of the more paranoid ones will even possibly think it's some kind of a phishing attempt, seeing as it doesn't come from EA. But good luck with that.

Lack of development is regression. Why don't you try some of the more modern open-source Q3-based efforts? There's dozens of them around.

Oh, I already forgot about that Pidgin plugin. :) I guess I'll write it one day, but definitely not now. And that GSoC stuff of mine is not impressive at all, you should've seen other people's proposals.