MMClone

A complete re-code of Midtown Madness 2 done in the Unity Engine

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Postby aaro4130 » Sat Jul 08, 2017 8:10 pm

Not available yet. But yes it is active. I'm the one and only guy working on it :)
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Postby Windows10Issuesxd » Sat Jul 08, 2017 10:03 pm

Same weather here today.

Coincidence? I think not.

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Postby aaro4130 » Tue Jul 11, 2017 2:25 am

Same weather here today.

Coincidence? I think not.
lol, placeholders. I've implemented mmlang now and it's proper now
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Postby carfan1061 » Tue Jul 11, 2017 2:59 am

Is this going to be any different from the current game? Also can you integrate Diatota's modified exe, the most wand trainers and rv5(/6 if it's out in time)?
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Postby aaro4130 » Tue Jul 11, 2017 3:02 am

Is this going to be any different from the current game? Also can you integrate Diatota's modified exe, the most wand trainers and rv5(/6 if it's out in time)?
It's completely recoded from scratch in Unity. Any "modified EXE" isn't possible to merge.

However, I will add what most mod EXE's add in anyways : bugfixes upon bugfixes.

In the end the physics will differ, but I want to get them as close as possible. Otherwise it should be like the original game. Just modernized & with unlimited feature possibilities
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Postby Michaelx1 » Tue Jul 11, 2017 3:52 am

You did some nice work in the project
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Postby aaro4130 » Wed Jul 12, 2017 8:28 pm

Over the past couple days, I added object instancing, which sped up the city loading by 2x. Then I also added support for banger instancing.

I fixed banger rendering as well, and fixed up / added a bit to the PSDL renderer.
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Loading time
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Postby carfan1061 » Thu Jul 13, 2017 12:01 am

Wow, the loading is more realistic. Good to know you didn't abandon the shadows, their awesome! :D
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Postby Michaelx1 » Thu Jul 13, 2017 12:13 am

So what's the difference between normal mm2 and mmclone
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Postby Diatosta » Thu Jul 13, 2017 2:10 pm

--THIS IS FOR EVERYONE THAT IS ASKING THIS DAMN SAME QUESTION, ALBEIT INDIRECTLY--

The difference is that the original MM2 was coded by Angel Studios in 1999, with the technologies that were available to them at the time and with their own game engine (AGE). The original MM2 is a full product, it meaning it has an .exe (code), and assets (models, textures, etc).

MMClone is being coded by Aaro4130 in 2017 from scratch, in a third party game engine (Unity). It is not a full product, as it is only an .exe, but no assets. This means, you still need your original MM2 instalation, but instead of running the original's MM2 .exe, you run MMClone's .exe, and it'll run as it if it was the normal game, but with updated graphics and fixes. This also means that some things will be slightly off, such as car physics, because those will have to be scratch made by Aaro4130, as he can not use the original code from MM2, but he will try his best to make those accurate to the original.

Also, with MMClone being coded from scratch, this means that Aaro4130 CAN NOT include fixes from other MM2 .exe's, as they are in no way compatible. He can however code those fixes himself, and that is what he is doing.

TL;DR: MMClone is 100% different from the original MM2 code wise, but the facade is the same, so to you it'll be about the same, but internally it'll be very different.

I hope this clears up more what actual project is about and answers most of your questions :)
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Postby aaro4130 » Mon Jul 17, 2017 12:28 am

Sailboat and ferry pathsets loading now.
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I also have bridges loading. I emulated MM1's bell, so it plays before the bridge starts moving. Just a little detail that I feel fits better :)


I also got the propulator working. It works almost exactly like the original game. When comparing original game pictures to MMClone, it looked identical
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And last but not least, decals!
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Postby Michaelx1 » Mon Jul 17, 2017 12:29 am

Nice work
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Postby The_Most_Wanted » Mon Jul 17, 2017 6:27 am

Great work, keep it up! :) How is the lights and reflection going in this MMClone?
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Postby Franch88 » Mon Jul 17, 2017 8:16 pm

Impressive work so far, it's looking awesome! :D
The graphic looks a lot like the original game, but with better lightning and shadows. :wink: Hope to see also the clouds shadow effect, maybe a better made one.
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Postby aaro4130 » Tue Jul 18, 2017 12:49 am

I'll probably eventually phase out the realtime shadows by default, as the default lighting files most likely don't define the "sun" properly.

However I want to have custom support for this later on
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