MMClone

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

aaro4130
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Re: MMClone

Postby aaro4130 » Mon Aug 27, 2018 6:04 am

I've thought about it and I'll look into making options for post processing and shadowing.

In the meantime, I updated my PSDL library to load PSD1 (the files used in Midnight Club), and also wrote a shader to render the ground like MC1 as well.

Example:
Image

Example Wet:
Image

It's neat how Midnight Club renders PSDL, maybe I'll add full MC1 city support in the long run, however, things need more research still.
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Re: MMClone

Postby Franch88 » Mon Aug 27, 2018 6:38 am

That sounds great, keep it up. :D
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Re: MMClone

Postby TonySSS » Sat Sep 01, 2018 10:49 am

Hello y'all, finally came back after a very long time enjoying the summer and downloading mods for simulation driving games like rFactor.

First off, seems this site has gotten a complete revamped look lately which I really adore so much honestly!
(Grazie mille Francesco per questo redesign completo del sito, lo apprezzo molto!  :wink: )

Second, I want to know the state of this wonderful new MM remake by aaro, especially in the .ar file support department, so that I could hopefully know that it will truly support an unlimited amount of them so that I can all the mods that I promised here months ago from next year on! ^ ^
(And it seems that someone started working on porting the cars from Gran Turismo 2 and PSP having seen in the home page with a Suzuki Wagon R I really like! Hope to see other ones such as Daihatsus for example soon)

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Re: MMClone

Postby DjDecibel » Sun Sep 02, 2018 9:38 am

[quote="TonySSS";p="110881"]Hello y'all, finally came back after a very long time enjoying the summer and downloading mods for simulation driving games like rFactor.

First off, seems this site has gotten a complete revamped look lately which I really adore so much honestly!
(Grazie mille Francesco per questo redesign completo del sito, lo apprezzo molto!  :wink: )

Second, I want to know the state of this wonderful new MM remake by aaro, especially in the .ar file support department, so that I could hopefully know that it will truly support an unlimited amount of them so that I can all the mods that I promised here months ago from next year on! ^ ^
(And it seems that someone started working on porting the cars from Gran Turismo 2 and PSP having seen in the home page with a Suzuki Wagon R I really like! Hope to see other ones such as Daihatsus for example soon)[/quote]

hello, and welcome back! :)
(ps: il creatore del sito sono io.. ahah quindi ringrazia anche me :D scherzo ;) )
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Re: MMClone

Postby aaro4130 » Fri Oct 26, 2018 3:56 pm

Optimized banger rendering, added sparks and shards, and buoyancy code.

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Re: MMClone

Postby DjDecibel » Fri Oct 26, 2018 8:26 pm

great work!
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Re: MMClone

Postby Jeremiahjobling » Fri Oct 26, 2018 9:12 pm

Impressive work Aaro. Feels very realistic indeed.

Also, now we can swim in the water without worrying about getting the "sleep with the fishes" message :)
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Re: MMClone

Postby Franch88 » Sat Oct 27, 2018 7:00 am

Great work! It's now being hard to distinguish it from the original game. :wink:
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Re: MMClone

Postby kennydanger26 » Sat Oct 27, 2018 8:12 am

Amazing! You're doing such a nice job!
Looks like you're improving MM2 a lot!

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Re: MMClone

Postby aaro4130 » Sun Oct 28, 2018 12:07 am

I've been working on some needed restructuring and optimizing of the code. The game should now load a bit faster.

The most awesome part though, I optimized banger rendering even more. Now peaking at 1000+ FPS at times :)

Also fixed a few bugs today. Hopefully tomorrow I can continue optimization, then work on other small features like echo zones, ambient sounds, etc.
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Re: MMClone

Postby carfan1061 » Sun Oct 28, 2018 6:05 am

Does this mean I would be able to play full HD with riva's traffic, a high poly car and still get 60fps on my humble intel integrated graphics chip?  8O

I can get good framerate with a few minor compromises, but nothing can calm the game engine from rivas traffic!  :P
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Re: MMClone

Postby Fuyunyan » Sun Oct 28, 2018 3:44 pm

This looks pretty neat! I like the wet ground textures.

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Re: MMClone

Postby aaro4130 » Thu Nov 01, 2018 4:13 am

Implemented the "warp" system.

TL;DR: Warps let the game check what block you are in when blocks overlap. When they don't overlap, you can efficiently check what block you're in via 2D math only.

Example: This room was marked as a "warp" room in the PSDL. As you can see by my warp debug, it's constantly checking if I'm on the bridge, or the road.
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Here it's checking if I'm in the water
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Here it is in action, complete with echo sounds :)
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Re: MMClone

Postby Franch88 » Thu Nov 01, 2018 8:25 am

If it's useful for the proper working of the game, then it's a good addition. :wink: Keep up the great work with your MM2 remake. :D
The grass effect can certainly be improved, because when it appears near the wheels is too much big.
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Re: MMClone

Postby aaro4130 » Thu Nov 01, 2018 11:57 am

In MM2 the particles are modified based on conditions. Mine are not yet, that's on the TODO list.

Speaking of the TODO list, finally got something off of it : Ambient sounds
These are the ambient sounds defined by WAV files, not the ones defined by dmusic



EDIT: Trains!!
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