Page 20 of 24
Posted: Wed Nov 07, 2018 10:34 am
[quote="Franch88";p="111096"]It's really impressive.
Since MMClone uses the same files base of the original game, does it mean that's possible to use that editor as editor to make new cities also for MM2? In a previous video you showed the creation of new roads with it, and so, now I wonder.[/quote]
Since this is basically a reaction of MM2's game engine, you can indeed re-save edits to the city
Posted: Wed Nov 14, 2018 3:23 pm
Posted: Fri Nov 16, 2018 5:00 am
That's pretty cool. I bet it'll help us get traffic working on the London drawbridges, and also the SF bus terminal ramps. That's something I've been waiting on for quite a while. Also, it might help us add traffic to existing maps that don't have it, such as Abandoned City 1-3, Urban City, Banktest, and LondonDave (not sure if it would work properly, due to the map being unfinished).
Posted: Fri Nov 16, 2018 6:44 am
Awesome, finally a BAI editor! Your city maker and editor is being the best thing ever made for MM2.
If those yellow and green numbers are referred to the road and intersection blocks of the PSDL terrain, then that's an useful thing.
Posted: Sun Nov 18, 2018 7:48 pm
The numbers are the IDs of the respective intersection / road. Roads / intersections do store a reference to their room(s), but that's shown in the GUI.
Worked on some technical stuff today. Fixed bridge collision being offset, and fixed the bridge placement system.
(yes this is defined as a bridge)
(yes this is defined as a bridge)
Posted: Mon Nov 19, 2018 5:43 am
Keep up the great work! At a first sight, you wouldn't believe that's not the original MM2.
Yeah, those two objects are defined as bridges, and in fact, they disappear when pausing the game, which is typical of the bascule bridges. Dummiesboy fixed that issue in MM2 Revisited mods by putting them in the props.pathset file, as far as I remember.
Posted: Mon Nov 19, 2018 4:28 pm
Fixed ferry collision, now you can actually ride on them
Also been reworking the internals of AIEntities (the things that will be extended into AIRacer, AIPedestrian, etc) and AINetwork.
Posted: Tue Nov 20, 2018 12:53 am
GTA V also has collision issues with the ("unstoppable" :P ) train, so in a way MM2 will be more advanced :lol:
Posted: Tue Nov 20, 2018 5:31 am
You're really replicating the MM2 engine and its working, great work!
Good to have fixed that, though.
Posted: Mon Dec 24, 2018 6:46 am
I hope this comes out by 2019. I was hoping it would be released by Christmas, but that seems unlikely. Any chance of a beta?
Posted: Tue Dec 25, 2018 9:53 am
I've had a falling out with the remaining MM2 community, and haven't played the game for a good while.
This project is on hold until further notice.
Posted: Tue Dec 25, 2018 10:58 pm
Sad news to hear, especially around Christmas time. Hope things improve later on.
Posted: Wed Dec 26, 2018 7:53 am
Please don't put it on hold.
I want to try it out in the next 30 days. At the least, you should release a beta (if it's stable enough) so we can try it out before you release the final version.
Posted: Sun Mar 17, 2019 5:19 am
Lately I've been looking into how MM2 accomplishes vehicle physics since mine aren't nearly passable. Hopefully I can get something close based on my research. MM2 wheels are quite complex.
Posted: Wed Mar 27, 2019 5:33 am