MMClone

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

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Re: MMClone

Postby aaro4130 » Fri Nov 02, 2018 7:07 pm

Today: 99% finished up tunnel/wall drawing, finally. That's been on the TODO list since forever :)

MMClone:
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MM2:
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MMClone:
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MM2:
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And a bonus screenshot:
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Re: MMClone

Postby DjDecibel » Fri Nov 02, 2018 8:50 pm

it look awesome!
just a little question: will the mm2 .ar files compatible with your mmclone?
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Re: MMClone

Postby aaro4130 » Fri Nov 02, 2018 8:52 pm

[quote="DjDecibel";p="111067"]it look awesome!
just a little question: will the mm2 .ar files compatible with your mmclone?[/quote]

Yes! All of them should be. After all, I am cloning the engine itself. ;) None of the MM assets have been imported into Unity
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Re: MMClone

Postby slamm3r_911 » Sat Nov 03, 2018 3:29 pm

Mesmerizing.
Awesome.
Stupendous.
Phenomenal.

These and more are the words the critics will use when describing the pure essence of mmclone.

I have been playing MM2 since the days of the MSN Gaming Zone and dial up internet. Yes, I remember some of the best moments played on the old game engine. To see this being actively developed by aaro4130 brings my heart so much joy, it is almost unspeakable! MM2X has grown from being just one of the sites that MM2 geeks go to, to being the main and pretty much only site (and what a site at that!).

Please, keep up the good work. To hear that the banger has been re-worked to render in ultra high FPS is such a joy to my heart. I can easily see how playing THIS mod, will be like playing a completely new title release from a new game developer. I truly cannot wait to see it continue to be developed and ultimately released.

See you all on Gameranger! (hopefully?)

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Re: MMClone

Postby aaro4130 » Sat Nov 03, 2018 3:43 pm

Today I improved the wall math

They now detect adjacent walls, and scale based on an arbitrary number that seems to work  :P
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I'm not too concerned about using an arbitrary number because it seems MM2 did this too (just not to the same extent, which causes this clipping)
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Also , have a couple more in-game screenshots of MMClone :)
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See you all on Gameranger! (hopefully?)
I've already done some promising tests with Photon servers ;)
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Re: MMClone

Postby slamm3r_911 » Sat Nov 03, 2018 3:56 pm

That's great!!! From first glance, Photon looks like an incredibly flexible backend for multiplayer. I'm so thrilled to see your progress with SF. Keep it up, the screens look so beautiful I can hardly look away. Wow!!!  8O

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Re: MMClone

Postby aaro4130 » Sat Nov 03, 2018 4:01 pm

[quote="slamm3r_911";p="111080"]That's great!!! From first glance, Photon looks like an incredibly flexible backend for multiplayer. I'm so thrilled to see your progress with SF. Keep it up, the screens look so beautiful I can hardly look away. Wow!!!  8O[/quote]

It's not really progress "with SF" per se. I'm re-creating the original game engine from scratch, so progress happens on the code side, and affects all cities ;)

Means mods are supported out of the box too. It's basically the same sort of concept as Angel releasing an engine update :)

As an example, I've plopped the iconic FnF Jetta into the game folder, and run the game. It was also a good test of 3d damage effects I have implemented (backed into a tree)
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Re: MMClone

Postby Jeremiahjobling » Sat Nov 03, 2018 11:05 pm

Wow, it`s becoming clear with the passing days that MMClone is something that is one for this community to wait for :!:
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Re: MMClone

Postby Franch88 » Sun Nov 04, 2018 5:15 am

Very impressive work so far, what you're doing is astonishing. :) The resemblance with the original game is somehow uncanny. :wink:
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Re: MMClone

Postby sajmon14 » Sun Nov 04, 2018 10:37 pm

Great work :)

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Re: MMClone

Postby KingAndy » Mon Nov 05, 2018 11:29 am

This is such a cool project of yours, you have to finish it!  :P
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Re: MMClone

Postby aaro4130 » Mon Nov 05, 2018 5:43 pm

Since last post

-Implemented more subway train audio
I put the unused brake squeal sound to use.


-Added water splash sound
-Implemented ferry audio
-Updated the internal editor
-Added AIMAP loading ability
-Broke, then fixed the PSDL library  :lol:
-Fixed tunnel height calculations (I'll update the mm2kiwi on this eventually)
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Re: MMClone

Postby Jeremiahjobling » Mon Nov 05, 2018 10:52 pm

Lovely, now the London tube subway trains stop at stations much more realistically 🚂🔧
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Re: MMClone

Postby aaro4130 » Tue Nov 06, 2018 2:19 pm

Decal editor
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Re: MMClone

Postby Franch88 » Wed Nov 07, 2018 8:24 am

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.
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