[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
MMClone
A complete re-code of Midtown Madness 2 done in the Unity Engine
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Lots of editor work recently. BAI editing is now a thing, with 3d handles and whatnot
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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).
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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.
If those yellow and green numbers are referred to the road and intersection blocks of the PSDL terrain, then that's an useful thing.
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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)
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)
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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.
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.
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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.
Also been reworking the internals of AIEntities (the things that will be extended into AIRacer, AIPedestrian, etc) and AINetwork.
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GTA V also has collision issues with the ("unstoppable" :P ) train, so in a way MM2 will be more advanced :lol:
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You're really replicating the MM2 engine and its working, great work! Good to have fixed that, though.
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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?
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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.
This project is on hold until further notice.
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Sad news to hear, especially around Christmas time. Hope things improve later on.
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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.
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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.
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Started AI work. Ignore the backwards traffic car on the top screenshot. That's been fixed since
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