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Re: MMClone

Posted: Sun Aug 26, 2018 10:04 pm
by aaro4130
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.

Re: MMClone

Posted: Sun Aug 26, 2018 10:38 pm
by Franch88
That sounds great, keep it up. :D

Re: MMClone

Posted: Sat Sep 01, 2018 2:49 am
by TonySSS
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)

Re: MMClone

Posted: Sun Sep 02, 2018 1:38 am
by DjDecibel
[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 ;) )

Re: MMClone

Posted: Fri Oct 26, 2018 7:56 am
by aaro4130
Optimized banger rendering, added sparks and shards, and buoyancy code.


Re: MMClone

Posted: Fri Oct 26, 2018 12:26 pm
by DjDecibel
great work!

Re: MMClone

Posted: Fri Oct 26, 2018 1:12 pm
by Jeremiahjobling
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 :)

Re: MMClone

Posted: Fri Oct 26, 2018 11:00 pm
by Franch88
Great work! It's now being hard to distinguish it from the original game. :wink:

Re: MMClone

Posted: Sat Oct 27, 2018 12:12 am
by kennydanger26
Amazing! You're doing such a nice job!
Looks like you're improving MM2 a lot!

Re: MMClone

Posted: Sat Oct 27, 2018 4:07 pm
by aaro4130
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.

Re: MMClone

Posted: Sat Oct 27, 2018 10:05 pm
by carfan1061
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

Re: MMClone

Posted: Sun Oct 28, 2018 6:44 am
by Fuyunyan
This looks pretty neat! I like the wet ground textures.

Re: MMClone

Posted: Wed Oct 31, 2018 7:13 pm
by aaro4130
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.
Image

Here it's checking if I'm in the water
Image

Here it is in action, complete with echo sounds :)

Re: MMClone

Posted: Wed Oct 31, 2018 11:25 pm
by Franch88
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.

Re: MMClone

Posted: Thu Nov 01, 2018 2:57 am
by aaro4130
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!!