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Posted: Sat Mar 31, 2018 8:11 pm
by Franch88
Very nice work so far. :)

Posted: Wed Apr 04, 2018 12:52 pm
by aaro4130
Driving around a bit, testing prop physics & sounds.
NOTE: Wheel and suspension physics are entirely initialized with placeholder data, and this video does not reflect the final vehicle physics whatsoever!!

Posted: Wed Apr 04, 2018 1:15 pm
by carfan1061
I like how you can now drive over props and not get stuck on them for 10 mins :P

Good job! :aprobar:

Those car physics are adorable, can you post the vehcarsim here?

Posted: Wed Apr 04, 2018 1:23 pm
by aaro4130
I like how you can now drive over props and not get stuck on them for 10 mins :P

Those car physics are adorable, can you post the vehcarsim here?
NOTE: Wheel and suspension physics are entirely initialized with placeholder data, and this video does not reflect the final vehicle physics whatsoever!!

Posted: Wed Apr 04, 2018 8:22 pm
by Franch88
Looks very nice, it's really close to the original game. :)

Posted: Thu Apr 05, 2018 4:51 am
by aaro4130
Sirens! More work on the hud too. I need to fix the texture looping D:
Also more broken suspension physics :D

I'm using higher settings so the vehicle has reflections in this video. I need to figure out where my cloud shadows went though D:


Posted: Thu Apr 05, 2018 8:42 pm
by Franch88
The sirens work very well. :wink: The car shadow is buggy, too.

Posted: Sat Apr 07, 2018 6:32 pm
by BUGATTIMAN253MPH
I prefer how simple the chase camera is compared to MM2.

Posted: Sat Apr 07, 2018 9:20 pm
by aaro4130
I prefer how simple the chase camera is compared to MM2.
Cameras aren't really implemented yet.

Posted: Sun Apr 08, 2018 5:09 pm
by TonySSS
I prefer how simple the chase camera is compared to MM2.
Cameras aren't really implemented yet.
Well it kinda reminds me of those 90s and 2000s arcade games like GTI Club, Battle Gear and many others, and I quite like it a bit, looks much better than those arcade games in my opinion, wish you would implement different camera options and perhaps even customize them to your own liking to make it resemble like many games such as Gran Turismo for example.

Anyways, I would like to know if MMClone, other than having unlimited mod (.ar) support, would also fix problems regarding conflicts between many mods which cause to make a 'heapfind' error in the original MM2, so that all of the mods you put inside the game will work flawlessly together without any problems and conflicts whatsoever regardless of how many you have inside the game.

'Cuz I tried to use both mm2hook and heap patcher inside my copy of MM2 to make that heap limit higher and putted inside it +1000 mods (cars, tracks and mods) which I downloaded them all here of course, but sadly they both didn't work at all for me since mm2hook with the '-heapsize' command line, gave me an 'abominal exit' error in its console while the game was stuck with a black screen and the game kicked me back to desktop when I tried to only use the heap patcher through cmd with that same procedure.

I really hope your "MM2.5 HD Remix" remake will make it completely mod-friendly just like two games called Re-Volt and World Racing 2 are thankfully, since they don't have any limits or conflict problems at all and I love them both to death for this reason.

I also hope to see you release it around when I will become a modder from next year on, since I plan to mod this game so badly by making a lot of conversions from many other games I played and loved so much, infact, you can see all of them on this thread of mine here if you like: https://www.mm2x.com/modules.php?name=Forum ... pic&t=6694

Best regards and good luck with your remake of MM2, hope to see more updates of it soon! ;)

P.S. Will it also fully support controllers like the Xbox 360 one having triggers unlike the original one? I would totally love playing this with that controller that I always use on my PC so much.

Posted: Sun Apr 08, 2018 10:38 pm
by aaro4130
Mod conflicts are issues with the mods themselves, and there would be lots of code rewriting involved to make things work the way you say.

I'm hoping for full controller support, including mouse button 4/5, xbox triggers, etc. working. Unity should be able to take care of most of that

Posted: Sun Apr 08, 2018 11:39 pm
by TonySSS
Mod conflicts are issues with the mods themselves, and there would be lots of code rewriting involved to make things work the way you say.

I'm hoping for full controller support, including mouse button 4/5, xbox triggers, etc. working. Unity should be able to take care of most of that
Well indeed they do, I just hope that they wouldn't make too many problems with MMClone at least, but most importantly, it should have unlimited mod support like you said to someone here and FXAN also said to me in a thread that I made regarding my problem with the game that I mentioned before, I really hope that we can enjoy all of the mods we like without any problems at all, that's what I really want the most from this re-coding of yours honestly. (Especially my mods that I'll make with conversions from other games that are so obscure, I love them all lol)

And also, I might not mind it at all if you need to do lots of code rewriting if you might want to implement my camera suggestion, it's not really that important to me honestly, I would be happy even with your standard one that you'll implement on it.

Posted: Mon Apr 09, 2018 3:39 am
by aaro4130
Testing rain and more lights!
Image

EDIT:
More blitz testing
(yes I know the arrow is buggy, duh. Also speech audio triggers "FINAL CHECKPOINT", which isn't a thing in Blitz)
as always, WiP content shown

Posted: Mon Apr 09, 2018 7:23 am
by TonySSS
Really like the lights and blitz mode too, imagine if we could perhaps have a custom version of it where you can create your own checkpoints in any track you like (addons included) inside the game, without using a specific program for it and yeah, I already know that this is another thing that requires lot's of re-writing, I know. lol

Posted: Mon Apr 09, 2018 7:38 pm
by sajmon14
Nice ending :D