great news!Recently, Aaro announced that he could release a very early pre-alpha version on 25th of December. We'll see.
MMClone
A complete re-code of Midtown Madness 2 done in the Unity Engine
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Unfortunately won't be ready on that date. Currently there are no banger collisions, terrible physics, no races or multiplayer, etc.
Current plans: Working on optimizations, banger physics, then looking to find some new car physics.
Current plans: Working on optimizations, banger physics, then looking to find some new car physics.
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Re: MMClone
Will you make reflections on breakable parts possible?
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That's unfortunate, but keep up with improving it. Have no races and multiplayer mode is totally acceptable in a pre-alpha version.
Surely yes, and it's not the only. Keep in mind that this is a new game made in Unity engine, which resembles the look of the original game as most as possible and uses same file formats, too. Then, for your info, that thing is now already possible in the original MM2 due to MM2Hook.Will you make reflections on breakable parts possible?
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Any updates, or is MMClone on hold again? I'm really hoping for a pre-alpha (or possibly beta) release sometime this year, or at the very least a standalone PSDL editor released separately.
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Sorry for the double post, but I'm still waiting patiently for updates on this, and there hasn't been an update in almost 6 months.
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Re: MMClone
View on Discord.
https://discord.com/channels/2399009617 ... 5685783587
https://discord.com/channels/2399009617 ... 5685783587
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Re: MMClone
Not much has been done on this. I've been busy doing game development among other things.
What has been done though, is some progress on Midtown Madness 1 stuff, since I haven't been motivated as much for MM2.
What has been done though, is some progress on Midtown Madness 1 stuff, since I haven't been motivated as much for MM2.
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So is this game going to support both MM1 and MM2 .ar files? That would be nice, as it would only require copying/moving the files from the MM1 and MM2 directories into the MMClone directory. Then we can play both MM1 and MM2 without even exiting one of them. Also, like MM2Hook, I'm suggesting something like this be implemented in the config:
That could be useful in the future, given how far ahead other games are in terms of maximum poly count and map size. Fuel has a map that's about the size of Connecticut. We wouldn't be limited to making single cities anymore. It would make file sizes bigger, but we could come up with new ways to distribute the mods (i.e. legal torrents, or as a base map with optional patches that add on to it). It would require a different format to overcome the limits of PSDL (i.e. 65536 vertices), so maybe something based off of OBJ or DAE. Also, a procedural map generator could be useful. We could make random maps of any size, based on just a few parameters (i.e. seed value, length, width, height, types of blocks (GROUND_, ROAD_, ROADS_, etc.), and types of buildings), and possibly even whole procedural planets that are generated as you're racing. PSDL Viewer had a random terrain generator, but it was never finished (i.e. road/building creation wasn't implemented).
Code: Select all
MaxSpeed=<number> //Maximum speed in meters/second, useful if you want to limit your speed to make a race more difficult or challenging; default: 500 (1118 MPH); range: 1-299792458 (44 m/s is approximately 100 MPH)
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Re: MMClone
I've been working at making the look of the game match MM2 lately.
Glowing trees and all
The biggest thing still to go is car physics. Those are still horrible.
Glowing trees and all
The biggest thing still to go is car physics. Those are still horrible.
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Keep up the amazing work you're doing with this great project. It'll surely bring something else interesting about MM2 modding.
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Long time no see. a lot of this project is still hung up on getting decent vehicle physics.
In the meantime I've done a lot of misc things, such as making the 1st CD track play on load (and adding a -nocdaudio argument to disable this behaviour), and finishing/polishing things.
In the meantime I've done a lot of misc things, such as making the 1st CD track play on load (and adding a -nocdaudio argument to disable this behaviour), and finishing/polishing things.
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@Aaro4130: Any updates? It's been 4 months since your last post.
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