MMClone

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

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Re: MMClone

Postby jojo337 » Wed Jun 26, 2019 11:33 am

Seems that I can see some "old guys" from the modding game ^^

It looks really like MM2, impressive when you know this is not the same engine !
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Re: MMClone

Postby aaro4130 » Wed Jun 26, 2019 3:47 pm

I feel like a it of a broken record here, haha.

This is an "engine within an engine" so to speak. I've remade original MM2's engine (so yes, teoretically you can use all the mods on this site) within Unity.

This means we get MM2, on a modern engine, and since I created the code myself, I can also add new features at will :)
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Re: MMClone

Postby Franch88 » Wed Jun 26, 2019 9:02 pm

Great new progresses so far. :D

BTW, it's nice to see you around in this community after ages, César. :wink:
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Re: MMClone

Postby Cesar3D » Thu Jun 27, 2019 11:35 pm

Haha yes, it's my first message on 10 years here ! (since Sportlifegoa)
I relinstalled the game, and it was really surprised to see communities still make new addons, and how the game can work very well in HD with some tools on Win10.


Sorry for the off topic, Aaro. I can image all work you have already done to make this engine !

Features like switching car (or map) during the game, better clipping, advanced gamepad control, would be very nice I think.

Keep it up !

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Re: MMClone

Postby cody » Sat Jun 29, 2019 4:02 pm

@Caeser3D: I think it should stay free, since it's based on the MM2 engine. Otherwise, there might be some copyright/trademark issues. Also, most of the other popular modding tools for MM2 are free.
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Re: MMClone

Postby aaro4130 » Mon Jul 01, 2019 6:50 pm

Another showoff image
Image

Shadows work in an interesting way now. During loading the game renders up a vehicles shadow, then takes a "picture" of it, and puts it into a texture.

Then that texture is overlaid on top of existing geometry perfectly. There's a couple issues with this approach that needs solving, but it looks a lot better than clipping shadows!
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Re: MMClone

Postby cody » Mon Jul 01, 2019 11:06 pm

1. An MM2-style map generator (makes hudmap from PSDL, resembling those of SF and London)
2. Procedural PSDL generator (creates random PSDL with roads, blocks, BAI, etc.)
3. Skydome/Skybox texture generator (useful if you're making a city on another planet, especially if it has 2 suns)
4. Generate PSDL roads from SVG (input is a vector image containing straight lines and curves, created in Inkscape or similar program; could be useful)
5. Merge PSDL (similar to MM2CT)

I'm not sure if you've already implemented 1 and 5, so I'm just leaving these here as ideas.
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Re: MMClone

Postby Jeremiahjobling » Mon Jul 01, 2019 11:14 pm

Impressive progress as always Aaro4130.

(BTW, Happy Canada Day.)
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Re: MMClone

Postby Seahawk » Tue Jul 02, 2019 9:03 am

Good work. Will you make real time shadows?
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Re: MMClone

Postby FXANBSS » Thu Jul 04, 2019 5:43 am

@Seahawk: I have only one word for you.

Unity, unity engine =)

And there's more than that; once it is finished, modding mm2 will be as easy as a walk to the park.  :aplausos:

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Re: MMClone

Postby cody » Wed Aug 21, 2019 4:37 pm

Any chance you could provide a beta version?
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Re: MMClone

Postby Stalin.EXE » Tue Sep 03, 2019 11:45 am

Hope to see at least beta release! I have some qusetions:
  • What is the status of project at the moment?
  • Will you open source code and upload them to GitHub/GitLab? It can be helpfull for 3rd party pull requests and increasing project's popularity.
  • Can we send you Feature Requests? And where is the best place to do it?
  • Will MMClone support Linux (as Unity project)?

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Re: MMClone

Postby aaro4130 » Tue Sep 03, 2019 4:50 pm

Hope to see at least beta release! I have some qusetions:
  • What is the status of project at the moment?
  • Will you open source code and upload them to GitHub/GitLab? It can be helpfull for 3rd party pull requests and increasing project's popularity.
  • Can we send you Feature Requests? And where is the best place to do it?
  • Will MMClone support Linux (as Unity project)?
  • What is the status of project at the moment?
At the moment it's coming along very slowly. It's at a point where a lot of refactoring, cleanup, and optimization needs to be done, as well as physics code. Before anything else continues.
  • Will you open source code and upload them to GitHub/GitLab? It can be helpfull for 3rd party pull requests and increasing project's popularity.
I'm still not sure, but I think I will upon initial release.
  • Can we send you Feature Requests? And where is the best place to do it?
I don't want to add too many things the base game doesn't have, and I also don't want to make it incompatible with the base game. If the feature isn't something major / game changing, then you could ask here.
  • Will MMClone support Linux (as Unity project)?
Hopefully I'll be creating builds for Android, Linux, Mac, Windows. Though, Windows will come first.

I have personally tested Windows, Linux (VM, and native), and Android, and the project works properly on all 3 platforms :)
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Re: MMClone

Postby aaro4130 » Tue Sep 10, 2019 2:28 am

In recent days I've been working on optimizations!.. and bugfixes
- PSDL geometry generation is 60% faster
- Finding what room ID (or as some call it, block ID) an object in is now 95% faster, because it uses a quadtree to quickly eliminate rooms the point is not within (google quadtree for more info on how these work)
-INST buildings that face away from the camera disable thesmelves now
-pathset props no longer are oriented wrong

I've also tested some experimental INST optimizations which combine all variant materials together. Which means you could render all INST variants at no more cost than rendering one. Still WIP

I've also messed around with shadows, now that the game is becoming more optimized. The game feels bland without them, so if they prove to be performant enough, I'll have to put a toggle somewhere.

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Re: MMClone

Postby DjDecibel » Tue Sep 10, 2019 1:55 pm

Great shots.. it looks awesome! :D
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