MOHAA High Definition initiative to create a higher resolution and better looking MOHAA to be used in future MOHAA client projects.
Link to repository (File Structure as in game.)
Github?
who owns https://github.com/openmoh ? Can we use that for the base, create a project for each? fork openMohaa? There is a few wforks..which is the latest, greatest?
MODELS (with their textures);
Players replaced so far:
Axis:
Allies:
Weapons replaced so far:
Axis:
Allies:
MP Items:
Map Models replaced so far:
Trees replaced so far:
Textures;
Map textures replaced so far:
I created the openmoh group on github. If you have a github account, let me know and I'll add you. omoh1 is the original openmohaa from sourceforge, with some additions from ley0k. the other omoh's were my own creations when I tinkered a bit over christmas holidays... I just transferred them to my own account because they were not really useful :)
but i suggest we use it for future code
my git is elgansayer
I like openmohaa. I suggest we use it to create projects.
"hd content" , open mohaa, tools of sorts..going forward.
i created a new project "openmohaa" in the openmoh group on github. It's the current version of ioq3 right now. I'm planning on keeping merging in any updates from ioq3, while we work on it to make it mohaa-compatible.
I will make the first mohaa-specific changes, soon. We can add more developers to the group, but I would prefer a "fork and pull request" approach where people can add their changes and we can verify them.
Makes sense Wombat, let us know who you wish to add to the Dev team and well adjust their status as needed.
For faster comms do visit the live chat - chatrooms - sfx chat guys.
is this really needed to restart a copy of ioq3 ? the openmoh/omoh1 has almost all ioq3 fixes, it will only require ui, and an enhancement to ioq3 renderer to be playable
not sure. as far as i remember, we never merged in any changes from ioq3 after we forked them (which was years ago). they did quite a lot of work in the meantime.
i was thinking about a clean start (of course we can copy a lot of things from omoh1 code) but I'm open to suggestions :)
PS: what about the UI module I wrote? I know my implementation was a bit wonky (no dynamic memory allocation, questionable coding style at times...), but it worked for the most part ???
For flexibility reason, it's better to use FAKK2 UI. It's fully in C++ so it's more flexible :)
Also I don't think new ioq3 is needed because openmoh was 'somehow' patched in the net to prevent buffer overflow, patched in CM_Trace for Terrain and collisions, it was 'heavily' modified in certain point so i don't think it will be needed. Maybe only the renderer will be needed from ioq3 (and sound) :)
I already placed the renderer (and sound but it's not working yet) into openmoh, but then it requires Terrain/Lights implementation.
EDIT:
http://zupimages.net/up/16/02/m88y.png (notice only dynamic lights are supported but are buggy in ioq3)
http://zupimages.net/up/16/02/v0fh.png (Skeletor model implementation)
http://zupimages.net/up/16/02/8jql.png (Skeletor model with players)
The screen were made when your old UI system was used. :)
ah, ok. I misunderstood :) If you have the FAKK2 UI code (is it in the SDK?), that's probably better (I didn't have it at the time).
well, it's fine with me to keep using omoh1. maybe you're right, we should not waste our time by redoing everything that has been done already and focus on the missing parts...
Quote from: wombat {sfx} on January 12, 2016, 11:21:54 AM
ah, ok. I misunderstood :) If you have the FAKK2 UI code (is it in the SDK?), that's probably better (I didn't have it at the time).
well, it's fine with me to keep using omoh1. maybe you're right, we should not waste our time by redoing everything that has been done already and focus on the missing parts...
FAKK2 UI code is not open-source. The only thing that were made open source in FAKK2 is game/client code (and that's what omoh1 uses).
Yes you are right we should focus on the missing parts :) I think omoh1 should have been named openmohaa already, not sure if we could rename it.
OK, I just renamed the projects. You need to change your git remote address of omoh1 to
git@github.com:openmoh/openmohaa.git
or https://github.com/openmoh/openmohaa.git
ie. like
git remote set-url origin git@github.com:openmoh/openmohaa.git
Can you make a "MOHAA HD Assets" project
done. it's at https://github.com/openmoh/MOHAA-HD-Assets
it's empty, right now.
Feel free to change the logo if you think my one has a better look.