MegaCorps Online - Java FPS with realti

Hm, *.obj. Ok, sounds interresting. Is the map one whole obj file, or how is this accomplished?

@cyberyoyo: you were a UScript coder? Cool. For which mods did ya work for? Any famous ones? G

First you create a .obj defining a portal system. Where the polygons make up the actual portals. A portal is a link between sections. Which section they point to is dependent upon which group the polygons belong to. The sections themselves are created in separate .obj files. The process is pretty straight forward. When loading the map everything is partitioned and optimized at runtime.

Cheers
// Tomas

issues:
-fullscreen shows little over 1/4 in my screen (can see the crosshair in the right bottom.)

sugjestions:

  • ESC -> closes everything aaaaah change it to unfocus the window or something else a little less drastic.
    // was prob. hittign it too rapidly, it first saids press P to play and unlocks the mouse, I’d sugjest a confirmation box after then.
  • alter the stickness at eges (probebly to smoothen things out with stairs) is annoying wenn jumping on other objects (the boxes in parti.) makes climing quite difficuld.

never below 14-20 fps in a window is alright(I’m guessing it’s a lot higher fullscreen)

1.16 ghz p3
gf4mx

didn’t have any glitces

Not famous ones: I worked with the teams of FEBA ( a cool but not quite famous mod) and GODZ. Then my first (solo) project:unreal adventure, not quite finished because I realized it was way too much work for peanuts.

I know the GODZ mod, its a nice mod, but not the gameplay i like much.