This has been known behind the scenes for a little while, but today I have to bring everybody the sad news: we are about to be closed down.
The reason is that IGN/Gamespy are terminating the hosted site service we enjoy. The closing date is August 31st, 2009.
It remains uncertain if .Map still has a future. Today I have requested a complete database export which, provided we can find a suitable host, can (in theory) be used to reinstate .Map (in its current form) at a different web address.
For the moment I cannot promise anything, as the website is unfortunately not easily moved.
IGN tech support has advised me to close down the forums from now onwards, so no posts will be lost in a migration. However I prefer to leave them open as long as possible, please bear in mind posts made after *now* might be lost in the migration process.
Finally a major word of thanks to all our members that have made .Map a pleasant and helpful site for its 7 years and 3 months of existence. Not bad by any account .
It's been a great time for me personally, I hope everybody enjoyed it as much. Thank you!!
FileFront closes its doors - be sure to save your stuff!
Quote:
Farewell - We are suspending FileFront site operations indefinitely on March 30. Please see the following link for more information: http://farewell.filefront.com/
Update: FileFront has been sold back to its original owners - it's not going down.
Hi all,
i would like to bring your attention to the post i have made at MRU, we have started work on a patch for Moh - i still have the Reloaded files (or most of), i also have brought in a game coder from Zootfly to help with the C++ work and he is now actively working on the patch.
Ladies and gentlemen, the OpenMoHAA project finally has something to show off with.
Wombat's been hard at work this weekend and introduced preliminary MoHAA BSP support. This means we can load and play (although with certain limitations) the original MoHAA maps in the OMoHAA engine! We had some shader issues, but I managed to fix them. So, at the moment all the brushes and patch meshes are correctly drawn and collided against. What does not work yet is entities and LOD terrain.
I hereby announce that the OpenMoHAA project has started!
OpenMoHAA is an attempt at creating a free, open-source game engine capable of running Medal of Honor: Allied Assault content (in much the same way that OpenTTD runs Transport Tycoon Deluxe or Free in the Dark runs Alone in the Dark), technically superior to the original one by improving security, stability and adding features. It's not a patch, in fact, it has little to do with the original at all, apart from the functionality, which it will try to immitate as closely as possible. It will be built almost from scratch upon the rock-solid codebase of ioquake3.
The project will be housed here, at .map. A dedicated forum section has been created, where you can follow OpenMoHAA's development. We hope it will help breathe some new life into this great game and bring back at least some of those who have left the community!
I'm sorry this is coming later than I anticipated but here's the info on the mod tools for Airborne:
I've been working with people on the team, including our technical director, and unfortunately I have to report that we won't be delivering mod tools for Airborne. The simple honest answer is that the version of Unreal Engine 3 we used to ship Airborne did not support modding. We have been involved in several code updates since the ship of the game, but the varied costs of integrating a newer version of UE3 backwards into Airborne to allow modding is prohibitive. There is too much code we'd have to update, and it would essentially mean rebuilding too much of the game's architecture.
Had Epic been farther along with UT3 while we were developing Airborne, things would have been different, but that is unfortunately what happens when you develop a game while the technology is still being developed.