The main feature of this demo is location convertor, currently works for AC5, ACZ and AC6. Others will be supported (I hope) in the future releases. This is not the final version of this demo, still working on features, please help me with testing.
- Location convertor — height map, geometry and textures
- Campaign mode
I’m still working on:
- Difficulty settings
- Example campaign
- Ground units
Not included in this release:
- Trees, clouds, location render settings (sun position, specular amount, etc)
- Optimizations. Current version produces unoptimized data in terms of speed and size: inefficient formats, lacks texture compression, instancing, etc.
- Location objects collision data
- Optional objects
Download early version: Demo 7.5 alpha2
Update 3 Jan: fixed location loading, menu, low start height in free-flight mode
How to use location convertor: drop the tool near DATA.TBL and DATA.PAC (AC5, AC Zero) or DATA.TBL, DATA00.PAC and DATA01.PAC (AC6), run the tool, wait until it finish, copy locations/ to Open Horizon folder. This version of the tool cannot operate on .ISO files directly, so you have to extract it first. Note that XBox360 disc’s content does not appears in windows explorer and requires additional extract tool.
You can share your custom decals on Open Horizon Booru
- Take screenshot of your decal ingame
- Upload your decal zip to https://catbox.moe/ for example: https://files.catbox.moe/st31e2.zip
- Add post to the booru with a link to the uploaded file in the Source field
Decal creating guide: How-to-create-custom-decals
If you have problems with posting or just feel lazy to create an account, you can send your mods me and I’ll post it
Menu in Open Horizon is now lua-scripted, with the ability to load other scripts from campaign/ folder. And that means that all the power of lua can be used to create custom campaigns with their own logic. Example campaign will be included in the upcoming demo.
I wish THE Ace Love iDOL: Live Combat M@STER! was a real thing.
I’m going to release new version of Open Horizon this year.
I’ve got some success on loading AC6 locations.
As for now, I have working sky, tiles and heights for AC5, Zero and AC6, and also buildings for AC5 and Zero. Hope I’ll finish the convertor this year.
I’ve got some progress loading ps2-era locations. Still a lot of research to be done until I’ll actually start implementing the converter. I’m going to implement locations convert tool instead of direct loading to support HD restoration.
Recently, I’ve been spending all my free time on Open Horizon to get the demo out of the door. As a result, I now have a huge unread pile of ranobe that has been recommended to me. So I’m taking a break from development until I catch up on my reading.
This demonstration features mission system, air-to ground missiles and bombs, and many improvements. Some example missions included to teach the basics, mission editor help page is also available.
Download: Open Horizon 7th Demo
Shocking truth, but significant part of Open Horizon’s code wouldn’t pass my own code review. It’s probably ok for pet-project, because if I will rewrite code every time I want, the project would be in development forever. The reason code isn’t perfect from the start is quite simple.
First of all, I don’t know how the original game worked before some research so I write first implementation, then, when problems occurs, I research again with updated information, making new assumptions. This is a continuous process, but other code is already depends on what I wrote previously so every time such problems appears I can’t just rewrite it all.
On the game mechanics side, I often choose ugly solutions right before the release, because I want it to be done already so I cut corners and struggle with my own architecture. While I’m complaining about architecture, the other aspects of the code quality, like checking ranges and pointers, are mostly fine, because it’s critical to the stability and sanity. Any unnoticed null pointer reduces game’s value to zero.