Thread: Ornamentions
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Old 04-04-2014, 05:19 AM
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Uleat
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Join Date: Apr 2012
Location: North Carolina
Posts: 2,815
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I am going to have to figure out how to handle differences in clients. It would be nice to have a list or range of IDFile #'s for each
supported client.

Otherwise..character select, initial spawn and item swapping currently work. It's most likely not how live does it..but, it's acceptable.
There is a small delay in switching to the ornamented graphic when swapping items. The base item is shown first..but, the ornament
is shown after the SendWearChange() packet is received. I attempted combat and saw no discrepancies using this method.

Now..I need to update: lua/perl api's, other inheritance classes (of Mob), and activate all of the augmentation/ornamentation op's.


(With a list of client 'ceilings,' I could send two textures to SendWearChange(); first for valid clients; second for earlier ones. That way,
all clients would at least display a weapon of some sort.)
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