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  #1  
Old 07-14-2004, 12:19 PM
daeken_bb
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Join Date: Mar 2003
Location: Chambersburg, PA
Posts: 469
Default FreakU/EQClient progress

Well, we've been working quite continuously, and we've come up with http://freaku.gforge.linuxpowered.com/ as a way to facilitate development. I've been working on the UI backend of the client, and windows are now rendering properly.

Happy Hacking,
Lord Daeken M. BlackBlade
(Cody Brocious)
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  #2  
Old 07-15-2004, 09:02 AM
daeken_bb
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Default

All of the screenshots from the last post about FreakU/EQClient are now back up and operational.
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  #3  
Old 07-15-2004, 03:05 PM
Enoex
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Join Date: May 2004
Location: Florida
Posts: 24
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Wow, nice work man
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  #4  
Old 07-15-2004, 03:11 PM
daeken_bb
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Thanks.

Just wanted to update everyone again... UI translucency and fading (e.g. gradually changing to opaque when you mouse over a window, and then fading back when you leave) is fully functional now. Now it's time to start on making movable windows >
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  #5  
Old 07-15-2004, 05:10 PM
Windcatcher
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Join Date: Jan 2002
Posts: 1,175
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Any chance of posting binaries?

WC
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  #6  
Old 07-15-2004, 05:13 PM
daeken_bb
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Am on the phone with a friend at the moment, but if you tell me what you need, i may be able to help you out. I don't use windows, so posting win32 binaries is currently out of the question. Other than that, i can probably help you
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  #7  
Old 07-15-2004, 06:00 PM
Shadow-Wolf
Dragon
 
Join Date: Oct 2003
Posts: 511
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Well i tryed to compile it using devc++ but i just gave up after all the errors, Im getting ready to make a new email so i can get a trial server with vsnet but i heard someone got more errors on that then i did with devc++.
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  #8  
Old 07-16-2004, 08:01 AM
Windcatcher
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Join Date: Jan 2002
Posts: 1,175
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(Shrug) a Linux binary would be fine. I have a laptop running Xandros where I could give it a try...

WC
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  #9  
Old 07-16-2004, 08:04 AM
daeken_bb
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I run a custom glibc build, so a linux binary is (I think) out of the question, however, you should be able to build it no problem. Just pull down the latest tarball, untar it, run make, and then do ./freaku zonename

Make sure you have SDL, OpenGL, GLU, and the pthreads dev libs.
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  #10  
Old 07-16-2004, 08:18 AM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
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I hacked the files a bit to compile it with Visual Studio .NET 2003

My 'hacked' Win32 source and a compiled .EXE can be downloaded from here:

www.rama.demon.co.uk/freaku.zip

I didn't log all the changes I made, but from memory:

changed fopen modes from 'r' to 'rb'
removed all 'inline' declarations.
Added #include <windows.h> where required.
Fixed wld_name mallocs which were 1 byte too short, causing runtime errors when 'free'ing.
Download SDL from here: http://www.libsdl.org/release/SDL-devel-1.2.7-VC6.zip

win32 doesn't have getopt, so I hacked the command line parsing so you need to run it as

Code:
freaku <eqdir> <zone>
e.g. freaku c:\everquest hateplane



Some zones work, lots don't, qrg and hateplane are a couple that I got to work with this Win32 version.
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  #11  
Old 07-16-2004, 08:26 AM
gxti
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Join Date: Jul 2004
Posts: 9
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Quote:
Some calls to 'free' caused runtime errors so I just commented them out.
Are you kidding? The program probably already leaks more than a broken faucet, and you basically just told it to chew through the system's RAM like some kind of memory-chewing-thing. I have VC++ 6.x and don't mind taking the time to compile it properly, so expect a win32 binary soon.
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  #12  
Old 07-16-2004, 08:30 AM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
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Quote:
Originally Posted by gxti
Quote:
Some calls to 'free' caused runtime errors so I just commented them out.
Are you kidding? The program probably already leaks more than a broken faucet, and you basically just told it to chew through the system's RAM like some kind of memory-chewing-thing. I have VC++ 6.x and don't mind taking the time to compile it properly, so expect a win32 binary soon.
Wow, I thought I was trying to be helpful by posting what I had got to work under Win32, last thing I expected was a flame ...
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  #13  
Old 07-16-2004, 09:17 AM
Melwin2
Fire Beetle
 
Join Date: Aug 2004
Location: Outside. Pressing my nose up against the window. YOUR window.
Posts: 0
Default

Less pejoratives or I will pig. Don't belittle your fellow coders.
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  #14  
Old 07-16-2004, 12:28 PM
Windcatcher
Demi-God
 
Join Date: Jan 2002
Posts: 1,175
Default

As a side note, don't worry too much on trying to render mob models for the client yet. I've been working on it for a couple of days and I'm making good progress. I can render most models well now (though still a few glitches, mostly with female models' shoes, for some weird reason) and I'm about to take a stab at animating. When I'm done I'll release a new version of DZoneConverter that can render them and I'll update the .WLD reference doc. DZoneConverter doesn't bother to load the textures (it never did) and the hard part is getting the polygons right anyway.

WC
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  #15  
Old 07-16-2004, 12:57 PM
daeken_bb
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Join Date: Mar 2003
Location: Chambersburg, PA
Posts: 469
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Whee, barefoot hippy elves!

It's great to hear that you're working on that, it's definitely appreciated

I've been working on the UI code and I have fully moveable and clickable windows at this point. It's coming along quite nice. Going to work on finishing some depth rendering issues, then work on adding widget support.

Happy Hacking,
Lord Daeken M. BlackBlade
(Cody W. Brocious)




P.S.

Screenshots!

http://freaku.gforge.linuxpowered.com/gfaydark-001.jpg
http://freaku.gforge.linuxpowered.com/gfaydark-002.jpg
http://freaku.gforge.linuxpowered.com/gfaydark-003.jpg
http://freaku.gforge.linuxpowered.com/gfaydark-004.jpg
http://freaku.gforge.linuxpowered.com/gfaydark-005.jpg
http://freaku.gforge.linuxpowered.com/gfaydark-006.jpg
http://freaku.gforge.linuxpowered.com/gfaydark-007.jpg

P.P.S

Fixed depth testing:
http://freaku.gforge.linuxpowered.com/gfaydark-008.jpg
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