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Windcatcher
02-07-2004, 02:14 PM
Just when you world builders thought you might get some sleep tonight...NOT!

I've updated just about everything today. Here's the list:

OpenZone Textures 1.2
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1. Updated texture pack 3 and the texture masks with some new ground textures I needed for a zone I'm building. When it's ready I'll release it in another zone pack.


OpenZone Sample Zones 1.4
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1. Added some ambient sounds to the two sample zones, shifted them so they don't interfere, and re-exported them with OpenZone 3.4. The shift in these zones reflects how they are set up in my test server.


OpenZone 3.4
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1. Added a sounds tab in the ground editor for adding sounds. It will look for the sounds in your EQ folder (see below) and load all sounds it finds into memory. You can select a sound, listen to it to see if it's what you want, and place it in your zone. Sounds are placed by clicking on the center point and dragging out to the sound's radius, which will produce a circle on the screen. You can change the sound radius by clicking on the circle's edge and dragging it some more, or move the sound by dragging the center point. If you're familiar with placing bounds or zone lines, then you'll find adding ambient sounds easy. You can also change the assigned sound by selecting the circle and selecting a different sound from the list box at the left.

Sounds can be different for day and night, and there are radio buttons for setting each one. There is also an "area sound" checkbox. An Area sound doesn't fade with distance, whereas a localized one (like from a fire) does.

At this point the sound editor is better for placing ambient sounds than for localized ones, since the sound's Z position right now always follows the ground. In thr future I plan to make it easier to place localized sounds, but first things first.

There is an issue regarding ambient sounds and zone positions. Basically, the client caches zone sounds and won't reload them when you zone, so all third-party sounds will be marshalled together by ZoneProxy and loaded all at once. Please see this thread for more details on the issue:

http://www.eqemulator.net/forums/viewtopic.php?t=12708

2. Added Edit...Preferences where the path to the EQ folder can be set. This is necessary so the ground editor can find the EQ sound files.

3. Edit...Delete can now delete more than one object at a time.

4. Added File...Properties where you can enter the zone's long_name, short_name, and outdoor/indoor status. If the names are stored they will be automatically filled in when appropriate (such as when exporting zones or generating a .MAP file). The indoor/outdoor setting is important as it determines whether the generated geometry responds to sunlight (indoor zones won't).

5. Added Edit...Shift Entire Zone, which allows *everything* in the zone to be shifted by an arbitrary amount in the X, Y, or Z direction. This is used in conjunction with ambient sounds since ZoneProxy needs to load the ambient sounds for *all* third-party zones all at once (this is because the client caches them on a per-zone basis). This menu item lets you make sure that the ambient sounds for your zones don't interfere and should be done before exporting. However, all zones must still have their coordinates within the -32767...32767 range in the X, Y, and Z directions or spawns won't show up in-game.

6. Added a toolbar button that will insert the selected mesh object at the current position (does the same thing as the menu item and the Ctrl-M shortcut).

7. Added Object...Move object to current position. In fly mode, it immediately moves the selected object to where you are.

8. Mountainize Edges now has an edit field on the popup so you can enter how high the "mountains" should be.

9. Adding a zone exit will now display a popup that lets you decide which exit to create (left turn or right turn). It shows pictorial representations of the two types.

10. The bounds that are created when a zone exit is added are now more accurate and take into account the fact that ground squares are split into two triangles from northwest to southeast.

11. Fixed a very bad memory leak and some more minor ones.

12. Greatly reduced the memory usage when entering the ground editor.

13. It's possible to "unselect" a textureset by selecting "(none)" at the top of the list.

14. Changed the way transparent polygons are displayed to make them more visible.

15. Added a checkbox that lets you optionally display transparent polygons as completely opaque rather than semitransparent.

16. Placing a mesh object from the library in dungeon zones (that is, zones without outdoor ground) won't cause the object to fall to a ridiculous point anymore. The object will remain where it is if there is no ground above or below it.

17. Fixed some miscellaneous other bugs.


ZoneProxy 1.3
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1. Fixed a bug where the program didn't restore backups properly when it was closed (making the backups was ok).

2. Added support for ambient sounds, which are stored in <zone>_sounds.eff and <zone>_sndbnk.eff. Since the client caches these sound files when a zone is loaded and won't reload them when changing to another third-party zone, ZoneProxy immediately reads the .eff files for the alias zone and all third-party zones, then builds a single pair of .eff files containing all sounds for the alias zone and all third-party zones. This means that third-party zones must *not* reside at the same coordinates. Consequently, OpenZone 3.4 and the Admin Tool 5.1 have facilities for "shifting" entire zones by an arbitrary amount to ensure there are no conflicts.

ZoneProxy looks for a file called ZoneProxy_thirdparty_list.txt to determine which zones are third-party ones for the purpose of marshalling the sound files. I've included a sample one so you can see what it should contain. If a zone in the list isn't found, ZoneProxy will simply skip it.

EQEmu Admin Tool 5.1
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1. Fixed a crash bug in the spawns tab when the safe zones button was clicked.

2. Fixed the "all classes" and "all races" checkboxes in the Items...Usable by sub-tab.

3. Fixed a (very) small memory leak.

4. Added a "shift entire zone" button to the zones tab. This is designed to be used in conjunction with OpenZone for making custom zones that have ambient sounds (all sounds for third-party zones must be loaded all at once to deal with client caching, which means that third-party zones can't reside at the same coordinates). Using this button will shift *everything* relating to a particular zone.


Whew.

Wind

Shadow-Wolf
02-07-2004, 03:14 PM
omg christmas already! lol thanks man this will make things much more better.

Edit: erm just realized this lol but how am i going to add sounds if the ground editor doesn't work with dungeons, maybe you can make a dungeon editor with the same features(except for ground textures ya know) or just make the ground editor work with dungeons...

dil
02-07-2004, 09:00 PM
Wind Is It Possible On The Character Tab To Not Load The Character Information When You Intially Click on It. Because When You Click on The Character It Loads all info on Char. Which Takes about 30 secs per time and its hard to find the char u are looking for. Maybe Could You Add like a search feature to find character names possibly?

Btw Great Work on All Your Programs Keeps Managing the Server Really Easy.

Monrezz
02-07-2004, 10:51 PM
What's With The Caps For Every Word Dil? Thought Something Looked Odd And Didn't Realise What At First, Not Used To Seeing Writing Written Like This :)

Wind: Great work man, you just keep them all coming. I have no idea how you manage to write three programs at the same time while answering questions on the forums and discovering new things for the Emu. /bow

Monrezz

dil
02-08-2004, 10:31 AM
Sorry its a habbit for some reason its kinda hard to break =)

Dil - Serverop
Dils World Server