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) |
All of the screenshots from the last post about FreakU/EQClient are now back up and operational.
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Wow, nice work man
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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 >:) |
Any chance of posting binaries?
WC |
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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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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(Shrug) a Linux binary would be fine. I have a laptop running Xandros where I could give it a try...
WC |
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. |
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> 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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Less pejoratives or I will pig. Don't belittle your fellow coders.
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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 |
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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