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Old 10-14-2008, 09:27 PM
Windcatcher
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Join Date: Jan 2002
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Released version 5.6 of the Admin Tool today (see top post). There is only one change, but I think it will be very helpful: wherever items are listed (in database grids or in drop-downs), the item icon will also be displayed.
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  #2  
Old 12-27-2008, 08:46 PM
Windcatcher
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Join Date: Jan 2002
Posts: 1,175
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New stuff today (more to come):

EQEmu Admin Tool 5.7

1. Display the item icon along with the item name on all item lists.
2. Spawns tab: added a button for loading XWA files. When they are loaded, spawn Z positions can be accurately set.
3. Spawns tab: Added text to point out that left-clicking will set the placeholder location.
4. Spawns tab: Shigh-right-clicking will add a pathing waypoint to the currently selected spawn, and added text to point this out.
5. Spawns tab: Added a "Correct Z" button. If S3D or XWA files are being loaded, this will correct the spawn position and pathing waypoints for the selected spawn.
6. Spawns tab: Added a button that will display all pathing waypoints for all spawns in the zone.
7. Spawns tab: The path for the selected spawn will be highlighted in a brighter color than for non-selected spawns.
8. Spawns tab: Different path types (wanter, patrol, random, etc.) will be displayed slightly differently on the map to set them apart.
9. Spawns tab: Added a button that will move the zone safe point to the placeholder location.
10. Spawns tab (Path Grid subtab): Added drop-downs to set the wander type and pause type for spawn paths.
11. Fixed several bugs where clicking "Copy record" on various tabs wouldn't copy all field values.
12. Fixed several bugs where changing a value (e.g. in a drop-down) wouldn't change the value in the database.
13. NPCs Tab (NPC Spells subtab): Added several check boxes to the NPC Spell Entries pane to allow setting spell info (nuke, heal, root, etc.)


OpenSpell 1.5

1. Minor cosmetic change (change in screen font).


OpenZone Sample Textures 2.6

1. Added a lot of textures to Texpack5.zip. When I release OpenZone 8.5, you WILL need these.


OpenZone 8.5

1. Fixed several Anim8or bugs.
2. New/updated mesh objects (these require OpenZone Sample Textures 2.6)
- sack
- mushroom1
- tunnel_support
- lute
- katana
- staff1
- staff2
- axe1
- axe2
- axe3
- sword6
- axe4
- candle1
- evil_altar
- throne1
- plate
- ham
- apple
- pear
- fur_pallet
- temple
- conebrazier_stone
- conebrazier
- torch
- tiki_torch
- brazier
- campfire_with_spit
- campfire
- lamp_post_1
- lantern
- hanging_lantern
- elf_lantern
- brick_bank
- brick_store
- brick_tavern
- side_mounted_lantern
- shorter_hanging_lantern
- stone_tavern
- stone_store
- stone_bank
3. New/updated creature models
- human_female
- lizardman_alt_leg
- bear
- wolf
- snake
- gnoll
4. Added File...Convert DirectX (.X) to Anim8or (.AN. There is no guarantee that it can convert all .X files, but it is useful for converting GeorgeS' creature and weapon models.
5. Added File...Import...DirectX (.X). There is no guarantee that it can convert all .X files, but it is useful for importing GeorgeS' creature and weapon models.
6. In File...Alter Anim8or File (Objects tab): Added a section that:
- Shows what materials are used by an object
- Lets you change from one material to another
- Lets you remove unused materials from the object's material list
- Lets you change the order of used materials (important for getting creature variants to work properly -- materials have to be in the same order)
7. In File...Alter Anim8or File: Moved some buttons to tabs where they make more sense (e.g. Clean Sequence)
8. In File...Alter Anim8or File (Sequences-Adjust tab): Added "Move sequence up" and "Move sequence down" buttons that allow changing the order of sequences in the file.
9. In File...Alter Anim8or File (Sequences-Clone tab): Added "Copy sequence" button that makes a copy of the selected sequence
10. In File...Alter Anim8or File: Added hint text for most buttons.
11. When selecting the texture ellipsis (...) in the Property Editor, added a setting for normal maps. This is merely preparation for future use and normal maps aren't used yet.
12. The light scripted object now has a flicker setting. This has no effect outside OpenZone itself as yet, but will eventually be used to make dynamic lights ficker to simulate fire/candles/torches, etc.
13. In the Display Options pane, added an "Enable shaders" checkbox. This currently has no effect outside OpenZone, but it will enable GLSL shaders if your graphics card supports them. This will let you better see the effect of light sources, including light flicker. In the future, OpenZone will eventually export shader information to .XWA (and SimpleClient will be upgraded to use shaders).
14. Internal 3D engine updates (e.g. simple shader support, with lots more to come in the future).
15. Internal design improvements, preparation for future upgrades.
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  #3  
Old 12-27-2008, 11:21 PM
Windcatcher
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Join Date: Jan 2002
Posts: 1,175
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See the above post for today's releases. I'm planning a full-up SimpleClient release in the next few days, just as soon as I do a little more DB work (Rogean, please make sure that you can keep the site up I've been having the worst time connecting to it lately).

Wind
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