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  #1  
Old 02-16-2012, 11:07 PM
Taurinus2
Sarnak
 
Join Date: Nov 2009
Posts: 45
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Go for it.

When it came time to learn the asio library I decided to do a fun project to bang out some code with. I wrote a CLI client/server remote tool for my private server that features a handful of opcodes and a single port being utilized on either end. A modest project, but one that was finished in one sitting with all planned features.

Also, PixelEngineer, now that I am thinking of it, you will need a tighter timing mechanism because you are going to need to track your frame deltas. I say this because I foresee you needing to preempt certain operations if you do not have enough time to complete for that frame. Let's say for instance you arrive at some processing logic and you see that your delta is 15ms, you know that you must defer and return immediately (60hz = 16.6ms/frame). This assumes single-threaded execution with regard to that particular logic and your rendering but I believe that the principle will still be applicable in any case.
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  #2  
Old 02-18-2012, 01:30 AM
PixelEngineer
Sarnak
 
Join Date: May 2011
Posts: 96
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Great suggestions guys. You are welcome to start on the server/network component.

Also, a small update:

- Added support for fragment 29, which deals with regions with water, lava, PVP, etc.
- Added rendering support (temp) for these different regions.
- Plus/Minus keys now do not effect look sensitivity.
- F1 now takes screenshots
- Split, and moved the various text files (CHANGELOG, BUGS, LICENSE, README)

The underwater effect needs some tweaking and the specifics might be found in some of the unknowns in this fragment. I mainly added the fog effect so I could test the accuracy of the implementation.



It also implemented the PVP zones. As someone who has never been in Qeynos, can someone verify that the red X's were not areas that you would be in the PVP area? Only the green highlighted area is denoted in the zone files as the PVP area.



Thanks!
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  #3  
Old 02-18-2012, 05:44 AM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
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If you go in game, to the locations you have marked with an X, and then move back toward the centre of the arena, the client automatically generates the mesage 'You have entered an Arena (PvP) area', so I would say you have it right.
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  #4  
Old 02-18-2012, 06:02 AM
PixelEngineer
Sarnak
 
Join Date: May 2011
Posts: 96
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Quote:
Originally Posted by Derision View Post
If you go in game, to the locations you have marked with an X, and then move back toward the centre of the arena, the client automatically generates the mesage 'You have entered an Arena (PvP) area', so I would say you have it right.
Fantastic, thank you.
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  #5  
Old 03-05-2012, 02:40 PM
ableard
Fire Beetle
 
Join Date: Feb 2005
Posts: 15
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So I have picked his up out of ccuriosity. I have VC 2010, typical versions running of eqemu, no opengl.
We I run in VS the window pops a nd closes. I get no signficant error or messages. Do I need to obtain any opengl distributables?
I have added .s3d file into debug folder, changed ini.
thanks
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  #6  
Old 03-07-2012, 04:55 PM
Taurinus2
Sarnak
 
Join Date: Nov 2009
Posts: 45
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OpenGL is a standard lib but you do need drivers that provide opengl acceleration.

With VS, you will find that the working directory for targets launched from within VS is the project root and not the target directories.

Putting the .s3d and configuration file into the debug/release folder should work if you invoke lantern from shell or console.
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  #7  
Old 03-07-2012, 11:16 PM
PixelEngineer
Sarnak
 
Join Date: May 2011
Posts: 96
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Can you copy/paste your log.txt file here or if it's huge, PM me with it. I will post the fix here.
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