@KeyWorld:
The original client does not seem to support the operations (scaling and rotation) inside the act format when the sprite is being projected onto a window. So if he scales the sprite images up and reduces the size inside the act format, all sprite images in the login interface (which might not be important) and others (equip window, skill window, etc.) will have huge sizes.
@curiosity:
I had implemented a shader quite some time ago that allowed me to change the colors of sprites based on a 1D texture lookup. This forced me to also implement a bilinear texture filtering shader which worked fine. It had some glitches when moving around, though. I just recently understood the half texel problem which might have been the cause, but it's basically possible to implement such scaling filters without big issues.
@Project:
I have improved the networking part and added some little features like mouse freedom. The login interface is almost complete. I have created an interface to create cegui windows with animated sprites and investigated the correct usage of actors. The probably most important part: I have cleaned up the project configuration for visual studio. There is now a dependencies folder containing all necessary 3rd party libraries (boost, ogre, cegui, lua, luabind, etc) that you can download seperately (16.6 MB as compressed zip file). As soon as the source gets released, you can just checkout the repository and it will compile just fine without the need for downloading any libraries. However, I provide only precompiled windows libraries for now, since I don't have enough time to focus on creating linux and mac libraries. This will follow when I have more free time.
Here's also a screenie showing some progress. I will make a video soon: