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GreenBox

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Everything posted by GreenBox

  1. All help is welcome I'm actually porting the VS build system to CMake and removing some M$ specific code, soon I'll push the new code to the repo
  2. It's not web based, just the GUI. It's a standalone C++ OpenGL application using the Chrome engine to render the GUI as HTML+CSS3 over the game graphics.
  3. I'm thinking in use a more modern UI like WOW and other newer games at least for the login/char selection. The in game UI could be the same but maybe with more modern elements.
  4. Fimbulwinter Client http://blog.fimbulwinter.org/ Overview Yes, this is another client project as I'm not satisfied with the current ones. FimbulwinterClient is developed in C++ using a barebone engine called YA3DE that I developed for use on it, remembers a lot XNA. The project was being developed in C# but with the release of MSVC11 with almost full C++11 support I decided to port it to C++ to take advantage of the new features. I don't plan to target old compilers that doesn't support the new spec as the major compilers already support it. YA3DE YA3DE(Yet Another 3D Engine) is a 3d engine that I developed to use it in my client. It remembers a lot of XNA but is in C++ and uses only OpenGL 3. Roadmap Map rendering: Done, perhaps the normal calculation isn't good at the moment. Mode rendering: Same as above. GUI: In development. Actors rendering: To be done. Network: To be done. Source code and license The project is licensed under GNU GPLv3 and the source can be found on my github repository: https://github.com/g...al/fimbulclient Screenshots Playing with the new GUI system Prontera prt_maze with surface colors Castle Prontera indoors Niflheim Comodo About the GUI https://github.com/greenboxal/fimbulclient/wiki/GUI-Overview I'll use the Awesomium project to create the game GUI, it's a hacked source of Chrominium that can be rendered and used in any project. Yes, the GUI will be done using HTML5+CSS3, but we have a problem: I suck at web programming and I really need help to develop a pretty GUI. So, if anybody is willing to help you can contact me Just for clarification, the 3d rendering is not web based, just the GUI. The world rendering is done with OpenGL and YA3DE. I'm developing the project alone and it's really a painful but rewarding task and I would be really thankful if someone helped me on this project. Thanks for your time, The green hollow cube.
  5. The multi-zone support should be seen as a tool for load balancing as in Aegis and not for using different configs. Actually they could work on both ways through some macro or map config. For the query_sql I can see two ways to solve our problem: An DB Server, Which acts as an interface between the servers and the database, this would be a totally abstract layer so we could implement others DBs than MySQL like PostgreSQL and SQLite. For this option I prefer to have the option to use it or not as for the default setup, an extra process could be a problem for systems with low resources. Another option is send the queries to the login-server or the char-server and wait the response.
  6. Why you want to build with cygwin? Just use MSVC.
  7. Our char-server can hold multiple zone-servers and handle the client connection correctly between them, but the switch process between zone-servers is a big fail. During this process the map_session_data struct which holds temporary session data aren't synced with the new zone -server causing session data loss. Temporary script variables(@var) aren't synced too, so scripts operating with temporary data between zone-servers will not work too. Also we have a third but minor problem: query_sql, as many scripts query the login table(VIP scripts) we may need another command to query the "main" database, though the login-server. This issue remembered all those problems, now we need to ask: Is multi-zone server really needed? If yes, what is the best design to fix those problems?
  8. GreenBox

    Minimalist Core

    I never understood wtf is the minicore too O_O
  9. There is no practical performance gain as va_start just do some pointer arithmetic and va_end does nothing, btw the code will be more beautiful if the va_list were created just one time.
  10. Sirius mempool is thread safe and we will need it if someone plans to continue developing multithread support.
  11. Anime Reddit or 9faggag?
  12. my new desktop, now with w8 pro
  13. I always wanted to do this, together with this we could rewrite the script VM in a more prettier way(example: https://github.com/KainEmulator/libadreno/tree/master/src/vm, I created this and it's very similar with eA VM) and maybe use a JIT engine(like Chrome's V8). I never created a patch for this cause I hate creating parsers
  14. As I know only top surfaces have the vertex color applied, if the cell that I will use to get the surface color doesn't exist or don't has a top surface, i just use black color.
  15. The color posterization is done with the following formulas: r = (int)(r / LEVEL_COUNT) * LEVEL_COUNT g = (int)(g / LEVEL_COUNT) * LEVEL_COUNT b = (int)(b / LEVEL_COUNT) * LEVEL_COUNT In RO, LEVEL_COUNT is 16. @edit For javascript it would be c = floor(c / LEVEL_COUNT) * LEVEL_COUNT; where c is each color component prt_maze01 gl_church This is not WeeClient but renders it as the official client too
  16. You don't need this. Right click login-server_sql on Solution Explorer and go: Properties -> Configuration Properties -> Debugging, and set Working Directory to $(SolutionDir), Apply and close the dialog. You need to do this to each server you want to debug. By default VS set the working directory to the project directory, on eAthena based servers the project dir is inside the root directory of the server so you need to change it to $(SolutionDir) which is the root folder(the folder who's contains the .sln file).
  17. CEGUI uses XML for the window layouts, extremely customizable without touching the code.
  18. For scriptable effects(and all other things) you could use the V8 engine. @edit WeeClient is good i think :3
  19. The 'drop' sprite is rendered when the item is dropped on the ground. The actor item sprite(male/female folder) is used to render the item on top of the actor(the character).
  20. Easier than the lua files? this must be a joke O_O
  21. xDD i'm using another repo, that in C# will stay there forever just a tip, don'to go with unity3d or any other big framework. to "recreate" an existing game, a new engine would be better as it will fit the exactly needs of it.
  22. We moved FimbulwinterClient to C++ as it provides better portability and performance(and C++11 is the beautiful of the world), if someone is interested in helping, drop me a PM
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