Lemongrass Posted July 29, 2012 Posted July 29, 2012 True, there are tons of custom graphics and music that we can use but not client. Just a suggestion, if you could make character's gender independent of each other. Perhaps maybe when a player creates a character, the client would ask (Male/Female) it would be great. I don't have much knowledge on coding and how it might make things complicated though. that's a thing sirius white already did once. i don't know if you can read it but the pictures are what is most important. http://siriuswhite.de/blog/2008/11/charakterbasiertes-geschlecht/ Quote
Syouji Posted August 2, 2012 Posted August 2, 2012 I'm not sure if I mentioned this before however a HUGE +1 if you're able to have your client read higher polygon count models. That would enable more details and opportunities when it comes to playing on custom maps. Quote
CrescentSaga Posted August 16, 2012 Posted August 16, 2012 Doesn't seems like he's improving/developing any parts of this client anymore... Damn... this would mean i will need someone to hire someone again to actually finish his work to make it usable for my project... Sigh.. more money to spend xD Quote
Mystery Posted August 16, 2012 Posted August 16, 2012 Doesn't seems like he's improving/developing any parts of this client anymore... Damn... this would mean i will need someone to hire someone again to actually finish his work to make it usable for my project... Sigh.. more money to spend xD Just because he isn't posting doesn't mean he's not working on it ;P Quote
Maki Posted August 16, 2012 Posted August 16, 2012 Don't just assume =P I sent a PM to Shinryo (randomnly prior to this) and he responded within a short time period. It's working pretty good so far, have walking characters, etc. However, before I release the source, I wanted to make some cleanups due to design mistakes that I made, since I was forced to develop faster-I will make an update in my topic soon. Quote
CrescentSaga Posted August 17, 2012 Posted August 17, 2012 Great news then, he's still working on it! Quote
nanakiwurtz Posted September 21, 2012 Posted September 21, 2012 I read this thread from the beginning, it takes a whole hour for me to get the concept of this custom RO client. Hurray, September ^^ I hope I can be a beta tester for it too Quote
Neo-Mind Posted September 22, 2012 Posted September 22, 2012 Eagerly waiting to hear from shin about the progress Quote
Syouji Posted October 14, 2012 Posted October 14, 2012 Yes! I'm also very curious about the current standings of this project. Please provide us an update Shinyro! Quote
Shinryo Posted October 25, 2012 Author Posted October 25, 2012 No, the project is far away from being dead. I've got a new job more than a month ago and this caused the project to slow down quite a bit. I've spent a lot (and I mean a lot) time with investigating a good way to allow scriptable effects (since I'm too lazy to implement all of them myself) that can be created easily even by non-developers. I think this is one of the most crucial steps to make this project a success. Everything else (besides rendering itself) is just some easy stuff. Also, there was a major cleanup which allows everyone to customize almost everything they want easily. I've splitted the code base into two seperate projects, which consist of the rendering part (world, gui, ...) and the content creation (networking, data storage, ...). These can be used like frameworks or be completely replaced without breaking the other part. For example, someone could inherit the content creation and add advanced control that allows to interact with a modified rendering part which displays 3D characters that move around like inside a first person shooter. Both parts are combined inside a core library, which represents the controller. So yes, the project now uses the MVC pattern and everyone of you should know yourself what benefits this has. Here are two small screenies. But don't expect too many visual improvements, since I have worked more on the code instead of the rendering. And don't worry, I will still make sure to release the source code as soon as I have either no interest anymore or when the project is in a usable (for others to develop with) state. Thanks for everyone who is supporting this project! PS: I don't have a cool project name, any ideas? I thought of WeeRagnarokClient or WeeClient, but dunno. Or maybe rMinerva Client, because of Athene and Minerva, lol. 6 Quote
Judas Posted October 25, 2012 Posted October 25, 2012 nice update! WeeClient sounds nice since it matches your other great works liek the map cache and diff patcher. But I do like rMinerva just because of that relation lol. Quote
GreenBox Posted October 25, 2012 Posted October 25, 2012 For scriptable effects(and all other things) you could use the V8 engine. @edit WeeClient is good i think :3 Quote
Kitty Posted October 26, 2012 Posted October 26, 2012 WeeClient is good. I don't know if you're up for suggestions but the name makes me think of "Relient" Good luck with your project! Quote
Maki Posted October 26, 2012 Posted October 26, 2012 +1 to WeeClient. Is it easy to change the login/character/in-game skins/windows/menus/etc? I'd like to try making some new templates if so =] Quote
GreenBox Posted October 26, 2012 Posted October 26, 2012 +1 to WeeClient. Is it easy to change the login/character/in-game skins/windows/menus/etc? I'd like to try making some new templates if so =] CEGUI uses XML for the window layouts, extremely customizable without touching the code. Quote
Nameless2you Posted October 26, 2012 Posted October 26, 2012 (edited) Love it! Thank you for your continued support and activity! WeeClient sounds fun. Edited October 26, 2012 by Nameless2you Quote
Syouji Posted October 26, 2012 Posted October 26, 2012 Great update Shinryo! I love the flexibility your putting in your client. Quote
Neo-Mind Posted October 26, 2012 Posted October 26, 2012 its Alive!!! its Alive!!! :-D. Great to hear from you Shin and nice updates . as for the name WeeClient sounds nice. or maybe WeeGC? Quote
Xhiro Posted October 26, 2012 Posted October 26, 2012 Wasn't it supposed to go open source on September? WeeClient is okay. WeeGC made me first think of Wee Guilottine Cross Quote
curiosity Posted October 26, 2012 Posted October 26, 2012 Each tile can have a diffuse color. This color, however, is not being applied to all four corners of a tile, but only to the bottom left vertex and all vertices that share the same coordinate. I'm trying to get this right in my own renderer, but it looks weird at the moment. If it's not too much of a bother, could you please share a picture of prt_maze01 or gl_church with only the vertex colors enabled? Also, one little detail: what did you mean by posterization levels 17.0 - 1.0? Just 16 levels, or something else? I tried to match the lightmap of your earlier screenshot of pay_dun01 and (I think) I got a similar result by doing pcolor = floor(255 * floor(15 * color / 255) / 15) with all steps being float operations (JavaScript, he he). This gives 16 levels (0-15), but the upper level contains only one intensity value. So I guess this was wrong? Could I just do rounding instead instead of flooring and get the correct values? Or should I use 16 instead and floor everything? Quote
GreenBox Posted October 26, 2012 Posted October 26, 2012 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 1 Quote
curiosity Posted October 27, 2012 Posted October 27, 2012 Wow, thanks, those are great. Are the vertex colors are always only applied to the top surface? At least I get the same results for those maps while only setting the vertex colors for those. Also do you just use black if one of the adjacent tiles doesn't have a top surface? I though I had it all wrong because some maps like pay_dun00 look like someone smeared shit all over them, but I checked with the official client and it turns out it's the same there. Quote
GreenBox Posted October 27, 2012 Posted October 27, 2012 Wow, thanks, those are great. Are the vertex colors are always only applied to the top surface? At least I get the same results for those maps while only setting the vertex colors for those. Also do you just use black if one of the adjacent tiles doesn't have a top surface? I though I had it all wrong because some maps like pay_dun00 look like someone smeared shit all over them, but I checked with the official client and it turns out it's the same there. 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. 1 Quote
KeyWorld Posted October 27, 2012 Posted October 27, 2012 Same here. About the color posterization, don't use floor : it's too slow ! color >>= 4 << 4; 1 Quote
TrueNoir Posted October 27, 2012 Posted October 27, 2012 Its an awesome project honestly don't really mind it being closed source as long as its finished and released for use because then hopefully people wouldnt be greedy about sharing plugins that they made unlike open sourced projects that many times people just improve and develop for there own personal use. With that being said do you plan on increasing the client limits for models like the max amount of polygons the client can render and such since ragnarok had pretty low limits since they never updated any of that. It would be nice to be able to use models with more vertical textures and polygons so i didn't have to nerf every model i make rsm wise. Quote
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