
Fedora
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Everything posted by Fedora
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Patch updated: * Download again the actors definitions from the link above * - in player_weapons.xml there is a new parameter "turn_horse" used to specify if the weapon requires the horse to rotate duting a fight (1=yes, 0=no) - when a weapon is equipped the horse now turns (60 degrees) and lets the knight fight, if unequipped the horse turns back and fights directly - a horse/knight synchronization has been corrected (may be some others around) To test single actor commands or sequences of them you can use #send_cmd your_name x1 x2 x3... where x is a command code. For reference, 18 is enter combat, 19 is leave combat, 38 to 45 are rotations, 5 is pain, 46 to 51 and 60 to 73 are attack frames. Pls test
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I commited some new code related to horse fighting. It's almost done, unless huge bugs pop out To use it: - enable MORE_ATTACHED_ACTORS & compile - unzip the animations in your EL *test* directory under /animations - unzip the actor definitions in your EL *test* directory under /actor_defs (crossbows not included, only bows) - run the client and get/remove a horse by typing: #horse <your_name> 200 - only the horse with id=200 works, the other are missing frames in thei def files (I'm lazy) Currently, when a fight starts while on horse a 45 degrees counterclockwise rotation is performed to put fighters face to face. I'm not sure if 45 is nice looking..I tried 90 and it is too much, maybe 60 is ok...however it can be changed in actors.h at line 450. I tried fighting on horse against hordes of invaded rats and horse/actor animations never went out of timing...it's a good start, but please test this more, it's subtle code *warning the whole commit should be #ifdef'd, but while coding it I found something weird. At line 1086 of actor_scripts.c there were a "index+=18" used to get the frame corresponding to the current attack command for non enhanced actors. Looking at cal_types.h (line 44), since index starts from 0, the selected frame for attack_up_1 ends up to be cal_actor_combat_idle_frame, which is wrong. I changed the line to "index+=19" and it seems to work...either this is a bug or I deeply misunderstood some code *warning 2 There is a massive amount of debug messages (may slow things down)
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Before starting to add new features for 1.10 (or 2.0?) I think a #define purge is in order. This is the #def list for the 1.9.0 release: FEATURES += ATTACHED_ACTORS # allows to have 2 actors that are attached together, one of the actor will exist only on client side (needs server support) FEATURES += CLUSTER_INSIDES # Group objects into separate clusters for clipping on inside maps FEATURES += CONTEXT_MENUS # Enable context menus FEATURES += CUSTOM_LOOK # allows you to customize your look. FEATURES += CUSTOM_UPDATE # allows autoupdating of custom look information FEATURES += FUZZY_PATHS # Makes Tab Map walking not always follow exaclty the same path FEATURES += MINIMAP2 # Disables the rectangular minimap and enables the rotating minimap FEATURES += NEW_CAMERA_MOTION # Changes the behaviour of the camera by replacing the rotation duration by a constant deceleration. This gives a better control on the positionning of the camera. FEATURES += NEW_SELECTION # Enables new selection system. Needs OpenGL 1.3 or GL_ARB_texture_env_combine FEATURES += NEW_SOUND # Enables extended sound effects system FEATURES += NEW_TEX # use new texture coordinates for enhanced actors FEATURES += NEW_WEATHER # new weather effects FEATURES += PNG_SCREENSHOT # make screenshots in W3C's PNG format in game, requires libpng FEATURES += SKY_FPV # Use skybox with clouds/stars/etc, enable first person view, and other misc changes from Emajekral FEATURES += TEXT_ALIASES # Text aliases FEATURES += USE_INLINE # enable some optimizations to use inline functions instead of pure function calls FEATURES += USE_SHADER # Using shaders for water rendering. Needs NEW_FILE_IO FEATURES += VARIABLE_SPEED # allow to change the moving speed of actors (needs server support) FEATURES += ZLIB # Enables being able to read gzip compressed files, requires -lzlib/-lz FEATURES += EMOTES # Support for additional animations parsed from local text with a seperate anim que FEATURES += USER_MENUS # enable user command menus, requires CONTEXT_MENUS FEATURES += BANDWIDTH_SAVINGS # enable bandwidth saving changes for message protocol FEATURES += ITEM_UID # Enable unique image id values from server FEATURES += NEW_QUESTLOG # Enable the new questlog, rewritten with new features I think at least the following can be removed: FEATURES += ATTACHED_ACTORS FEATURES += CONTEXT_MENUS # Enable context menus FEATURES += MINIMAP2 # Disables the rectangular minimap and enables the rotating minimap FEATURES += NEW_CAMERA_MOTION # Changes the behaviour of the camera by replacing the rotation duration by a constant deceleration. This FEATURES += NEW_SELECTION # Enables new selection system. Needs OpenGL 1.3 or GL_ARB_texture_env_combine FEATURES += NEW_SOUND # Enables extended sound effects system FEATURES += NEW_TEX # use new texture coordinates for enhanced actors FEATURES += NEW_WEATHER # new weather effects FEATURES += PNG_SCREENSHOT # make screenshots in W3C's PNG format in game, requires libpng FEATURES += SKY_FPV # Use skybox with clouds/stars/etc, enable first person view, and other misc changes from Emajekral FEATURES += TEXT_ALIASES # Text aliases FEATURES += EMOTES # Support for additional animations parsed from local text with a seperate anim que is it ok? should we add some more #def to the purge list? how do we split #def purging between mods? Post here
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What Graphics updates do you want to see?
Fedora replied to Roja's topic in Suggestions - General, Misc.
new monsters \o/ (you can even put them on horses if I manage to finish that patch ) oh, and a summoner robe -
I'm working on horse fighting/ranging so I purged ATTACHED_ACTORS. Hopefully without messing up the cvs
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5k rose quartz, ty
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need a summoner? EDIT: LOL. Even if I <3 =HC=, it was an enrollment in Piner's team
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ops, was very sleepy mods=devs As suggested, I can take care of #def I coded like EMOTES, ATTACHED_ACTORS and SKY_FPV
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*bow *omg ---> *confused ---> *lol and some less friendly too *cutthroat *comehere --> like this @2:08 also some "emotes" for cast spell and summon
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520k
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...and there is a small bug in spells.xml (radiation spell uses 4 magic essences not fire...tnx JaxomCA). Cvs updated.
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Programming client credits, please post your contributions here
Fedora replied to Entropy's topic in General Chat
- new spell windows - dropdown manu window with saved recipes - emotes (a.k.a. the spamz0rs) - 3d map markers (with server support) -
I updated the cvs with the latest changes (they already are in Roja's exe) for whoever wants to compile his own mapeditor. They correct HUGE bugs, so please recompile from cvs.
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You know, I follow the Japanese philosophy to always introduce an imperfection in your code not to anger the gods... Corrected...
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@#!!@@ no it isn't Correcting it asap... EDIT: ok, it should work now
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As reported by Eadric and other players it seems the EL icon is missing (both window and linux version). I did a quick check, indeed the icon.bmp file is not in the package and gl_init.c: SDL_WM_SetIcon(SDL_LoadBMP("icon.bmp"), NULL); fails setting the icon to the default one. There is a el_icon.png tho, is it the new icon? should it be loaded by gl_init? On my linux renaming it to icon.bmp doesn't work.
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After completing a quest, you get the "You got all the xxx" message for every subsequent harvest of that resource.
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Oh well, fashion is fashion, let me re-bid: 200k
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I can sell you the 10k ene, drop me a pm ^^
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I can't reach srm using the pad in c2 portal room. I get a message "Umm...you can't teleport, there's no open nearby location". Tnx tropatropa for finding it.