Fedora
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Posts posted by Fedora
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230k
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200k
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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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Ow; one extra day won't hurt... I'm on boedha's team please -
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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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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*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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210k
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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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- new spell windows
- dropdown manu window with saved recipes
- emotes (a.k.a. the spamz0rs)
- 3d map markers (with server support)
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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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is it normal for the 3D map markers' text to be on the top layer of the screen? (i see the 3D marker text on top of channel text, on top of objects......)@#!!@@ 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.
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* emotes out of synch corrected
* corrected the handling of frame duration_scale (Roja has been informed) so if you use the latest cvs with the current emotes.xml you may experience bad emotes or resynchs
please test emotes also while on horses. I checked and it seems to work nicely, but the syncronization horse/knight is quite a messy code
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couple of things:
* do not delete sound dir, it is not in the .zip
* spells.xml is not in the package either
* there are some bugs with emotes (doh). They don't synch well when doing an emote and starting another action right after. Like standing, *waveleft, walking. Or sitting, *waveleft, standing. I think I know where the bug is, I'll commit changes later today.
* in error_log.txt Cal3d complains about some missing animations (birdfly2, wave_left_held, wave_right_held) which indeed are not there (bridfly2 seems a typo, there is a bird_fly2 under animations)
What Graphics updates do you want to see?
in Suggestions - General, Misc.
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new monsters \o/ (you can even put them on horses if I manage to finish that patch )
oh, and a summoner robe